This article was provided to you by Brawl Stars Blog, a site dedicated to everything Brawl Stars. This article is part of a partnership between us, and we hope it will be a long and prosperous one. They produce quality content daily, and they have plenty of informative and entertaining guides over there, so be sure to check them out!
With the exception of showdown, team composition plays an integral role in every match of Brawl Stars. A well-balanced team that works together will almost always have the upper hand in a game. That is, unless three Shelley’s all get paired up together. However, as of right now, players have no say what their composition will look like when solo queuing. Until Supercell creates lobbies for teams to decide what they’d like to do before hand, this guide will only help friends who are all queuing together. Before we jump into the brawlers, let’s define the roles that brawlers fit into.
Note: Article written by Mark Glover, writer for Brawl Stars Blog!
Unlike other MOBA games, Brawl Stars is much more forgiving when it comes to filling roles. This, in turn, means that following a strict composition layout can possibly hinder more than help. It is still important to understand the roles and how they play, considering that there are no duplicates allowed in created lobbies. There are five main archetypes in Brawl Stars, with some brawlers that fit under just one, while others can assume many roles. The higher rarity a brawler is, the more likely they will be harder to define. So, what are the five main roles?
Role: The term tank, in this case, is used somewhat loosely. Many believe that tanks must have huge amounts of hp to qualify as one. This thought process isn’t wrong, but I believe one more factor is important- range. Without taking range into consideration, brawlers like Bo, Nita, and Poco would be tanks. As I’ve said before, all of the aforementioned characters could be tanks, but they fit better elsewhere. Tanks in Brawl Stars should have at least 800 health, a relatively small range, and a powerful attack. Tanks are especially useful in Smash and Grab because of their ability to control the middle of the map and surviving. They can also help be initiators in Heist and Bounty.
Brawlers: Out of the five archetypes, four fit into tank as their main role. El Primo and Bull are the epitomai of the tank roles. They are the only brawlers to break the one-thousand health mark and both deal extreme amounts of damage. The other two that fit into this role are Shelly and Mortis. Shelly, as of right now, is very powerful. She can normally stay at mid-range comfortably, but her damage is excellent at point blank too. Mortis is definitely not the first brawler that comes to mind when thinking of tanks, but he fits the role great. He has an annoying dash attack paired with decent health. Just as with other tanks, he excels in Smash and Grab.
Role: Utility is the main way to gauge what a support brawler is. They have the ability to do almost everything at an average level while the unique aspects of their kits allow for them to be exceptional in one or two areas. The super ability is the most essential part of a brawler for them to be considered a support. Because of their utility, supports perform well in Smash and Grab as well as Bounty. Heist is more difficult for them as choke points and map control are the main factors in how a brawler performs. The best part about supports is that they are able to boost their teammates performances while still contributing to the team.
Brawlers: As mentioned before, the super best defines a support brawler. Both the brawlers that add a fourth member to the team are supports. Jessie’s scrap gun that can hit and tack down up to three targets is very useful for helping teammates finish off an enemy. Jessie’s turret, like her, can be advantageous in more ways than one. It can deny spots on a map or deal immediate damage if thrown next to an opposing brawler. It is also a great distraction for your teammates to use. Nita and her bear are also fantastic support options. Nita’s quick reload allows for her to dish out damage and quickly get her super. Nita’s bear is the ultimate source of frustration. The bear’s high health does not allow for the opposing team to focus on the objective at hand. Finally, Poco is also a support. His guitar covers a long range and can control parts of the map. His super, when used right, can be the difference between winning and losing.
Role: As you’ll see later in the article, there are two distinct distance damaging archetypes- snipers and ranged attackers. On the surface they may seem the same, but are different enough to be in separate categories. Snipers output a ton of damage in one shot and conversely have a slower reload speed. Obviously, snipers need to have a very long ranged attack, as they are not mobile nor have a ton of health. They keep their distance while trying to get picks and provide cover fire for their teammates. Unlike the other roles, snipers can vary greatly in what game modes they are good in. For that reason, let’s talk about the two snipers individually.
Brawlers: The two snipers are Piper and Brock. Personally, I don’t believe either are balanced right now, but I’ll analyze them like they are. Piper is extraordinary at Bounty and is also a great choice for Smash and Grab. She can get picks with ease, allowing for both gems and stars to pile up on her team’s side. Her super also lets her escape effectively in bad situations. She is not as good at Heist because her kit does not allow a fast, relentless damage output. Brock is just about the complete opposite. His slow missiles make it difficult for him to kill out in open spaces. This is why he is abysmal in Smash and Grab and Bounty. Heist, on the other hand, is where Brock is great. He can fire a lot of rockets at the choke points, as well as lay down his super on the safe.
Role: The ranged attacker differs from the sniper in that they can produce more damage over time. Snipers are better for getting more burst damage. This means that they are normally good options for Heist. If an enemy sneaks past and is damaging the safe, ranged attackers have more chances if they miss a few shots because of their faster reload time. However, snipers have an upper hand in Bounty because of their abilities to get picks at a higher rate than their ranged attacking counterparts. Overall, the brawlers in this archetype are great for cover fire and getting sustained damage over time.
Brawlers: Colt and Ricochet are the two brawlers that perfectly represent the ranged attacker. They each have a fairly quick reload speed with average damage per bullet. Both have good range, which is especially helpful to Rico. He can use his twelve tile attack range and ricochet ability to get damage off in tough spots without exposing himself. Crow also represents the role well as his attack is designed specifically for damage over time. Finally, Bo is the last ranged attacking brawler. Bo is the jack of all trades, master of none, but I believe he fits best into this role. His super is the last archetype yet to be mentioned, while his health says he may be a tank. His attack, though, has the range and reload speed of a ranged attacker.
Role: The area denial role is far and away the clearest archetype to decipher. If the attack is shot or thrown and has a blast radius, the brawler is in the area denial role. These brawlers are essential for a dominant Heist team as they can control the map better than any other type. The role is also more dependent on the specific map more than any other is. Maps that are more open and free are terrible for these brawlers. Maps that have choke points and spots where many fights take place are great for them. In short, these brawlers depend on the map to be any good at Bounty or Smash and Grab.
Brawlers: Barley and Dynamike are both detectable area denial brawlers. Just like with snipers and ranged attackers, one deals damage in bursts while the other deals damage over time. Either option is great for Heist and on certain maps in the other two game modes. Spike is the other, more unique map controller. His attack covers a large radius but is less accurate upon explosion. His super also perfectly fits the denial role by slowing enemies down. Unlike the other two though, Spike is worse at Heist and better at Smash and Grab and Bounty.
The game mode you queue for is essential to assembling your team. As shown, many brawlers excel in certain game modes and are much worse in others. One extremely important thing to remember is that any one role is not always needed. As Master Yoda mentioned in his beginner team composition guide, tanks, or any role, will not be essential for a team composition. Brawl Stars is not as strict as other MOBAs. This also means that having two of the same type of brawler is fine, although I would not do three of the same. So, what brawlers should we use in each game mode?
Smash and Grab
Collecting and keeping ten gems is all about control and positioning. If a teammate dies with a lot of gems, it’s not the end of the world like it may be with bounty. As long as someone is by them when they die, getting back the gems is not as difficult. Mobility is highly sought after in Smash and Grab because of this. Since health is not as important, getting back to the fight or out of a fight quickly is essential. An odd thing about Brawl Stars is that three of the four tanks all have good mobility, whether from their super or attack. For this reason, having at least one tank can help a lot in Smash and Grab. Supports are also great options for Smash and Grab because the game mode rewards versatility. Finally, crowd control is a priority, making area denial brawlers good to have. Be sure not to have more than one, though, as they are not mobile or provide much utility. Ranged Attackers and Snipers are generally not as good in Smash and Grab. If played well, they can create good cover fire and hold enemies back, but this won’t always be the case. For the most part, look to select close ranged brawlers.
Mortis, Jessie, Nita: This composition is composed of a tank and two supports. Mortis is easily the best Smash and Grab Brawler in the game. His attack allows him to quickly grab a gem and get out. His large health pool also lets him take damage in a fight. Jessie’s turret can assume the position of area denial, as a well-placed one can help control the middle. Finally, Nita’s close ranged attack and quick reload allows for constant pressure. Her bear also forces enemies to retreat from the middle. Overall, this composition can reach the ten gem mark with ease.
Bounty is all about getting kills and not getting killed, which often comes down to the skill of the actual player more than the brawler. However, certain archetypes can do better than others in Bounty. Tanks have a tendency to struggle as they often need to be up close and personal with the enemies, leading to higher death rates. Supports utility can also be wasted on this game mode, as it is more simple than Smash and Grab. Anyone with range should do well in Bounty, as long as the team works together. Making sure one person is not carrying all the stars is important because snipers and ranged attackers normally have less health. The team should not initiate fights, and instead wait so that they do not get trapped by the opposing team.
Bo, Piper, Colt: Both of the epics in this composition are excellent Bounty characters. Bo’s health paired with his range means he can get kills from a distance while getting out of bad situations. Piper’s powerful attack is also great for getting frags and her super allows for a quick escape. The last brawler, Colt, is all about high damage output, which is great for Bounty.
Heist is much different from the other two game modes, in that the maps for it are closed off and only have a few choke points. It also differs in that the attacking and defending side can vary if the team composition is good or not. Many picks on defense can be safe, but if they were put on offense it would not work. Luckily, a few archetypes are consistently good on both. Obviously, area denial brawlers are tremendous picks for Heist. They control the map very well and can dominate on either side. Tanks are also good Heist selections. They can be annoyances on defense, as well as initiators on offense. Supports, Ranged Attackers, and Snipers all greatly vary on Heist due to the nature of the attacking and defending.
Barley, Dynamike, Bull: Not only does the comp mesh well together, it doesn’t include a single legendary or epic. Barley and Dynamike’s job are simple- control the map. Whether attacking or defending, they need to be the crowd control to allow Bull freedom in his choices. On defense, Bull needs to constantly annoy and push back the enemies. Offensively, he needs to focus on getting through the chokes and using his super to get to the safe.
One important thing to remember is that this is simply a guide. It is better used as a layout than for specifics. Play around with your own team comps and use this article as a reference to easily organize brawlers and what game modes they do well in. That being said, I do believe each sample composition is a great option for their respective game modes. Finally, remember that Brawl Stars is, as I’ve said, much more forgiving when it comes to the roles that should be filled. When building a team comp, try to keep it balanced but don’t stress over it. Hopefully, Brawl Stars sees an update allowing for lobbies before a game, allowing for a pre-planned composition. Until then, try and figure out some dominant compositions with your friends.