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Monday, November 29, 2021

Advanced Brawl Stars Tactics : 3v3 Tactics

Advanced Brawl Stars Tactics

Brawler Roles

There are two types of roles; primary and secondary. Primary roles are a brawler’s intrinsic role in a game. This is their main role and one that always applies no matter what situation. This is important in gameplay.

Secondary roles can vary depending on the team comp, and are not always set in stone. Players may stray away from this role if the situation calls for it. For example, Leon’s secondary role might be support, however if the team seems to be overwhelmed (see “terminology”) he may need to commit to the support role, as his range allows him to discourage an enemy push.

I have classified all brawlers into their primary roles. Secondary roles should be applied depending upon the map and the team composition. You should apply a brawler’s role as you see fit. With practise, this will become easier and your strategic gameplay will improve significantly.


Brawlers: Rosa, El Primo, Frank, Bull, Jacky

These brawlers are hardy and can take the damage. Their mostly short range is offset by their explosive damage and their capacity to pressure the enemy team. By winrate, the best tank is frank and the worst is bull. Tanks play very aggressive. They’re main function is to take the damage for their teammates and drive back the opposing team. The whole team should work with the tank in order to maximise kills and take the objective.

Tanks function best in maps where there is a lot of cover, as they can deep push (see “terminology”) and make an opening for an assassin or utility brawler, and allow the rest of the team to push. When caught in the open, enemy assassins can quickly eliminate your tank, but this risk should be assessed depending on the situation. Alternatively, tanks have the capacity to teamwipe if a control brawler can set up an ideal situation. This is far harder to accomplish at higher levels. Tanks can feed (see “terminology”) and be fed upon very easily, which is important if you plan to master a tank. Tanks should always try be the ally that is highest pushed.

Tanks are the easiest brawlers to pick up and master, but have weak carry capacity (see “terminology”). As such, they are great beginner brawlers.

Difficulty: Easy

Pros: Explosive damage, high health

Cons: Short range, bad carry capacity


Brawlers: Poco, Pam

These brawlers are able to heal their teammates easily. They generally play more with their allies than with the enemy, and will fight from the sidelines. These brawlers can feed the enemy very easily, and as a result they are best played when they are not the target. These brawlers can turn the tables very quickly on both offense and defence. Healers have low damage and moderate health. Their main function is to heal their allies and control fights.

These brawlers can function regardless of cover. They do not play well when there are no allied tanks, as they become easy prey. Players should not look for kills, but instead the objective. Healers should never be the highest ally pushed. Playing healers aggressively is extremely risky and should be executed only if the player is certain the risk is worth it. They should retreat as soon as possible.

Healers can be a little tricky to pick up, but their gameplay remains consistent no matter what level they are played at. Thus, these brawlers are great in the long-term.

Difficulty: Moderately Easy

Pros: Can heal allies, able to control fights

Cons: No carry capacity, low damage output


Brawlers: Shelly, Leon, Bibi, Tara, Mortis, Darryl

Assassin brawlers can quickly eliminate brawlers. They have very high damage, and their range varies from brawler to brawler. They have low – medium health and play often by themselves. They can split-push (see “terminology”) with a tank to teamwipe or trade (see “terminology”) These brawlers to not feed the enemy well, but can feed very easily.

These brawlers require exceptional game sense, as you must track the movements of all brawlers in the game while also preparing shots or fast pushes/assassinations (see “terminology”). These brawlers utilise cover uniquely depending upon their range, so they function on all maps. Players should focus on dodging shots while maintaining a fast push, as the amount of damage sustained upon reaching their target will determine the outcome of the trade (see “terminology”) These brawlers hunt for kills, and mostly ignore the objective unless an opportunity arises.

These brawlers are difficult to pick up, but they have outstanding carry potential and become easier to use over time.

Difficulty: Moderate – Difficult

Pros: High damage output, exceeding carry potential

Cons: Squishy, requires great game sense (see “terminology”)


Brawlers: Jessie, Emz, Penny, Nita, Tick, Bo, Bea, Carl, Brock, Max, Sandy, Mr. P

Support brawlers never lead the attack. They are the most versatile brawlers and can act independently. They are, as the name states, there to support their team in any way. They have mediocre damage output. They have mediocre health and it is this role where most turret brawlers reside. Their supers are sometimes slightly unconventional but, when used correctly, can have a strong impact on the overall game. These brawlers are exceptional at crowd-control and as a result support brawlers have the ability to single-handedly present the opportunity for a push, both slow and fast (see “terminology”). It is important that these brawlers feed quickly, to utilise their supers in the early game.

There is not much players need to keep in mind when playing support. These brawlers are very forgiving and reward outplays, even if they are sheer luck. The main goal players should keep in mind is to always look to push your team up. Kills are second to gaining and holding ground, and progressing the objective.

These brawlers are easy to pick up and very forgiving. They encourage more tactful gameplay and as a result they are great brawlers to learn more advanced tactics.

Difficulty: Easy – Moderate

Pros: Great control, very well-rounded

Cons: Health and damage can be on the lower side, weak carry potential


Brawlers: Dynamike, Barley, Sprout, Gene

The utility role is the most unique and diverse role of all. Their health ranges from very low to medium, but their damage is nearly always relatively low.

Utility brawlers typically have a unique mechanic they are used for, or involve a mechanic that requires an extensive understanding to use. Players should know their limits to maximize the effectiveness of their brawler. They require a lot of practice to fully understand their brawler.

The utility role is comprised of a mish-mash of brawlers that involve a unique mechanic and do not fit into any other role. As such, in this case the secondary role is more important.

Most utility brawlers are very hard to pick up and have little to no forgiveness. They require the greatest knowledge and understanding of both the game and the brawler.

Difficulty: Difficult

Pros: Excel in their niche

Cons: Unforgiving, low damage, hard to use


Brawlers: Colt, Rico, Spike, Crow, Piper, 8-Bit

These brawlers do well at controlling the tide of battle. They have high dps if played correctly, and as a result they are brawlers to be feared. These brawlers are high risk, high reward, with typically low-medium health. They play normally in the middle of the team, but are opportunistic and will push if necessary.

Players do not need a brilliant understanding of the game to do decently with these brawlers. However, aim is often very important and thus it is important to practice aiming to maximise efficiency.

These brawlers can be a little difficult to pick up but reward persistence.

Difficulty: Moderate

Pros: High DPS, usually medium-long range

Cons: Low-Medium health, requires good aim

Some terms a crucial to understand in order to communicate effectively with your teammates prior to the match. Here is all the lingo you need to understand to win your next match.


“Push” – A push is an action you take in a game. It is when one or multiple brawlers advance forward, towards the enemy. Pushing allows your team to make ground on the enemy and push them away from the objective, giving your team control.

Note that push can also mean to gain trophies, outside of the match.

“Fast Push” – The most common type of push. Involves one or many brawlers rapidly advancing into the enemy’s territory. This can occur when the entire enemy team is dead, when it is desperate that you reclaim the objective, or when the opportunity arises and a teamwipe seems possible. It simply means that you are pushing quickly.

“Deep Push” – This usually only occurs with one brawler. This type of push involves moving in line with or behind the enemy. Tanks or assassins will do this to apply pressure or finish a kill, and it can open the opportunity for a teamwipe. For example, if an el primo jumps behind an enemy brock to force him towards allies and secure the kill, this would be considered a deep push.

“Slow Push” – This is a gradual push that occurs very slowly. This is often done by support brawlers. When an enemy brawler has taken significant damage they will typically retreat. Allies can take advantage of this by gaining ground and control over the objective. Typically, no kills are involved in a slow push.

“Rush” – Another term for a fast push. Typically involves less tact and more brute force.

“Teamwipe” – Occurs when all brawlers on a team have been eliminated. These can be game-winning.

“Squishy” – A brawler that does not have much maximum health. An el primo that has taken a lot of damage is not considered squishy. A full-health tick is considered squishy.

“Trade” – Another term for a fight or battle. A good trade would be if two allied brawlers fought two enemy brawlers and killed both enemies without dying, and a bad trade would be vice versa. Put simply, if the outcome of the fight was good, it was a good trade.

“Role” – While I have already been over all the roles, all members of the team should call their roles before starting the battle. This is usually done in the format “primary, secondary”. For example, if I were to play pam on the hard rock mine map, I would say “healer, tank”.

“Feed” – Dealing damage in order to charge your super. If you are “fed”, you have your super ready or are charging it easily. If you are “feeding”, you are dying to an opponent and charging their super.

source : www.reddit.com/r/BrawlStarsCompetitive

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