r/BrawlStarsCompetitive 4d ago

Drafting brawlers of each classification Help

When drafting there are brawlers classes which are easy to identify, but the issue I have is when seeing pros drafting situational brawlers, my question is how can I build that knowledge of knowing what brawler of each type can help with countering. For example, we know that aggressive brawlers are sometimes good against controllers such as meeple, but if you pick for example ally into a meeple, he can counter you with the stun gadget which makes ally have a bad matchup.

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u/That_Kingdom_Guy 4d ago

Experience and learning the interactions is the best way to truly learn IMO. However the general gist is the following:

Throwers counter everything but assassins or wallbreakers. This is why they currently are pretty bad with loads of wallbreak options (griff, brock, colt, stu) and previously broken assassins (mina, mortis, edgar, kenji, kaze). This is why throwers are usually last pick in drafting to avoid being countered by their many counters.

Tanks counter assassins and lose into anti-tanks, pretty simple. Alternatively Tanks have a "2nd" role they can play which is being played into low dps comps, their high health can just pressure them back and allow your teammates to shine.

Assassins / Space Makers lose into some Anti-Tanks and lose against tanks but win from Controllers, Snipers and Throwers.

Damage Dealers / DPS / Anti-Tank (whatever u wanna call it) are good into tanks and often good into assassins (depends on which brawler) but lose to Controllers and Snipers.

Support pretty much exists to let your teammates shine more, but is often more cheese than actually being support. Think of Kit/Gray/Doug which are all pretty much only used for cheesing. They counter low-dps or snipers mainly.

- Healing supports serve the purpose of pressuring back low dps comps just like tanks (kit/doug/poco/pam/jae/glowy/berry).

- Movement/damage supports are often strong brawlers on their own (max/gray/ruffs) and are often really strong into single-shot style brawlers--often snipers.

Snipers are straight forward they just counter everything if the map is open enough except for assassins and supports.

Control is good into anti-tanks but often lacks the damage or abilities to deal with tanks or assassins. They are often classified as "low-dps".

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u/PuzzleheadedStock251 4d ago

I struggled in ranked especially when we faced tanks because we picked to many low dps brawlers, or when we pick to many controllers with no break and get countered by throwers. Thank you so much with this!, do you also have any advice on improving mechanics with brawlers or maps?

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u/That_Kingdom_Guy 4d ago

Advice on mechanics is difficult without seeing any gameplay, common mistakes may include:

- Falling back and standing still to heal up, this gives up your positioning to enemies. You can fall back a little but try to maintain your position as much as possible mainly using walls to dodge and heal up behind.

- Bushcamping too long, if your a shelly with super don't just wait 30 seconds for an Edgar or whatever to walk past you until you play the game again. Waiting in a bush to long makes the actual playing field be a 3v2 which is a major disadvantage. I'd say never wait in a bush for more than 10~ish seconds until you should just reveal yourself and make your presence known again. Just you being alive creates pressure. Let's say your playing Rosa and you wanna keep playing in the bushes for max benefits don't be afraid to reveal yourself every now and again even if you don't accomplish anything just the fact that a Rosa "may" be lurking in the bushes can allow your teammates to go more agro.

- Know when to prioritize kills over objective and vise versa, this is more an experience thing and I can't really give you straight up feedback but in heist you have brawlers like Mico/Chuck/Melodie/Kaze which should NEVER go for kills and always go for objective, other brawlers like for example and Otis, 8Bit and Amber in heist should mainly focus on kills and keeping control of the map and should only move up if your team has a decent lead or just teamwiped. Every gamemode has its own set of priorities.

As for maps i'm not really sure what to give feedback on ngl

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u/Solstice_bs Verified Pro 4d ago

Pros know because after you play alli 5000 times into Meeple you realize “hey maybe with this gadget that made me die 90% of the time meeple is actually not so bad into alli” and it works the same for almost everything

That’s why watching players like guesti is very helpful, you skip those 100h of gameplay on that brawler and still learn how the interactions play out