Table of Contents

A. Uses for Supers (S.C.A.M.S.)

B. Building Supers as an Opportunity Cost (D.A.B.)

C. Developing Super Advantage

D. Conclusion

A. The Super S.C.A.M.S.

  • 1. Securing Kills

For most of the supers, this is the most logical use – to ensure that you can get a kill on an enemy brawler. Supers can act like a 4th attack for many brawlers, and often offer increased range or can damage through walls to allow you to pick off low health brawlers.

  • 2. Crowd Control

Many supers will penetrate the brawlers it hits, allowing you to hit multiple enemies at once. This is great for reducing the health of a clumped up team, and different supers can do this to varying degrees.

  • 3. Area Denial

Supers can also be used to discourage the enemy team from walking into a certain area for a set amount of time. This can help to protect the objective in modes like Smash and Grab or Brawl Ball, or can protect them from advancing on your teammates.

  • 4. Map Control

Many supers do a great job at destruction. Destruction changes the map by either creating or destroying choke points and cover. I wrote a (now slightly dated) guide about deciding what to destroy, which can be found here.

  • 5. Staying Safe

Some supers are great for either escaping or staying alive in dangerous situations. The best of these are escape mechanisms (like a jump) and supers that heal. Supers that provide knockback are also useful for this.

Deciding on which S.C.A.M.S. to use

With so many options of how to make effective use of your super, it’s hard to decide what situations require which use of the super. For example, many supers with an escape mechanism can also be used to dive behind enemy lines. Other supers can deal heavy damage or destroy walls and bushes. It’s important to think about how you are using the super, and seeing if you can maximize on the S.C.A.M.S.

Which S.C.A.M.S. to Focus on for Each Brawler

Here I attempted to score each brawler by their ability to perform each of these tasks with their super.

Great – This super does this exceptionally well

Good – This super does a decent job at this role

Poor – This super can fill this role in a pinch but doesn’t do it well

N/A – This super isn’t capable of this to any degree

BrawlerSuperSecuring KillsCrowd ControlArea DenialMap ControlStaying Safe
ShellySuper ShellGreatGreatPoorGoodGood
ColtBullet TrainGreatPoorPoorGoodPoor
DynamikeBig Barrel o’ BoomGoodGreatGoodGreatPoor
El PrimoFlying Elbow DropGreatGoodPoorGoodGreat
BrockRocket RainGoodGreatGreatGreatPoor
BarleyLast CallGreatGreatGreatN/APoor
RicochetTrick ShotGreatGoodGoodN/APoor
BoCatch a FoxGoodGoodGreatGoodPoor
PamMama’s KissN/AN/AN/AN/AGreat
MortisLife BloodGreatGoodPoorN/AGreat
SpikeStick AroundGreatGreatGreatN/APoor

Deciding which S.C.A.M.S. to use when

When you use your super, look for situations where you can achieve one or more of the S.C.A.M.S. It depends on the situation, but I often find that any time I have a super where I can achieve more than one of these goals, and I am not in a position that I need to hold the super for something else (generally so that I can bluff to keep them from approaching me).

Sometimes you will be in a situation where you can only do one of the S.C.A.M.S. or you can choose which S.C.A.M.S. to prioritize. In these situations I find it best to think about the above list (which S.C.A.M.S. my brawler is best at) and the map/situation. Here’s a short list of what I think the general situations each of the S.C.A.M.S. are best in.

  1. Securing Kills is best for situations where a threat is either in control of the objective or is flanking your team and is distracting them very effectively.
  2. Crowd Control is best for situations where the enemy team is advancing on you together and weakening them all at once will allow another brawler to clear up the kills.
  3. Area Denial is best in situations where you need to delay the enemy team when they want to get closer or pass a choke point. This is especially strong when you need to stall for time for your team to regroup.
  4. Map Control is best in the early game when defining the shape of the map can allow certain choke points or lack of cover to be abused by your team. It is also useful for generating escape routes in certain situations.
  5. Staying Safe is most important in the late game where a team kill could be devastating.

B. Building Supers as an Opportunity Cost

Supers are built by dealing damage to the enemy team. Dealing damage to the enemy brawlers comes naturally in most game modes, but it often is a trade off between other important tasks.

I believe there are three different tasks to any match, outside of using supers, D.A.B.

  1. Distracting the enemy team – Going behind enemy lines, keeping the enemy team from approaching choke points, attacking them from the flanks, shooting to keep them from going a certain way.
  2. Achieving the objective – Collecting gems, securing kills (rather than damage), moving the ball, collecting elixir from crates, damaging the safe.
  3. Building supers – Attacking the enemy team to keep them weak. This is separate from distracting the team, which isn’t always focused on actually shooting and damaging the enemy team.

I plan to write guides in the future about deciding when to focus on each of these. For this guide, I will only focus on the third – when to build supers.

Different brawlers have different priority for building their supers. For example, brawlers like Jessie, El Primo, and Barley are focused on building their first super up as soon as possible because their supers offer incredible recharging ability (often due to strong crowd control functionality of the super). This “chaining” of supers becomes their focus for much of the game, as recharging them with only attacks can be very challenging.

Other brawlers, like Mortis, Bull, and Colt, rely much less on chaining their supers together. In some game modes their supers are more important than in others, but the brawlers often are much better at distracting the enemy team or achieving the objective, rather than building supers as quickly as possible.

The importance of super building is something that changes from brawler to brawler, mode to mode, map to map, and even match to match.

C. Developing Super Advantage

To Hold or to Use?

It’s hard to decide when is the best time to use a super.

If a super can be used and will deal enough damage to become usable again, my general advice is to use it. This should not be done, however, if, for example, the map destruction would be detrimental to your team.

If you are in a dangerous situation and using the super will secure a kill on the aggressor or keep you safe, it is often smart to use it.

In situations where you would not be able to recharge your super easily, and you aren’t in immediate danger, that doesn’t mean you don’t want to use it. Keep S.C.A.M.S. in mind and decide how important each of those are to your current situation and how well your brawler’s super can fill those roles.

Popping Supers

One of the most satisfying parts of this game, in my opinion, is forcing the enemy brawlers to use their supers in situations where they will not be able to achieve the S.C.A.M.S. that are most important to them. This is very important especially in the late game, when a team comboing supers together can be devastating.

There are three ways to go about doing this.

  1. Killing a brawler mid game or using a super that causes knock back
  2. Tricking a brawler into using a super then dodge it
  3. Force a brawler to use a super on you to prevent them from using it somewhere else.

D. Conclusion

In conclusion, I think it’s important to use the S.C.A.M.S. when considering the priority of building your supers, as well as when deciding how and when to use your supers. Super Advantage, which I only briefly touched on, is an amazing perspective to use when looking at a match to determine how it will turn out.


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