Brawlhalla Patch 3.18

Brawlhalla Patch 3.18

Welcome to patch 3.18!  Welcome “Apocalypse Mirage” a new epic and animated skin for Mirage that you can find in the Mallhalla.  This skins also comes with a very special exclusive taunt called “Soul Crush”. This taunt can only be obtained by purchasing this skin, but can be used by any Legend! Watch as pull your opponents soul and crush it within the palm of your hand.  We have added a new tournament hub! Here you can find information on both official and community tournaments. You will also be able to find here a link register and watch them on stream. We have made some balance changes, adjustments to maps and have done some bug and animation fixes. If you haven’t yet, now is the time to purchase Isaiah as his price has been lowered!



We have released a new epic skin that comes with an epic to taunt to match! Welcome Apocalypse Mirage and the taunt “Soul Crush”!  Also we have release a new skin for both Koji and Caspian and relaunched the Dragon Chest as well! If you have been waiting to purchase Isaiah, now is the time! His price has been reduced to 5400 Gold.


  • Dragon Chest has been unearthed!  Now’s your chance to obtain any of it’s three exclusive skins: Elven Ranger Diana, Lord Sentinel and Dragonslayer Val.  It also includes many other wonderful skins!
  • Isaiah can now be unlocked for 5400 Gold!
  • Harlequin Caspian – “They say his blades are even sharper than his tongue.”
  • Street Samurai Koji – “There’s honor even on the streets.”
  • Apocalypse Mirage – “Alight with the dancing flames of souls, Mirage and her fearsome weapons harvest one opponent after another. Bonus: Animated weapons and comes with an exclusive taunt that can be used with any Legend!”


Brawl of the Week – Ghost Brawl!

Ghost Brawl is back!  Quickly go invisible when you don’t use any powers in this tense game mode. Stay invisible too long, or use any power (including dodge) and you’re visible once more!  (Pro Tip: Dust clouds from jumps and dashes are still visible even when an opponent is not!)

  • 1v1
  • 3 Stocks
  • 200% Damage
  • 8 Minute Timer



We have added an esports hub.  This new hub includes upcoming Official and Community tournaments and also Power Rankings! Check it out in the esports tile to see what’s in there!  We also have added a visual indicator in the replay preview indication what place each player in that match placed.


  • Official tournament information and links to their registration and streams
  • Community tournament information and links to their registration and streams
  • Power Rankings of the top placing tournament players.
  • The replay preview screen will now show what place each player got if the replay contains a complete game.



  • Adjusted the camera bounds and kill lines of Small Thundergard Stadium so that the distance from the main platform to the left and right kill lines is now about halfway between what it is for Shipwreck Falls and Small Brawlhaven. The bottom bounds of the camera and the bottom kill line have also been brought closer in.


Balance Changes


This week’s round of balance updates contain a focus on improving counterplay options for several over-performing powers, and shifting reward into attacks that serve more specific uses. These counterplay options stem from slightly less coverage on key attacks, opening more paths for users to engage, or in opening interaction windows to allow more appropriately timed counterattacks.




In an effort to bring a greater focus to armed combat and the benefits of acquiring a weapon, we have reined in a couple of the Unarmed kit’s most commonly used attacks that were over-performing their armed counterparts. Users will find slightly larger windows in which to continue attacking unarmed opponents with the speed of the Neutral Air being toned down slightly, as well as maintaining a higher rate of building damage with the reduction to the Side Air’s reward.


  • Unarmed Neutral Air: Increased Time to Hit from 6 to 7; Updated hitboxing to better match the animation resulting in less coverage toward the rear of the attack.
  • Unarmed Side Air: Decreased Damage from 20 to 16.




The Hammer’s rotation between attacks could happen too quickly for its potential reward for its Side Air, and the Down Light which can be used to set up the combo. We have increased the risk for missing these attacks and reduced their rewards to bring them in line. We have also slightly opened up windows of interaction following a successful Side Light by altering the stun scaling for consistent values on hit.


  • Hammer Side Light: Decreased Stun from 24 to a range of 23~15.
  • Hammer Down Light: Increased Recover time on miss from 1 Fixed/20 Variable to 2 Fixed/20 Variable; Updated hitboxing to better match the animation, resulting in slightly decreased maximum range during the later portion of the attack and slightly less coverage near the user during the early portion of the attack.
  • Hammer Side Air: Increased Recover time on miss from 5 Fixed/19 Variable to 5 Fixed/21 Variable; Changed Force at the beginning of the swing from 55 Fixed/48 Variable to 60 Fixed/45 Variable.




We have opened up several options against the Blasters, focusing on creating more consistent paths for players to seek on their way into close-range. The Ground Pound’s horizontal edges have been slightly trimmed, affording players a more proper route to the sides of this downward attack. In a similar vein, we have traded some of the Down Light’s stacked coverage for a slightly higher reward, as it now requires more precise facing and positioning when opponents are nearby.


  • Blasters Down Light: Increased Damage from 14 to 15; Updated hitboxing of the first shot to better match the animation, resulting in slightly less coverage near the user.
  • Blasters Ground Pound: Updated hitboxing to better match the animation, resulting in slightly less horizontal coverage during the blast, and slightly less coverage near the rear of the user.




The Spear has had some power shifted from its versatile aerial options into the more focused ground options; the Side Light and Down Light. Users will find greater consistency of followups for longer health ranges when landing a Side Light, as well as an increase in Damage for all of their combos involving the Down Light. These enhancements come at the price of less Damage on the quick Down Air, and less overall coverage on the Neutral Air to allow players more options contest this attack.


  • Spear Side Light: Decreased Force from 50 Fixed/10 Variable to 50 Fixed/7 Variable.
  • Spear Down Light: Increased Damage from 14 to 15.
  • Spear Neutral Air: Updating hitboxing to better match the animation, resulting in slightly decreased maximum range.
  • Spear Down Air: Decreased Damage from 15 to 13.




While excellent off-stage, the Katars have been primarily focused on knocking out opponents in the downward direction, and severely lacking in horizontal and upward knockout potential. We have increased the Force of the Recovery attack to provide a minor boost in KO option variety.


  • Katars Recovery: Increased Force from 72 Fixed/46 Variable to 72 Fixed/48 Variable.




Similar to the Spear, we have shifted some power from the Axe’s aerial kit into its grounded options. Players will find a more responsive Neutral Light, as well as a more reward on its primary anti-air, the Down Light. The powerful Down Air has received a moderate decrease in Force, keeping its utility but slightly raising the amount of Damage required for a KO near the wall. The Axe’s other powerful air option, the Side Air, maintains its use on accurate attacks, but now has less vertical coverage on the end of the swing to allow players to contest this attack more reliably from above.


  • Axe Neutral Light: Decreased Time to Hit from 9 to 8.
  • Axe Down Light: Increased Damage from 14 to 15.
  • Axe Side Air: Updating hitboxing to better match the animation, resulting in slightly less vertical coverage on the later portion of the attack.
  • Axe Down Air: Decreased Force from 60 FIxed/38 Variable to 60 Fixed/35 Variable.




The rewards on Gauntlets Neutral Light and Ground Pound have been brought in line to better fit their utility. The quick Neutral Light now does slightly less Damage, slowing the overall Damage build, especially during tense scramble situations. The Ground Pound will have slightly less coverage when colliding with the ground, and KO’s a bit later with its minor reduction in Force. Gauntlets users maintain the potential for great reward on the Down Light, but it now carries slightly greater risk and has greater opportunity for players to contest its range on the ground.


  • Gauntlets Neutral Light: Decreased Damage from 15 to 13.
  • Gauntlets Down Light: Increased Recover time on miss from 1 Fixed/16 Variable to 3 Fixed/16 Variable; Updated hitboxing to better match the animation, resulting in slightly less coverage at maximum range.
  • Gauntlets Ground Pound: Decreased Force from 43 Fixed/44 Variable to 43 Fixed/42 Variable; Slightly reduced horizontal coverage on ground collision.




Following the recent improvements to the Cannon’s kit, we are shifting some power from post-hit interactions on forward moving attacks to bring potential dodge punish strings in line with more reasonable windows at key points. This power has been shifted into the Neutral Air, which finds a moderate increase in Damage for greater reward as an anti-air and late-game combo ender.


  • Cannon Side Light: Decreased Stun from a range of 28~23 to a range of 27~22.
  • Cannon Neutral Air: Increased Damage from 14 to 16.
  • Cannon Side Air: Decreased Stun from 15 to 13.




This week carries a wave of changes to Signature Force and knockout timing focused on bringing them closer in line with their respective Legends’ Strength values. Several low-Strength Legends have had their most powerful KO options pulled in slightly, while numerous high-Strength Legends have received improvements to their Force, angle of knockback, or even utility enhancements on underused attacks. We will be continuing to re-evaluate other low and high-Strength Legends’ Signatures in upcoming patches.


  • Hattori Neutral Spear: Decreased Force from 65~35 Fixed/65 Variable to 65~35 Fixed/57 variable.
  • Val Side Gauntlets: Decreased Force from 78 Fixed/54 Variable to 78 Fixed/51 Variable.
  • Teros Side Axe: Increased Force from 60 Fixed/63 Variable to 66 Fixed/64 Variable.
  • Thatch Neutral Blasters: Increased Force from 65 Fixed/47 Variable to 65 Fixed/52 Variable.
  • Thatch Neutral Sword: Slightly raised angle of knockback to be more vertical.
  • Jhala Neutral Axe: Increased Force from 50 Fixed/52 Variable to 58 Fixed/55 Variable.
  • Jhala Side Axe: Increased Force from 65 Fixed/56 Variable to 65 Fixed/58 Variable.
  • Jhala Down Axe: Increased momentum inherited from movement, such as dash.
  • Isaiah Down Blasters: Increased Recover time from 15 to 17.



  • Circuit Breaker Hammer skin and Spark of Madness Rocket Lance skin now animate when thrown.
  • New countdown animation.


Legend Rotation

This weeks Legend rotation includes Sidra, Mordex Kaya, Ragnir, Cassidy and Lord Vraxx.


  • Sidra – armed with Sword and Cannon the Corsair Queen is known for her legendary and fearless raids is prepared to fight!
  • Lord Vraxx – a feared warlord dominates his opponents with Rocket lance and Blasters!
  • Kaya – using her bow, spear and spirit animals she is ready to try her luck in the Grand Tournament!
  • Mordex – wielding Gauntlets and Scythe this lycanthrope steps into battle!
  • Cassidy – the Marshal of the Old West is ready instill justice into Valhalla with both Hammer and Blasters!
  • Ragnir – this apex predator uses katars and the axe to take on the rest of the Legends in Valhalla!



  • Sword Side Air: Fixed a bug that could extend the second swing on hit by one frame.
  • Fixed the collisions on Ceiling so that it’s no longer possible to get on top of the map
  • Fixed a bug that was could cause the camera to jitter on certain maps when the platforms were moving. This was especially apparent on the Test Map Cave.
  • Sidra Down Sword: Fixed a bug that could cancel landing recover during later frames of the aerial version.


Legend splash