Throws a pickaxe that returns like a boomerang; Carl can throw again after catching it. Consider both the outward and return paths when aiming or moving, rather than treating the first contact as the whole attack.
Super1 options
Artwork unavailableTAILSPINDetails
Spins and damages nearby enemies while moving through close range. Enter when Carl can stay near targets without simply crossing the whole enemy team's firing lanes.
Gadgets2 options
HEAT EJECTORDetails
Makes Carl's next main attack leave a trail of fire. The fire follows the attack, not Carl's movement. Use the throw to threaten an approach or escape route while remaining in a position you can defend.
FLYING HOOKDetails
Makes Carl travel with his next thrown pickaxe. It can close distance or move him away from pressure. Choose the landing position before firing, and avoid using it purely for damage if the travel would strand you away from support.
Star Powers2 options
POWER THROWDetails
Makes Carl's pickaxe travel out and return faster. It helps the rhythm of repeated attacks, but does not change the importance of the route you choose. Aim at reachable targets rather than using the faster flight to justify constant low-probability throws.
PROTECTIVE PIROUETTEDetails
Reduces incoming damage while Carl's Super is active. Use the protection to support a well-timed close fight or repositioning, not as permission to enter every enemy attack. Plan your position after the spin ends as well as during it.
Hypercharge1 options
FLAMESPINDetails
Leaves a burning trail while Carl uses his Super. This adds pressure along his movement path; it is separate from Heat Ejector, which modifies the next main attack.
Traits0 options
The options below may not be a complete list.
No options are available here yet.
Gears6 options
DAMAGEDetails
Increases damage while the Brawler is below half health. The extra pressure is conditional, not a reason to remain in a losing exchange.
GADGET COOLDOWNDetails
Reduces the wait between Gadget uses. Choose it when repeated access to the selected Gadget meaningfully supports the fight.
HEALTHDetails
Improves health recovery. Leave enough room for natural recovery to begin instead of expecting the Gear to erase damage during continued attacks.
SHIELDDetails
Adds a consumable shield that recovers while the Brawler is at full health. Preserve recovery time between fights to restore the extra protection.
SPEEDDetails
Increases movement speed in bushes. Its value depends on having useful bush routes rather than simply equipping it on an open map.
VISIONDetails
Briefly reveals hidden opponents after you damage them. It helps track targets entering bushes, but does not reveal invisibility granted by abilities.
Carl fights around a returning pickaxe rather than a conventional magazine. His next normal attack depends on getting it back, and a wall ends its outward travel early. His spinning Super adds speed and close-range damage, while Flying Hook offers a separate way to reposition with an attack.
How to play: Think about the whole pickaxe route before throwing. Keep pressure on a useful lane, but avoid sending the pickaxe on a long empty trip when an enemy is about to approach. Use nearby walls deliberately: a shorter return can help, but a wall before the target can also spoil the shot.
Strengths: Repeated ranged pressure with the option to commit when an opening appears. Power Throw improves pickaxe travel, while Protective Pirouette supports the riskier close-range Super. Heat Ejector adds a way to threaten a route without moving Carl himself through it.
Limitations: A misplaced throw leaves a wait before the next normal attack. Flying Hook can move Carl into danger just as easily as it can save him. Damage reduction during the Super does not mean every crowded enemy position is a good place to spin.
Practical tips: Aim Flying Hook with the destination in mind, not just the enemy you hope to hit on the way. Save it for an escape when your position is likely to be pressured. With Heat Ejector, send the next attack along ground the opponent needs to cross. Before starting the Super, check whether the target can simply retreat toward teammates and pull you into an unfavorable fight.