Darryl

Brawl Stars

Darryl

Super RareTank

Character kit

Darryl

Explore abilities and upgrades.

Basic attack1 options
Artwork unavailableDOUBLE DEUCEDetails

Fires staggered close-range shotgun blasts. Commit when Darryl can remain close through the sequence, rather than firing as the target is already escaping the effective range.

Super1 options
Artwork unavailableBARREL ROLLDetails

Rolls forward, knocking back enemies, bouncing off walls and reducing incoming damage during the roll. It charges over time, and Darryl can store a follow-up roll. Plan where each roll ends instead of treating every available charge as a reason to engage.

Gadgets2 options
RECOILING ROTATORDetails

Darryl spins and fires around himself while remaining able to move. Hits help charge his Super. Position for the projectiles to connect, but do not expose yourself to concentrated fire just to attempt more hits or chase a full recharge.

TAR BARRELDetails

Creates a temporary slowing area around Darryl. It helps keep a nearby enemy within reach or makes pursuit harder while he withdraws. The effect is local, so wait until the opponent is close enough for the slow to influence the fight.

Star Powers2 options
STEEL HOOPSDetails

Temporarily reduces damage after Darryl uses his Super. It helps with the dangerous period following an engage, but does not protect indefinitely. Choose a landing position where you can fight or withdraw once the reduction ends, rather than relying on the shield alone.

ROLLING RELOADDetails

Temporarily increases Darryl's reload speed after using his Super. It supports continued pressure during a close fight; it is not the old instant full-ammunition refill. Enter with ammunition ready so the first part of the engage does not depend on waiting to reload.

Hypercharge1 options
BARREL O' BULLETSDetails

Makes Darryl fire around himself while using Barrel Roll. It adds damage to the movement, but the final position still determines whether he can follow up or needs to retreat.

Traits1 options

The options below may not be a complete list.

Artwork unavailableTimeDetails

The Super charges automatically over time. Use the waiting period to improve position rather than treating the charge as immediate.

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.

Buffies0 options

The options below may not be a complete list.

No options are available here yet.

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Overview

Description
Darryl uses shotgun pressure and a rolling Super to start close fights. His Super charges over time, and he can store a second roll. That gives him a choice between extending an engage and keeping movement available to escape or answer another threat.

How to play: Approach through cover while looking for a target you can reach without rolling into the whole enemy team. Decide where the roll will end and have ammunition ready for the follow-up. A charged Super is an option, not an instruction to dive immediately.

Strengths: Changing distance quickly and threatening an opponent who has committed to the wrong position. Steel Hoops supports survival after the Super, while Rolling Reload helps sustain attacks afterward. Tar Barrel can make it harder for a nearby target to create distance again.

Limitations: Reaching the enemy does not guarantee a favorable fight. Rolling in with little ammunition or no teammate support can leave Darryl exposed after the movement ends. A second charge is useful only if its destination is safer or creates a genuine follow-up opportunity.

Practical tips: Before spending both rolls to chase someone, check the objective and the route back to your team. Use a remaining roll to disengage when the fight turns against you. Time Tar Barrel around close contact rather than while the target is far away. Keep moving during Recoiling Rotator and look for actual projectile hits, instead of assuming the entire circular volley will connect with one opponent.
Variant
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