Advantages and Disadvantages of Modified APKs: Complete Analysis

Brawl Stars’ Top 7 Artillery Brawlers (2025)

By hurling their bullets over barriers and walls, the artillery class can assault the opponents from behind the covers. They have that advantage over the Brawl Stars. They pose a threat to practically all brawlers despite having minimal HP due to their extremely strong damage outputs. Let’s learn about the top seven artillery brawlers of March 2024 today.

Brawl Stars' Top 7 Artillery Brawlers (2025)

Lawrie and Larry

Larry flings the tickets at the combatants. The tickets detonate twice: once upon arrival and again after a brief pause. Compared to the first explosion, the second one causes damage over a wider region. He phones his twin, Lawrie, for assistance using his Super. The nearest adversary is automatically pursued by Lawrie, who then uses his gun to attack them by firing three and five plugs in quick succession.

Larry can switch out his weapon for Lawrie’s using the Order: Swap device. Until he loses or uses the device once more, he retains the pistol. Larry and Lawrie run toward one another when the second device, Fall Back, is activated, healing 33% of their maximum HP.

Lawrie and Larry

When they are within 12 tiles of each other, Larry uses the Protocol: Protect star power to give Lawrie 30% of the damage he has sustained. Every time Lawrie injures the opposing brawlers, Larry’s ammunition is replenished by 30% thanks to the second star power, Protocol: Assist.

Groom

Groom

Over the barriers, Groom tosses his bud, which detonates and splits into four sharp missiles that travel in a cross form and are always perpendicular to the sides of the map. Although the area is significantly broader and the damage output is catastrophic, his Super, Grom Bomb, functions similarly to his basic attacks. Additionally, it propels every adversary in the direction of its missile and destroys any impediments.

When his Super is ready, his Star Power, Foot Patrol, speeds up his movements by 15%, and his second Star Power, X-Factor, raises the projectile damage of his basic strikes by up to 30% across distance. He can instantly hurl three buds in his next strike thanks to his Radio Check device.

For team support, his Watchtower device is a great tool for identifying opponent brawlers. Grom drops a watchtower that gives him and his allies a broad view of foes hiding in undergrowth. Tracking important opponents, such as brawlers with gems or stars, is very helpful in maps with a lot of bushes and game styles like bounty, showdown, and gem grab.

Tick

Tick

Before landing, Tick tosses a group of mines that divide into three separate mines. The mines detonate either after a delay or upon hostile contact. His extended range and powerful damage output compensate for his short reload speed. In order to use his Super, he separates his head from the nearest opponent and detonates upon impact.

There is an HP bar on the Super head as well. With enough damage, opponents can destroy the head. The head will still blow up, though. Therefore, it is preferable to use the Super as close to the adversary as feasible. Additionally, you can wear the legendary Thicc Head gear, which boosts the Super Head’s HP by a thousand.

Tick’s subsequent assault throws six mines rather than three when the Mine Mania gadget is activated. Last Hurrah, the second device, grants him a 50% shield for a single second before detonating and harming the foes in the area. When he doesn’t attack or take damage, his first star power, Well Oiled, begins to restore his HP two seconds quicker than usual. His reload speed is increased by the second star power, Automa-Tick Reload.

Penny

Penny

Penny’s primary attacks are long-range gold pouch shots. When the first adversary is hit, the pouch explodes, and the gold then strikes the foes in a cone-shaped region behind the first enemy. She can use her Super to build up a mortar. The mortal deals damage over time by setting the ground on fire for three seconds and firing cannonballs over a wide area.

When Penny drops the cannon with Master Blaster star power, it knocks back the adversaries in the area and delivers damage. After striking the enemy, the Heavy Coffers star power expands the blast area by adding extra gold to her pouch.

Penny can drop a barrel of salt in front of her using her device, Salty Barrel, if there isn’t any cover. She can also utilize it to strike foes behind it by bursting her bag attacks. When the second device, Trusty Spyglass, is used, the cannon launches cannonballs at any opponent that is within range.

Sprout

Sprout

A ball of seeds thrown by Sprout bounces on the ground and explodes after three tiles or when it comes into touch with an adversary. Damage is dealt within a 4-tile radius by its detonation. His Super is a super seed that blocks the route by growing a dense vine hedge across a wide region. Ten seconds is how long the hedge lasts.

Nearby foes are also harmed by the hedge when he uses his Super in the hypercharge condition. Every five seconds, Overgrowth’s strike is strengthened by his star power, which also expands the explosion radius. While within a shrub, he has a barrier that decreases all incoming damage by 30% thanks to photosynthesis star power.

His first gadget, Garden Mulcher, can be used to restore some amount of HP by consuming the nearby bush, and the second gadget, Transplant, recharges his Super again by destroying the current Super hedges.

Barley

Barley

The bottles are thrown at the adversaries by Barley, a robot bartender. When the bottle breaks, the liquid splashes out in a 2-tile radius, harming any enemy nearby. If enemies remain standing in the puddle, they will sustain the damage once again.

His basic attacks are comparable to his Super. He throws five bottles instead of one, causing severe splash damage over a wide area. If it stays longer, it can deal four times as much damage to the opponents.

He has star power and a device to repair himself. The device, Herbal Tonic, gradually heals himself and his companions by hurling a healing liquid at them. His healing effect, which restores his HP per attack, is added to his attacks by the star power Medical Use.

His basic attack damage is increased by 200 thanks to the Extra Noxious star power. All adversaries are slowed down by the sticky liquid pool that is dropped by the second device, the Sticky Syrup Mixer. For aggressive gameplay, this device and star power work well together.

Dynamike

Dynamike

Dynamike explodes the adversaries with the dynamites. He tosses two dynamites, which cause enormous damage and explode after a second. His subsequent basic attack stuns the foes for 1.5 seconds after he uses the Satchel Charge device.

He uses his second device, Fidget Spinner, to help him deal with tanks or assassins that approach him. He spins around after using it, hurling dynamite around himself, each of which deals 2400 damage.

He uses a large barrel of dynamite to damage adversaries, knock them back, and destroy obstacles as part of his Super. Demolition star power increases his Super’s destructiveness by 1600 damage. He can use the blast force of his dynamites to leap over obstacles thanks to his second star ability, Dyna-Jump. Additionally, he has hypercharge, which causes his super dynamite to produce eight smaller bombs.

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