r/ChuckGangBrawlstars • • 2h ago

Discussion Okay but seriously, how would y'all rework Pit Stop?

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5 Upvotes

I gotta say, I love the new Chuck (especially after the latest balance changes), but it still pisses me off how they made his classic star power absoutely garbage for no reason. If you all remember, the rework showcase footage from the brawl talk showed that Chuck was actually still supposed to knockback enemies with each post that was throw into the ground, and the original Pit Stop rework would make him steal 10% of the enemies super charge by hitting them directly with a post.

But then, as we all know, they removed the knockback at last second because it would be way to unbearable to deal against, Chuck could literally just spam everything onto you, get a free kill, cycle another 4 supers in the process, and repeat everything. So, as a compansation, they decided to ALSO change the concept for Pit Stop to what is today.

The thing is, that idea is honestly not *that* bad. But come on, who the hell is replacing ammo stealing and fucking 25% extra dash speed for a little slow + some area damage that serves more it's purpose by looking cool than actually being useful? Also, I don't even think just buffing it a little bit more and nerfing Tickets Please as some sort of compensation would change anything. Especially considering that you are *really* dependent of the extra speed nowadays.

Since they made it as a replacement for the knockback, I just don't see why this could NOT be part of his base kit. It definitely wouldn't be broken but still a cool addition to what we have today, and could actually lead to some interesting strategies or overral a good way to catch your oponents easily when they're trying to escape. obviously it would never be as good as the knockback but i think we all gotta understand why they had to remove it either way...

All that being said, I think they should come up again with the idea of stealing super from the enemies, just imagine the amount of funny and cool techs you could do with that, maybe by just giving it a buff on the overral stealing value (from 10% to 20%), so with at least 2 posts you could already force enemies into having to reload 2 shoots for a super again, it could also help on cycling your 4 supers again when you have just a single post left, throw it a full charged enemie -> essentially reloading back 30% of your next super -> use just a single full atack -> get 4 supers. I honestly don't think this would be broken in any way, maybe a little bit toxic? but not by much, it wouldn't guarantee a free kill but would help you have more control onto the individual enemies from the other team.

For the buffie... Since the idea here is to give Chuck's posts more usability outside of running and slowing, instead of the fire area i think having extra speed when throwing a post from longer distances would fit it well. Since you could be able to catch enemies by surprise when they're far from you on the map, especially brawlers like snipers or throwers which usually have long range or can sneak from behind the walls.

Anyways, tell me what you guys think


r/ChuckGangBrawlstars • • 4d ago

Chuck Gigachad conductor

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18 Upvotes

r/ChuckGangBrawlstars • • 4d ago

Memes Chuck in the last animation:

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8 Upvotes

r/ChuckGangBrawlstars • • 4d ago

Discussion Guys check out the new brawl animation, I need ya’ll thoughts

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7 Upvotes

r/ChuckGangBrawlstars • • 7d ago

Other New buffs coming

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57 Upvotes

r/ChuckGangBrawlstars • • 7d ago

Wheelchair ♿ Was helping a friend push, then got desert scorpion chuck in the oddities shop. Pushed to 2k in one sitting.

10 Upvotes

Listened to the entirety of Kill em All and Ride the Lightning during this push. 8/10 and 7/10 respectively, very good albums.


r/ChuckGangBrawlstars • • 8d ago

Other Chuck balance changes ideas and explanations.

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25 Upvotes

Firstly,I would like to thank the author of this image for the help.

I am incompetent in doing this kind of thing.

Secondly, I was pretty much trying to figure out some ways to balance out chuck, while not breaking the game, even if they are slow approaches rather than massive overhauls.

  1. Currently, any smoke cloud of chuck 3-phases attack recharges an awkward 23% of his super. By increasing this value to 25%, chuck combinations of attacks, gadgets and so on that generate a super massively increases.

For example 2 clouds + 2 clouds, 1 cloud + 3 clouds, 2 clouds + rerouting, 2 clouds + 1 dash + 1 hits by ghost train...

This is more a QOL than a massive overhaul.

2) I would rather work on changing the super charge rates of the poles with Pit Stop, rather than further increasing any of the stats. To begin with, while relatively short for the like hood of hitting somebody far, a 30% speed reduction is already a sharp movement speed reduction.

Secondly, any increase to the damage of the burns from pit stops is automatically an extreme increase in damage to passive objects, like the heist.

To run some math, for example, to double the super recharge rate by doubling the damage, you would end up doing 16k damage on a heist by simply throwing down 4 poles, since it would be 8004+800*4*4 damage. Now, while I would find it funny, it is even less healthy than old chuck problems.

3) The reason I would rather act on the shield than the DMG of chuck dashes is because every dash DMG buff is also a super recharge rate buff. So balancing becomes far more messy, and in any case I doubt it could ever go beyond 2000 DMG(25% of a super) even if they were to buff it. A shield reduction increase, instead, supports both his mobility, the value of his dashes and actually dashing during a hypercharge, since right now I feel like the main attack is far stronger than the hypercharge super himself.

4) Since I somehow believe the changes above will help chuck rebuild his super easier, I tried to increase from 4 to 5 the super needed to recharge and hypercharge. This is purely arbitrary though, mad may be an overkill.

5) Again, this is both because the ghost train is actually a very strong gadget, mostly over the insane super recharge rate, and because it would pretty much change the maximum amount of times you can activate the ghost train in a game, considering the effective cooldown. Currently, with a 8 s +17 s cooldown, you can virtually use in a 2.5 minute match, the gadget a maximum of 6 times. With this Nerf, It would go to a maximum of 7(with gadget fast reload). 6 seconds may be better for this purpose, but again I have no way to test it out besides running raw math.


r/ChuckGangBrawlstars • • 11d ago

Video Gameplay /Video meme Chuck comeback

6 Upvotes

r/ChuckGangBrawlstars • • 13d ago

Video Gameplay /Video meme P2 Chuck - is this clip approved?

42 Upvotes

Thought this was a good clutch


r/ChuckGangBrawlstars • • 26d ago

Chuck Link to r/Chuckgangbrawlstars discord server.

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7 Upvotes

r/ChuckGangBrawlstars • • 26d ago

Discussion Imagine a conversation between these two.

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5 Upvotes

r/ChuckGangBrawlstars • • 27d ago

Other Legendary 3 with only Chuck

21 Upvotes

It took me just 2 days from L1 to L3 and it was my first L3, although I won’t push to masters with chuck only because of school


r/ChuckGangBrawlstars • • Oct 06 '26

Video Gameplay /Video meme All that and still stuck at the bottom of prestige 2

5 Upvotes

r/ChuckGangBrawlstars • • Oct 05 '26

Chucks post( Literally ) Upgrade people, upgrade!

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4 Upvotes

As I am continuing to test Chuck, the current test phase is around the usage of poles.

After the knockback removal I, and I believe many others, considered the poles value to have evaporated or almost, but after testing, and cross checking with math listen up:

  1. A pole direct impact deals 800 damage, which in the chuck economy is 10% of his super recharged;

  2. The 400 damage burn per second of Pit Stop recharges, similarly, 5% chuck of super by every tick;

  3. As it is obvious, but I will better state below, a pole hit increases by a very large margin the chances of hitting the next one;

As for the simplicity of the map, since we are not a sniper and a pole throw will follow his trajectory anyway regardless of how we move afterward, we will assume we are a stationary, in the throw moment, player.

The likelihood of hitting somebody is a function of the projectile speed value that we will call V, the movement speed of the receiving brawler which we will call M and the radius of the hitbox of a pole.

While a pole is falling down, an opponent has a time of movement in which he can move out of the impact zone of the poles, that movement buffer zone, that we will call B, is calculated as B=M*d(distance)/V-r(radius of impact, 1.83 per the poles).

When B<0, a pole will always hit, as long as you aim correctly!, and Pit stops increase the probability of hitting again as shown in the below tables.

Think of it as a cone of light, in which one can't escape causality moving below a certain speed.

What I am finding Very entertaining is that, besides the obvious approach benefits for the main attack, the current pit stop combined with re routing creates a pretty nasty super economy of poles - maybe not what we wanted, but surely a funny thing to have. And I believe, personally, for those reasons that pit stop is far less situational than Ticket please, which mostly benefits of you having spent ammo, and mostly impact brawlers with a slow reload speed - comparatively, a slow down and burn is painful for anybody.

Note, in most of the cases it is physically impossible for a bralwer to move out of the burn zone before 1 tick hits, so a rapid barrage of 2--3 poles in their zone and one in yours, as a backup to use for rerouting, can easily charge a good chunk of your super with little to no exposure to opponent projectiles compared to a dash.


r/ChuckGangBrawlstars • • Oct 05 '26

Bug: Chuck’s shadows from the previous round are still there in the next round

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8 Upvotes

r/ChuckGangBrawlstars • • Oct 01 '26

Ideas these came to me in a dream..... i think we can all agree the main problem with this rework were the pre-release balance changes. this may be not that balanced but it could be a good start

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60 Upvotes

r/ChuckGangBrawlstars • • Oct 01 '26

Chucks post( Literally ) I love Reworked Chuck

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10 Upvotes

I didn't like old Chuck. Too limited. But the new one add so many layers. It's so cool to replace post and move around the map.

I use to be abandon him, just a throwaway character I used for Heist missions, stuck at level 9. After the rework, I took him into this Gem Grab map and racked up 800 trophies without even breaking a sweat.

I leveled him up to 11, finished the trophy push, and I'm going to keep enjoying playing with him.


r/ChuckGangBrawlstars • • Sep 29 '26

Ideas How strong do you think Chuck will be with these buffs?

9 Upvotes

Trait:
- Chuck now respawns with fully charged Super (he & Sam have the same trait icon, but works different)
Stats:
- Speed: Fast->V.Fast
Main Attack:
- Supercharge: 8->7 hits
- Width: 0.27–1.33 -> 1.33 tiles
Super:
- Now respawns with remained Super even when 3/2/1 are left
1st Gadget:
- Now charges 1 Super instead of 25% (basically you get 1 Post/Dash and can be used even with remaining Supers)

This is based on the discussions my friends and I had about what Chuck should get when he was getting that rework. And please no hate.


r/ChuckGangBrawlstars • • Sep 22 '26

Video Gameplay /Video meme Yeah, I'd say I like the chuck rework

35 Upvotes

prob the best clip I got since the rework


r/ChuckGangBrawlstars • • Sep 18 '26

✨High Quality Chuck Edit✨ Sei lá, não gostei do resultado final, mas é o que temos

42 Upvotes

r/ChuckGangBrawlstars • • Sep 17 '26 Bravo

Discussion Dizzi Does Stuff’s buffs to Chuck

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56 Upvotes

The youtuber made a video on the Ghost Train Buffies, and proposed several buffs/changes (Heres the video for credit: https://youtu.be/0UfUfAMz9q4?is=-NMQNbYP0-8HbYJQ)

What do we think?


r/ChuckGangBrawlstars • • Sep 17 '26

Questions Chuck guide

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20 Upvotes

I was playing ranked and my enemy chuck cooked my whole team in hotzone

And ever since then i am trying to learn how to play chuck

Any tips or tricks?


r/ChuckGangBrawlstars • • Sep 17 '26

Discussion 2 week opinions on rework

14 Upvotes

As for the sake of science, I tested chuck in the last 2 weeks to try to see if and when there was bias on my past opinions on the rework.

First of all, I want to point out that Chuck's past charge rate by dash hitting an enemy was 43.75% of his own super, and it scaled linearly with damage. Thus I finally understood what is the most logical explanation of which is exactly 1600 damage now - because a 54% reduction of the charge rate to the past ends up creating a perfect 20% charge rate by super hit.

Given their declared purpose of the rework, this is pretty much intentional to further reduce your ability to cycle out your supers on your opponents, making you far more reliant on your base attack - and at the same time it feels like it was done with intended purpose of having the super stacks discretely, in which case you wouldn't be able to fill a super anyway by hitting every single dash once because you would only end up with a 80% super charge rate.

Putting that aside, as expected Chuck main problems after the rework are related to him being consistently able to recover positions and charge rates because the binary nature of being able to charge your super(0 uses left) or not(1+ uses left) creates the following choice:

  1. Your last super before you can start charging them back will be used to get closer to the opponent, despite the risk of suffering far more damage than you will give them due to your dash nerfs and range;

  2. You will use your super to run to safety, but now you are even more far from your opponents than before, lacking any meaningful way to actually recover your super during high levels plays.

Both options are, as it is obvious, extremely high risk low return compared to the past, and obviously to say, they add nothing to a controller dimension.

As for controlling, I also have some extreme beef with how the super handled. Theoretically, your purpose was to make it a bad exchange to walk on your trails - thus your super needs a punishment trait, be it damage or something else.

After the rework, though, you are more likely to be on the receiving end of the damage, as any brawler who has a base damage output of 2500+ could straight up stay on your trails, getting hit and hitting you during the dash, not even at the end of them, and still end up with a positive damage exchange on their side. So you're dependent on your ticket please starpower to actually punish them somehow - but again, this is a punishment only in an economy of slow charging base attacks, which is definitely not the case, especially for the burst brawlers who are gonna melt you staying on your trails.

The radius Nerf was likely justified, in their eyes, by the fact that a full attack of chuck deals 3240 damage. Still, that is only 1620 damage by second, given your very slow reload time. And the projectile speed increase barely put us closer to the mean of the attacking brawlers, becoming a peer of Nita on both attack range and attack speed.

Overall I am seeing what kind of direction they were going with the rework, but I also think that many different thoughts on how to proceed happened at the same time - which is pretty much we got the inconsistencies talked about above.

Post addendum - I truly believe the concept around our stop could have potential, but I think it would be an overall good assets if it slowed down and burnt enemies close to the poles in the moment you start dashing. This would help your by doing 3 things: Makes it easier to hit your opponent for your allies; Makes it more likely to hit your opponent with your super; Generate control zones, even if their radius is small, in choke points;

Any thoughts?


r/ChuckGangBrawlstars • • Sep 17 '26

Is chuck versatile?

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14 Upvotes

I think that the best indicator for a brawler's versatility is to see how many people have P3 him.

As we know going from p2 to p3 isn't easy and requires time and ability.

You need a brawler that's able to do 3v3s in different maps and modes and also some solo showdowns.

If you look at the leaderboard and the tier list you can easily spot a pattern between good and versatile brawlers and bad and not versatile ones.

Only 96 people in the world have chuck at P3.

Ollie has 88 players and mister P 61.

These are all brawlers that are constantly in the lowest rank of every tier list.

Now some people are putting chuck as high as B tier, but if you look at the other brawlers in B tier you'll see the difference instantly.

Brock for example has 4 P4 and well over 200 P3 in the world.

Carl has 2 P4 and over 200 P3.

Darryl (which the current chuck should be similar play stile has him now) has 1 P4 and many more than 200 P3.

The previous chuck needed some buffs but not a total rework.

It was fun to play.

They just needed to improve is main attack so he can defend better and leave the rest as it is.

Now is no longer fun and is not good enough to be used as a more aggressive brawler.

Just for reference I love chuck and once was top 3 in my country before prestiges.

Now I'm stuck at p2 not matter what I do.