Hey fellow Brawlers! One of the top questions I get from the community is to make a guide for team compositions. It seems evident to me that players desire some sort of “secret formula” that will easily earn them trophies. The truth is, there is no secret formula. There is no one team fits all or one team that is the absolute best. The fact of the matter is, there are a lot of factors that go into making the right team composition for any given situation.
Due to this, we will need to address the factors that influence team composition within the game. By doing so, I hope that along the way you can gain sound advice that will allow you to progress your game to a higher level. No this is not a specific guide on exact brawlers you need to use, as not every player in the game has all the brawlers. However, I will be using examples of lineups to support my advice on how to build a team. This is not going to be one of those guides that bore you to death with hundreds of stats and numbers for each brawler to optimize your play. Look at it as a “Team Composition For Dummies” except that you’re not dumb, I promise. You came here to learn, and that is admirable. Now that I have cleared up what this guide will be over, let’s get this party started.
Before we dive into the fun stuff, first we must go over a few basic rules that govern making a decent lineup.
Rule 1: Never, and I truly mean NEVER want to hear a player say “we need a tank”. This is not an absolute truth on any game mode or map. In fact, a lot of the best team compositions I have found do not involve a Bull or El Primo. Team compositions do not always need a tank, so get that thought out of your head.
Rule 2: If you know a certain brawler will be more common on a given map/game mode, don’t pick someone that is hard countered by them! I can’t even begin to count how many times I have heard people complain about dying with Ricochet on a wide-open map such as “Shooting Star” that encourages Piper play. This is just one of the many examples, but long story short know what map you are playing.
Rule 3: Don’t focus on what brawler you will be best with, but rather concentrate on making a team that will work together as a team. This isn’t a guide for showdown, so no one cares if you have the best individual brawler. Make a team that works well together, not well individually.
Game Mode Specifics
We will not go over the Showdown game mode for this guide as it as a game mode that does not require a teammate. Please note that there is more than one way to play any of these game modes; these are simply my two cents on what creates a successful lineup.
Smash & Grab
Arguably the most diverse game mode in terms of strategy and gameplay, team compositions can be extremely diverse here. We need to ask ourselves this: What is the objective of this game mode? To hold 10 gems for the duration of the timer.
Right off the bat, something comes to my mind and that is you need an objective player for the team. You can’t win if you don’t have gems on your side, so you’re going to need someone to carry them for you. Most players agree that it is best to have one person hold all the gems for your team, as it allows the other two players to defend that person. Obviously, this is in a perfect world, so if your gem carrier cannot grab a gem at a particular moment, don’t hesitate to grab it yourself.
One can most likely figure out that if you have a designated gem carrier, you need support players that can back the gem carrier up. In my opinion, this is what the current Meta highly favors for this mode, and that is to have one objective player and two support units (whether they be a high damage dealer or simply a control character).
To help explain my advice, I will give an example of an effective team composition to further understand.
Explanation: This lineup is deadly. Mortis is the obvious gem grabber as his mobility is stellar (if you don’t have Mortis, Bull is a great substitute). Use him to pick up the gems and nothing else, his goal is to stay alive for your team. Poco is there to save your team from sticky situations. His attack has a very solid AoE damage, which effectively pressures the enemy team from getting up close to Mortis.
Jessie is another great support unit, as her turret super allows for further control of the central mine area of the map, allowing your team to keep the enemy pushed back. This is a classic example of the type of team you will see in the Smash & Grab Meta: One objective player, and two support players.
This game mode can be quite difficult to play, as the way it works can cause lead changes from team to team very quickly. You don’t need any sort of gem carrier for this mode, so someone like Mortis is a lot less useful here. From what I have seen, the compositions that find consistent success are ones that can stay away from enemy fire and shoot from a distance. You want a team that has enough damage output and enemy pressure that can keep your team safe from losing stars.
When playing bounty, you need to be careful of one very simple yet very important principle: Do not force kills! Even though that goes for every game mode, in bounty it is especially important. Winning bounty 1-0 is just as much a win as winning 26-25 is. So why brainlessly rush your opponent? If your team has the lead, play conservative and just patrol the middle of the map to keep your enemy pushed back. In some cases, it is even easier to set up in your spawn and force your enemies to come to you.
To help explain my points, here is a team comp that my band mates and I have found considerable success with.
Team: Piper, Spike, Colt
Explanation: Yes, I am aware that this lineup can be considered “pay to win”, but as I have said earlier in this guide this is not a secret formula team comp to guarantee wins. This is simply a team that can help explain team building advice well. Spike is the ultimate support unit, he hurls spikes towards his enemies to keep them pushed back, and his super has massive AoE damage and slow to control the map. What my band mates and I have found is that you find the most success in bounty when you have someone long range such as piper protected in the back to start the kills.
Piper can be replaced with someone such as Brock or Ricochet (be wary of certain maps that he is weak on). Piper’s job is to either initiate damage on enemies or clean them up. Colt and Spike’s job is to finish off the enemies that Piper doesn’t kill, and to keep them back from pressuring your sniper unit. This lineup’s strength is having all three members of team using ranged attack to stay away from danger and keeping the enemy pushed back to their side of the map.
Oh Heist, you have such a love hate relationship with the community. This game mode has been claimed “the fairest game mode”, and has also been called “the most broken thing since a pre-nerfed Poco”. I have said both statements once at one point or another, but at the end of the day it is a very team oriented game mode. Good luck winning with random team mates that aren’t in communication with you through your band. Regardless of if you get offense or defense, there is ONE thing that is paramount for success: THE SAFE. You either should blow up the safe or protect the safe. How do you get to it? Well the first thing that comes to mind is breaking down the walls to make a clear route to it, or protecting your walls form getting blown up in the first place. In Heist, you want a team that is effective on both sides of the game: offense AND defense. A solid team composition that comes to mind to explain picking a team for this game mode is such:
Team: Bull, Barley, Colt
Explanation: All three of these brawlers have easy access to destroying the safe, and all three brawlers are strong at protecting the map. Bull is a semi-ranged tank, who can use his super to break down the walls to get to the safe. Barley can stand halfway across the map and fire his super towards the safe from a safe distance (no pun intended). Colt can use his super and fire straight though the walls directly damaging the safe. On defense, all three are solid at denying the enemy team from getting in close range to damage the safe. Bull is on the front lines, while colt and Barley constantly deny the enemy from making a push up the sides of the map. Barley is one of the best area denial brawlers in the game, which is why this is his strongest game mode.
If you want to find success in Heist, teamwork is a necessity. This game mode favors the team that uses the best teamwork at pushing up the map or keeping control of the map. Therefore, make a team comp that is good at doing just that.
If this wasn’t the guide you were looking for on how to build a team composition, I apologize. This was not meant to be a specific guide to tell you what specific brawlers to use for success. It was more so designed to “lay the foundation” to give you the knowledge on what types of brawlers work best for certain game modes, to give you the ability to make team compositions yourself that will work.
I hope that by providing you with advice on each game mode as to what characters work better than others, you can be well equipped to create a team composition that gives your team the best chance to win. Now go out there and get to experimenting! You won’t know if a lineup is bad if you don’t try it.