Brawlhalla is an epic platform fighter for up to 8 players online or locally. And it's free! Join casual free-for-alls, queue for ranked matches, or make a custom room with your friends. Millions of players. Frequent updates. Over thirty unique legends. Come fight for glory in the halls of Valhalla!
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Mostly Positive (1,471) - 73% of the 1,471 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (67,814) - 85% of the 67,814 user reviews for this game are positive.
Release Date:
Oct 17, 2017
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Recent updates View all (230)

May 16

Patch 3.21 - New Skins, improved input buffering, tournament map set, and more!

Welcome to patch 3.21! In this patch we have a new BoTW for the week, new Skins, the Imperial Chest, adjustments to Test Features, improved input buffering, adjustments to animation, bug fixes, special tournament map set and map improvements!

Brawl of the Week - KO Mania!
  • 1v1
  • 300% damage
  • 5 Stocks
Malhalla

This week we have the Imperial Chest that includes three exclusive skins. We have also added two new skins to Malhalla! Jiro’s price has been reduced from 7200g to 5400g.

The Imperial Chest is in the store for a limited time!
  • Imperial Chest emerges with three exclusive skins: Death Adder Hattori, Warrior Spirit Kor, and Yakuza Koji.

New Artemis and Azoth skins!
  • Necromancer Azoth - “Dominion over the dead and the Grave itself.”
  • Street Race Artemis - “Gone in a blaze of smoke and fire.”

Jiro’s price reduced!
  • Jiro’s price is now 5400g!
Test Features

Dash Deflect has received a few upgrades, in the form of a new visual effect and more noticeable angle of deflection. This will help players better follow the action and clearly see when they have successfully deflected a thrown object. For better consistency, Dash Deflect now also applies to Gadgets, so you may now deflect any thrown object heading your way by boldly dashing towards it! This should lend itself towards a more universal feel for the Dodge button, allowing it to more fully serve as the counter option to thrown objects.
  • Dash Deflect now has a different bounce angle to help communicate the moment of deflection.
  • Dash Deflect now works on Gadgets as well.
Gameplay
  • Improved input buffering by taking the directional state at the time the input was entered instead of the direction at the time the input was accepted.
Animation
  • Extended swooshes on Axe Down Air and Axe Neutral Air animation closer to the body to match new hitboxing.
  • Added more animation frames to the end of the air version of Axe Ground Pound to match the current recovery time better and make it feel less sticky.
  • Adjusted posing on cannon nlight animation so that the legend doesn't lean as far forward the frame before hitboxes come out.
Maps

We have made some improvements to the Enigma and the new Fangwild map! We also now have seperate map lists for Tournaments and Ranked.

The map lists for tournaments have now been made separate from the Ranked map sets. The tournament versions of the 1v1 and 2v2 map sets have removed all versions of Kings Pass, Grumpy Temple, and The Fangwild. These map set are now available to select in custom Stock games, and they'll be the forced lists for Tournament 1v1 and Tournament 2v2 game settings. Here are the full lists:

Tournament 1v1:
  • Small Brawlhaven
  • Twilight Grove
  • Small Thundergard Stadium
  • Small Blackguard Keep
  • Small Enigma
  • Small Mammoth Fortress
  • Small Great Hall
  • Shipwreck Falls
  • Miami Dome

Tournament 2v2:
  • Small Brawlhaven
  • Twilight Grove
  • Thundergard Stadium
  • Blackguard Keep
  • Small Enigma
  • Mammoth Fortress
  • The Great Hall
  • Shipwreck Falls
  • Miami Dome

Fangwild:
  • Adjusted the ceiling collisions on Small Fangwild to be 4 sloped collisions instead of a single curved collision in order to make the bounces off the ceiling more predictable.
  • Updated platform art to extend corners on Fangwild and Small Fangwild to more clearly show when you are at the edge of the platform (art update only).
Enigma:
  • Improved initial spawn locations for both 1v1 and 2v2 in Small Enigma.
Balance

This week we are focusing on some quality of life improvements for several kits and Signature attacks. Players will find greater ease of use on some powers that were a bit too slow to use effectively, as well as some with appropriately decreased risk for their more specific usage.

Axe

The vertical aerial light attacks on the Axe kit, while useful in the right hands, did not provide the expected coverage of the swing. This often led to an unintuitive and cumbersome feel to the kit as a whole. We have slightly increased the coverage on the Neutral Air and Down Air attacks on the innermost portion of the arc for more reliable usage of these powers.
  • Axe Neutral Air: Increased visual swing and threat coverage on the inside of the attack arc.
  • Axe Down Air: Increased visual swing and threat coverage on the inside of the attack arc.
Sword

We have shifted some power from the often-used side attacks into the Recovery. This leads to a more meaningful choice of followup to the Down Light combo starter, with Side Air providing positional advantage towards edgeguards, Down Air for continued strings, Neutral Air for higher damage, and Recovery for good damage and KO potential at the cost of an aerial resource. Players will also find a slightly larger gap to engage against opponent’s that overuse the Side Light attack.
  • Sword Side Light: Increased Cooldown on miss from 17 to 19.
  • Sword Side Air: Decreased Damage from 17 to 15.
  • Sword Recovery: Increased total Damage from 16 to 18 and weighted more towards the final hit.
Unarmed

As we continue to bring the Unarmed kit in line towards emphasizing armed combat, there are several notable adjustments this week. The often used Neutral Light and Recovery attacks have had their coverage further cleaned up, while the Side Air finds itself at a more appropriate Damage value compared to its armed counterparts. The Neutral Heavy has traded some of its strength for greater ease of use and reliability, not only in the neutral game, but also when used as a combo ender.
  • Unarmed Neutral Light: Slightly Decreased coverage towards the rear of the user.
  • Unarmed Neutral Heavy: Decreased Force from 40 Fixed/65 Variable to 40 Fixed/56 Variable; Decreased Minimum Charge time from 12 to 10.
  • Unarmed Side Air: Decreased Damage from 16 to 13.
  • Unarmed Recovery: Slightly Decreased coverage near the bottom of the swing.
Lance

The Down Light has received a quality of life improvement as a designated setup attack, allowing players consistent followups across all health ranges. Landing a Down Light now lends itself towards dashing into a Neutral Light, or attacking straight away with a Side Light on a more consistent basis, rather than simply creating space near the end of a battle.
  • Lance Down Light: Changed Force from 35 Fixed/4 Variable to 50 Fixed/0 Variable with a specific setup location.
Signatures

Following the theme of improved quality of life, several Signatures such as Xull Side Cannon and Isaiah Side Cannon have been sped up for appropriately less risk to match their specific use, as well as increases in reliability for a couple of the more unique anti-air Signatures. To that same end, powers that were overperforming have also received more appropriate risk to match their utility.
  • Mirage Neutral Scythe: Increased total Recover time on miss from 17 to 20.
  • Isaiah Side Cannon: Decreased total Recover time from 24 to 22.
  • Jiro Neutral Scythe: Decreased Minimum Charge time from 5 to 3.
  • Yumiko Down Hammer: Increased Stun of final hit from 8 to 11.
  • Xull Side Cannon: Decreased Recover time on miss from 23 to 20.
Legend Rotation

This week’s Legend rotation includes Caspian, Sidra, Artemis, Wu Shang, Azoth and Cassidy.
  • Caspian - Lead by his showmanship and thirst for danger, he has come to Valhalla armed with Katars and Gauntlets to put on a show!
  • Sidra - The Corsair Queen, known for her legendary and fearless raids, is prepared to fight with her Sword and Cannon!
  • Artemis - Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
  • Wu Shang - Using the way of peace, discipline and martial arts, he takes down his foes with Spear and Gauntlets!
  • Azoth - Devoted acolytes bring this brilliant and ruthless lich lord to life as he comes into Valhalla to do battle with Bow and Axe.
  • Cassidy - the Marshal of the Old West is ready instill justice into Valhalla with both Hammer and Blasters!
Bugs
  • Cannon Side Air: Fixed a case where the target could be dropped before the final hit. (Credit: Juangana)
  • Cannon Neutral Light: Adjusted animation and hurtboxing during startup to delay forward motion until the hit window for more reliable use at close range.
  • Fixed a bug where Blasters Recovery would frequently drop on Ceiling, now called Small Fangwild, if the target player was carried into the ceiling.
  • Queen Nai Neutral Katars: Fixed a case where the target could be dropped before the final hit.
  • Fixed a bug where releasing a signature also required that the light attack button not be pressed. (Credit: u/enterman234)





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May 2

Patch 3.20 - New Chest, New Maps, New Skins, Balance Improvements, and more!

Welcome to patch 3.20! We are excited to announce two new Fangwild maps! Look dapper with the exclusive skins in the Royal Order Chest. The On-hit cooldown experimental test feature has graduated. Brawl of the Week is Team Strikeout, so grab a friend or queue alone from some team multi-Legend action! We also have bug fixes, balance changes, and updates to the power rankings!

Brawl of the Week - Team Strikeout!

You and your teammate pick your best three Legends and face off against an enemy team. 3 stocks for each player; run through your list of Legends as you lose stocks. K.O. all Legends on the enemy team to win!
  • 2v2 Strikeout!
  • 3 Stocks!
  • Last team standing wins!
  • Queue alone or with a friend!

Mallhalla

Pinkies up! The Royal Order Chest has now made its grand debut in Valhalla! This new chest contains three exclusive skins, including Isaiah's first exclusive chest skin!
  • The Malhalla now has the Royal Order Chest!
  • This chest contains 3 exclusive skins: Madame Yumiko, Admiral Isaiah, and Gentleman Wu Shang.
  • Isaiah's first exclusive chest skin!

Game Lobby

Due to popular demand, we have changed the default game mode in both couch and custom online game lobbies.
  • The default mode for both Couch and Custom Online games is now Stock instead of Timed.

Animation
  • Tweaked animation on Axe's Neutral and Down Air attacks to match hitboxes better.

Legend Rotation

This weeks Legend rotation includes: Ragnir, Diana, Val, Mirage, Isaiah, and Scarlet.
  • Ragnir - this apex predator whose home is in the Fangwild now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
  • Diana - Commander of the Order's hunters, she uses her Bow and Blasters to slay countless beasts and monsters.
  • Val - Is an android assassin with terrifying strength and quicker-than-light cognition. She is a force to be reckoned with when utilizing her Sword and Gauntlets.
  • Mirage - An occultist, martial artist and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
  • Isaiah - Major Isaiah Marshall, OEL's special forces commander is at your service utilizes Cannon and Blasters with help of his drone that has a cloaking device and rockets at his disposal!
  • Scarlet - A former female boxing champion of England and head of the Royal Airship Navy this Legend uses her ingenuity and steam power to build her own Rocket Lance and Grappling Hammer to take into battle.

Bugs
  • Bug fix - Fixed an issue that could cause a hit player to bounce on a soft platform during a power if the hit player was performing an aerial attack when they were hit
  • Hammer Neutral Light: Fixed a bug that was preventing Dexterity from properly applying to recover time on miss. (Credit: Dobrein)
  • Blasters Neutral Light: Fixed a bug that was preventing Dexterity from properly applying to recover time on miss. (Credit: Dobrein)
  • Queen Nai Neutral Katars: Fixed a case where the target could be dropped before the final hit.
  • Xull Down Cannon: Fixed a case that could prevent correct impulses from being applied during a Gravity Cancel.
  • Fixed a visual bug where some powers using projectile tech would go to the wrong animation frame after a rollback.
  • Fixed bug causing display issues on scythe weapon icons.

Balance Changes

We have a wide spectrum of balance changes for you this week, including the graduation of the Reduced Attack Cooldown on Hit feature! Players will find continued adjustments for fine tuning Signature power and how it correlates to the Legend Strength stat, as well as general balance for several key weapon kits. Numerous interactions have been cleaned up for the Scythe with particular attention to its maximum range of attack, and we have also shuffled power around within the Bow kit for stronger pressure and rewards from grounded play. Several adjustments have also been made to emphasize armed combat, including decreased separation caused by clashing attacks, bringing elements of unarmed combat in line with weapon-based options, and slightly reining in the reward on thrown weapon strikes.

Clashes

The Variable Force for clashing attacks has been significantly reduced, to provide a better flow of combat with less separation between fighters. This also serves to aid in challenging opponent's attacks, as scoring a hit yourself can help you survive a bit longer during a close fight.
  • Light Attack Clash: Decreased Force from 60 Fixed/20 Variable to 60 Fixed/10 Variable.
  • Heavy Attack Clash: Decreased Force from 80 Fixed/50 Variable to 80 Fixed/35 Variable.

Unarmed

The unarmed kit continues to receive adjustments aimed at bringing it to a more cohesive baseline compared to the other movesets, with attention and emphasis on favoring players who have managed to secure a weapon. Power has been shifted within the kit, trading some force and damage for increased ease of use on the Side Heavy and enhancing the kit's most under-utilized power.
  • Unarmed Side Light: Changed Force from 75~60 Fixed/32~27 Variable to 80~70 Fixed/20~16 Variable.
  • Unarmed Neutral Air: Decreased Damage from 17 to 15.
  • Unarmed Side Heavy: Decreased Minimum Charge time from 13 to 11; Increased Damage from 16 to 18.

Scythe

The Scythe has received a great deal of cleanup to the edges of its attacks, shuffling the coverage for clearer interactions and improved ability to counter Scythe users through proper spacing. The Side Light has also received a shift from recover time to startup for a more fluid feel during the neutral game.
  • Scythe Side Light: Increased Time to Hit from 7 to 8; Decreased Recover time on miss from 1 Fixed/12 Variable to 0 Fixed/12 Variable.
  • Scythe Down Light: Rehitboxed to better match the animation, resulting in slightly less vertical coverage.
  • Scythe Neutral Air: Rehitboxed to better match the animation, resulting in slightly less coverage at the diagonal extremes.
  • Scythe Down Air: Rehitboxed to better match animation, resulting in slightly less coverage at max range but slightly more coverage near the user.
  • Scythe Side Air: Rehitboxed to better match the animation, resulting in slightly less coverage near the user but slightly more horizontal coverage at max range.

Bow

The Bow's air game has shuffled some of its power into the grounded option of the Down Light, affording greater pressure and reward through the use of this approaching attack. The increase in stun for landing a Down Light can now lead into a variety of combos for more player choice, and the possible followups have been adjusted according to this new potential. Especially when used in conjunction with a dash, the Bow can now command a great deal of respect with stage control.
  • Bow Down Light: Increased Stun from 16 to 23; Decreased Damage from 14 to 10; Decreased Recover time on miss from 4 Fixed/22 Variable to 3 Fixed/22 Variable.
  • Bow Neutral Air: Decreased Force from 84 Fixed/34 Variable to 65 Fixed/30 Variable.
  • Bow Side Air: Decreased Force from 68 Fixed/34 Variable to 60 Fixed/30 Variable.
  • Bow Ground Pound: Decreased Time to Hit from 15 to 14; Decreased Force from 76 Fixed/43 Variable to 68 Fixed/42 Variable.

Signatures

As we continue to adjust Signatures to correlate more closely with Legend Strength stats, this week carries the next round of updates focused on force and knockout thresholds. Several attacks of high Strength Legends have been enhanced, while overly generous low Strength Legends have had their power curtailed to match.
  • Caspian Down Gauntlets: Increased Force from 70 Fixed/50 Variable to 70 Fixed/52 Variable.
  • Teros Neutral Axe: Increased Force for the ground collision from 65 Fixed/50 Variable to 65 Fixed/55 Variable.
  • Xull Side Cannon: Increased Force from 69 Fixed/54 Variable to 69 Fixed/56 Variable.
  • Xull Down Cannon: Increased Force from 60 Fixed/50 Variable to 60 Fixed/53 Variable.
  • Orion Side Spear: Decreased Force from 50 Fixed/62 Variable to 50 Fixed/57 Variable.
  • Vraxx Side Lance: Decreased Force from 65 Fixed/53 Variable to 65 Fixed/50 Variable.
  • Wu Shang Side Spear: Decreased Force from 71 Fixed/56 Variable to 67 Fixed/52 Variable.

Weapon Throws

Thrown weapons now do mildly less stun, to put a greater emphasis on armed combat, as the unarmed kit paired with weapon throwing could prove to be too strong. This decrease in stun affords a player the potential for either an easier escape from an opponent who is overly reliant on using weapons as projectiles, or a more meaningful window with which to challenge the followup of a poorly spaced weapon throw.
  • Thrown Weapons: Decreased base Stun of thrown weapons from 21 to 17. This change is only for weapons; Gadgets maintain their normal values.

Graduated Test Features

Cooldown reduction on-hit has been graduated to live!

Same Attack Cooldowns are in place to provide avenues of counterplay and approach against a defensive opponent, however these same cooldowns can hinder followup attempts. When landing a hit on an opponent, oftentimes one of the most desirable followups is the same attack that was just successfully used, due to the nature of directional attacks generally sending the opponent in that very same direction. This new feature allows for greater reward on landing an attack, providing a reduction to the cooldown value so you can more quickly attempt a followup and pursue the opponent. The list below details the changes from the previous cooldown value, or previous cooldown on-hit value where applicable, to the new reduced on-hit value.
  • Unarmed Neutral Light: Cooldown on hit decreased from 16 to 11.
  • Unarmed Side Light: Cooldown on hit decreased from 10 to 9.
  • Unarmed Side Air: Cooldown on hit decreased from 12 to 9.
  • Unarmed Recovery: Cooldown on hit decreased from 12 to 9.
  • Unarmed Ground Pound: Cooldown on hit decreased from 19 to 11.
  • Sword Neutral Light: Cooldown on hit decreased from 16 to 11.
  • Sword Side Light: Cooldown on hit decreased from 17 to 15.
  • Sword Down Light: Cooldown on hit decreased from 16 to 11.
  • Sword Neutral Air: Cooldown on hit decreased from 19 to 11.
  • Sword Side Air: Cooldown on hit decreased from 18 to 12.
  • Sword Down Air: Cooldown on hit decreased from 12 to 9.
  • Sword Recovery: Cooldown on hit decreased from 10 to 9.
  • Sword Ground Pound: Cooldown on hit decreased from 18 to 14.
  • Rocket Lance Neutral Light: Cooldown on hit decreased from 16 to 12.
  • Rocket Lance Side Light: Cooldown on hit decreased from 13 to 10.
  • Rocket Lance Down Light: Cooldown on hit decreased from 16 to 11.
  • Rocket Lance Side Air: Cooldown on hit decreased from 18 to 11.
  • Rocket Lance Down Air: Cooldown on hit decreased from 17 to 12.
  • Rocket Lance Recovery: Cooldown on hit decreased from 15 to 11.
  • Rocket Lance Ground Pound: Cooldown on hit decreased from 15 to 10.
  • Hammer Side Light: Cooldown on hit decreased from 11 to 9.
  • Hammer Down Light: Cooldown on hit decreased from 15 to 11.
  • Hammer Neutral Air: Cooldown on hit decreased from 15 to 9.
  • Hammer Side Air: Cooldown on hit decreased from 10 to 9.
  • Hammer Down Air: Cooldown on hit decreased from 10 to 9.
  • Hammer Recovery: Cooldown on hit decreased from 15 to 11.
  • Blasters Neutral Light: Cooldown on hit decreased from 10 to 9.
  • Blasters Side Light: Cooldown on hit decreased from 15 to 9.
  • Blasters Neutral Air: Cooldown on hit decreased from 12 to 9.
  • Blasters Side Air: Cooldown on hit decreased from 18 to 12.
  • Blasters Down Air: Cooldown on hit decreased from 16 to 11.
  • Blasters Recovery: Cooldown on hit decreased from 10 to 9.
  • Blasters Ground Pound: Cooldown on hit decreased from 15 to 11.
  • Spear Neutral Light: Cooldown on hit decreased from 11 to 10.
  • Spear Side Light: Cooldown on hit decreased from 10 to 9.
  • Spear Neutral Air: Cooldown on hit decreased from 12 to 9.
  • Spear Side Air: Cooldown on hit decreased from 11 to 9.
  • Spear Recovery: Cooldown on hit decreased from 11 to 9.
  • Spear Ground Pound: Cooldown on hit decreased from 12 to 9.
  • Katar Side Light: Cooldown on hit decreased from 14 to 10.
  • Katar Down Light: Cooldown on hit decreased from 22 to 10.
  • Katar Neutral Air: Cooldown on hit decreased from 11 to 9.
  • Katar Side Air: Cooldown on hit decreased from 12 to 10.
  • Katar Down Air: Cooldown on hit decreased from 13 to 10.
  • Katar Ground Pound: Cooldown on hit decreased from 22 to 12.
  • Axe Down Light: Cooldown on hit decreased from 10 to 9.
  • Axe Neutral Air: Cooldown on hit decreased from 15 to 9.
  • Axe Side Air: Cooldown on hit decreased from 15 to 9.
  • Axe Down Air: Cooldown on hit decreased from 15 to 9.
  • Axe Recovery: Cooldown on hit decreased from 13 to 9.
  • Bow Neutral Light: Cooldown on hit decreased from 25 to 12.
  • Bow Side Light: Cooldown on hit decreased from 29 to 14.
  • Bow Down Light: Cooldown on hit decreased from 19 to 12.
  • Bow Neutral Air: Cooldown on hit decreased from 15 to 13.
  • Bow Side Air: Cooldown on hit decreased from 16 to 12.
  • Bow Down Air: Cooldown on hit decreased from 25 to 13.
  • Bow Recovery: Cooldown on hit decreased from 16 to 11.
  • Bow Ground Pound: Cooldown on hit decreased from 14 to 10.
  • Gauntlets Down Light: Cooldown on hit decreased from 19 to 14.
  • Gauntlets Neutral Air: Cooldown on hit decreased from 19 to 12.
  • Gauntlets Side Air: Cooldown on hit decreased from 14 to 10.
  • Gauntlets Down Air: Cooldown on hit decreased from 13 to 10.
  • Gauntlets Recovery: Cooldown on hit decreased from 15 to 11.
  • Gauntlets Ground Pound: Cooldown on hit decreased from 16 to 14.
  • Scythe Neutral Light: Cooldown on hit decreased from 18 to 12.
  • Scythe Side Light: Cooldown on hit decreased from 17 to 13 for neutral version; Cooldown on hit decreased from 12 to 11 for the forward version.
  • Scythe Down Light: Cooldown on hit decreased from 13 to 12 for the neutral version; Cooldown on hit decreased from 13 to 9 for the forward version.
  • Scythe Side Air: Cooldown on hit decreased from 15 to 11.
  • Scythe Down Air: Cooldown on hit decreased from 11 to 9 for the reverse grounded version.
  • Scythe Recovery: Cooldown on hit decreased from 10 to 9.
  • Scythe Ground Pound: Cooldown on hit decreased from 12 to 9.
  • Cannon Neutral Light: Cooldown on hit decreased from 18 to 13.
  • Cannon Down Light: Cooldown on hit decreased from 16 to 12.
  • Cannon Neutral Air: Cooldown on hit decreased from 16 to 12.
  • Cannon Side Air: Cooldown on hit decreased from 20 to 15.
  • Cannon Down Air: Cooldown on hit decreased from 16 to 12.
  • Cannon Recovery: Cooldown on hit decreased from 12 to 10.
  • Cannon Ground Pound: Cooldown on hit decreased from 23 to 16.
  • Bodvar Neutral Hammer: Cooldown on hit decreased from 16 to 11.
  • Bodvar Side Hammer: Cooldown on hit decreased from 16 to 11.
  • Bodvar Down Hammer: Cooldown on hit decreased from 16 to 11.
  • Bodvar Neutral Sword: Cooldown on hit decreased from 25 to 16.
  • Bodvar Side Sword: Cooldown on hit decreased from 15 to 11.
  • Bodvar Down Sword: Cooldown on hit decreased from 16 to 11.
  • Cassidy Neutral Blasters: Cooldown on hit decreased from 13 to 10.
  • Cassidy Side Blasters: Cooldown on hit decreased from 19 to 13.
  • Cassidy Down Blasters: Cooldown on hit decreased from 21 to 14.
  • Cassidy Neutral Hammer: Cooldown on hit decreased from 15 to 11.
  • Cassidy Side Hammer: Cooldown on hit decreased from 17 to 12.
  • Cassidy Down Hammer: Cooldown on hit decreased from 25 to 16.
  • Orion Neutral Lance: Cooldown on hit decreased from 14 to 10.
  • Orion Side Lance: Cooldown on hit decreased from 21 to 14.
  • Orion Down Lance: Cooldown on hit decreased from 17 to 12.
  • Orion Neutral Spear: Cooldown on hit decreased from 16 to 11.
  • Orion Side Spear: Cooldown on hit decreased from 22 to 14.
  • Orion Down Spear: Cooldown on hit decreased from 18 to 12.
  • Lord Vraxx Neutral Lance: Cooldown on hit decreased from 17 to 12.
  • Lord Vraxx Side Lance: Cooldown on hit decreased from 19 to 13.
  • Lord Vraxx Down Lance: Cooldown on hit decreased from 15 to 11.
  • Lord Vraxx Neutral Blasters: Cooldown on hit decreased from 15 to 11.
  • Lord Vraxx Side Blasters: Cooldown on hit decreased from 17 to 12.
  • Lord Vraxx Down Blasters: Cooldown on hit decreased from 14 to 10.
  • Gnash Neutral Hammer: Cooldown on hit decreased from 21 to 14.
  • Gnash Side Hammer: Cooldown on hit decreased from 20 to 13.
  • Gnash Down Hammer: Cooldown on hit decreased from 21 to 14.
  • Gnash Neutral Spear: Cooldown on hit decreased from 14 to 10.
  • Gnash Side Spear: Cooldown on hit decreased from 18 to 12.
  • Gnash Down Spear: Cooldown on hit decreased from 17 to 12.
  • Queen Nai Neutral Spear: Cooldown on hit decreased from 15 to 11.
  • Queen Nai Side Spear: Cooldown on hit decreased from 22 to 14.
  • Queen Nai Down Spear: Cooldown on hit decreased from 21 to 14.
  • Queen Nai Neutral Katars: Cooldown on hit decreased from 18 to 12.
  • Queen Nai Side Katars: Cooldown on hit decreased from 17 to 12.
  • Queen Nai Down Katars: Cooldown on hit decreased from 20 to 13.
  • Hattori Neutral Sword: Cooldown on hit decreased from 18 to 12.
  • Hattori Side Sword: Cooldown on hit decreased from 14 to 10.
  • Hattori Down Sword: Cooldown on hit decreased from 18 to 12.
  • Hattori Neutral Spear: Cooldown on hit decreased from 16 to 11.
  • Hattori Side Spear: Cooldown on hit decreased from 18 to 12.
  • Hattori Down Spear: Cooldown on hit decreased from 19 to 13.
  • Sir Roland Neutral Lance: Cooldown on hit decreased from 18 to 12.
  • Sir Roland Side Lance: Cooldown on hit decreased from 19 to 13.
  • Sir Roland Down Lance: Cooldown on hit decreased from 17 to 12.
  • Sir Roland Neutral Sword: Cooldown on hit decreased from 15 to 11.
  • Sir Roland Side Sword: Cooldown on hit decreased from 17 to 12.
  • Sir Roland Down Sword: Cooldown on hit decreased from 15 to 11.
  • Scarlet Neutral Hammer: Cooldown on hit decreased from 19 to 13.
  • Scarlet Side Hammer: Cooldown on hit decreased from 14 to 10.
  • Scarlet Down Hammer: Cooldown on hit decreased from 14 to 10.
  • Scarlet Neutral Lance: Cooldown on hit decreased from 21 to 14.
  • Scarlet Side Lance: Cooldown on hit decreased from 21 to 14.
  • Scarlet Down Lance: Cooldown on hit decreased from 19 to 13.
  • Thatch Neutral Sword: Cooldown on hit decreased from 19 to 13.
  • Thatch Side Sword: Cooldown on hit decreased from 16 to 11.
  • Thatch Down Sword: Cooldown on hit decreased from 17 to 12.
  • Thatch Neutral Blasters: Cooldown on hit decreased from 18 to 12.
  • Thatch Side Blasters: Cooldown on hit decreased from 22 to 14.
  • Ada Side Blasters: Cooldown on hit decreased from 16 to 11.
  • Ada Down Blasters: Cooldown on hit decreased from 17 to 12.
  • Ada Neutral Spear: Cooldown on hit decreased from 16 to 11.
  • Ada Side Spear: Cooldown on hit decreased from 18 to 12.
  • Ada Down Spear: Cooldown on hit decreased from 14 to 10.
  • Sentinel Neutral Hammer: Cooldown on hit decreased from 17 to 12.
  • Sentinel Side Hammer: Cooldown on hit decreased from 19 to 13.
  • Sentinel Down Hammer: Cooldown on hit decreased from 20 to 13.
  • Sentinel Neutral Katars: Cooldown on hit decreased from 21 to 14.
  • Sentinel Side Katars: Cooldown on hit decreased from 15 to 11.
  • Sentinel Down Katars: Cooldown on hit decreased from 21 to 14.
  • Lucien Neutral Katars: Cooldown on hit decreased from 18 to 12.
  • Lucien Side Katars: Cooldown on hit decreased from 18 to 12.
  • Lucien Down Katars: Cooldown on hit decreased from 17 to 12.
  • Lucien Neutral Blasters: Cooldown on hit decreased from 16 to 11.
  • Lucien Side Blasters: Cooldown on hit decreased from 22 to 14.
  • Lucien Down Blasters: Cooldown on hit decreased from 21 to 14.
  • Teros Neutral Axe: Cooldown on hit decreased from 16 to 11.
  • Teros Side Axe: Cooldown on hit decreased from 14 to 10.
  • Teros Down Axe: Cooldown on hit decreased from 16 to 11.
  • Teros Neutral Hammer: Cooldown on hit decreased from 13 to 10.
  • Teros Side Hammer: Cooldown on hit decreased from 14 to 10.
  • Teros Down Hammer: Cooldown on hit decreased from 15 to 11.
  • Brynn Side Spear: Cooldown on hit decreased from 21 to 14.
  • Brynn Down Spear: Cooldown on hit decreased from 16 to 11.
  • Brynn Side Axe: Cooldown on hit decreased from 15 to 11.
  • Brynn Down Axe: Cooldown on hit decreased from 14 to 10.
  • Asuri Neutral Sword: Cooldown on hit decreased from 13 to 10.
  • Asuri Side Sword: Cooldown on hit decreased from 21 to 14.
  • Asuri Down Sword: Cooldown on hit decreased from 13 to 10.
  • Asuri Neutral Katars: Cooldown on hit decreased from 13 to 10.
  • Asuri Side Katars: Cooldown on hit decreased from 13 to 10.
  • Asuri Down Katars: Cooldown on hit decreased from 14 to 10.
  • Barraza Down Axe: Cooldown on hit decreased from 16 to 11.
  • Barraza Side Axe: Cooldown on hit decreased from 14 to 10.
  • Barraza Neutral Axe: Cooldown on hit decreased from 14 to 10.
  • Barraza Neutral Blasters: Cooldown on hit decreased from 16 to 11.
  • Barraza Down Blasters: Cooldown on hit decreased from 17 to 12.
  • Ulgrim Side Axe: Cooldown on hit decreased from 13 to 10.
  • Ulgrim Neutral Axe: Cooldown on hit decreased from 11 to 10.
  • Ulgrim Neutral Lance: Cooldown on hit decreased from 14 to 10.
  • Ulgrim Down Lance: Cooldown on hit decreased from 17 to 12.
  • Ulgrim Side Lance: Cooldown on hit decreased from 15 to 11.
  • Ember Neutral Bow: Cooldown on hit decreased from 18 to 12.
  • Ember Down Bow: Cooldown on hit decreased from 18 to 12.
  • Ember Neutral Katars: Cooldown on hit decreased from 21 to 14.
  • Ember Side Katars: Cooldown on hit decreased from 21 to 14.
  • Ember Down Katars: Cooldown on hit decreased from 17 to 12.
  • Azoth Neutral Axe: Cooldown on hit decreased from 16 to 11.
  • Azoth Side Axe: Cooldown on hit decreased from 14 to 10.
  • Azoth Down Axe: Cooldown on hit decreased from 16 to 11.
  • Azoth Neutral Bow: Cooldown on hit decreased from 22 to 14.
  • Azoth Side Bow: Cooldown on hit decreased from 16 to 11.
  • Azoth Down Bow: Cooldown on hit decreased from 18 to 12.
  • Koji Neutral Sword: Cooldown on hit decreased from 18 to 12.
  • Koji Side Sword: Cooldown on hit decreased from 14 to 10.
  • Koji Down Sword: Cooldown on hit decreased from 18 to 12.
  • Koji Neutral Bow: Cooldown on hit decreased from 22 to 14.
  • Koji Side Bow: Cooldown on hit decreased from 20 to 13.
  • Koji Down Bow: Cooldown on hit decreased from 18 to 12.
  • Diana Neutral Bow: Cooldown on hit decreased from 18 to 12.
  • Diana Side Bow: Cooldown on hit decreased from 20 to 13.
  • Diana Down Bow: Cooldown on hit decreased from 22 to 14.
  • Diana Neutral Blasters: Cooldown on hit decreased from 16 to 11.
  • Diana Side Blasters: Cooldown on hit decreased from 19 to 13.
  • Diana Down Blasters: Cooldown on hit decreased from 17 to 12.
  • Jhala Side Axe: Cooldown on hit decreased from 15 to 11.
  • Jhala Down Axe: Cooldown on hit decreased from 15 to 11.
  • Jhala Neutral Sword: Cooldown on hit decreased from 19 to 13.
  • Jhala Side Sword: Cooldown on hit decreased from 14 to 10.
  • Jhala Down Sword: Cooldown on hit decreased from 19 to 13.
  • Kor Neutral Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Kor Side Gauntlets: Cooldown on hit decreased from 11 to 10.
  • Kor Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Kor Neutral Hammer: Cooldown on hit decreased from 15 to 11.
  • Kor Side Hammer: Cooldown on hit decreased from 16 to 11.
  • Kor Down Hammer: Cooldown on hit decreased from 17 to 12.
  • Wu Shang Neutral Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Wu Shang Side Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Wu Shang Down Gauntlets: Cooldown on hit decreased from 22 to 14.
  • Wu Shang Neutral Spear: Cooldown on hit decreased from 18 to 12.
  • Wu Shang Side Spear: Cooldown on hit decreased from 13 to 10.
  • Wu Shang Down Spear: Cooldown on hit decreased from 17 to 12.
  • Val Neutral Sword: Cooldown on hit decreased from 18 to 12.
  • Val Side Sword: Cooldown on hit decreased from 14 to 10.
  • Val Down Sword: Cooldown on hit decreased from 18 to 12.
  • Val Neutral Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Val Side Gauntlets: Cooldown on hit decreased from 16 to 11.
  • Val Down Gauntlets: Cooldown on hit decreased from 18 to 12.
  • Ragnir Down Katars: Cooldown on hit decreased from 12 to 10.
  • Ragnir Side Axe: Cooldown on hit decreased from 12 to 10.
  • Cross Neutral Blasters: Cooldown on hit decreased from 15 to 11.
  • Cross Neutral Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Cross Side Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Cross Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Mirage Neutral Scythe: Cooldown on hit decreased from 13 to 10.
  • Mirage Side Scythe: Cooldown on hit decreased from 12 to 10.
  • Mirage Down Scythe: Cooldown on hit decreased from 14 to 10.
  • Mirage Neutral Spear: Cooldown on hit decreased from 13 to 10.
  • Mirage Side Spear: Cooldown on hit decreased from 13 to 10.
  • Mirage Down Spear: Cooldown on hit decreased from 14 to 10.
  • Nix Side Scythe: Cooldown on hit decreased from 11 to 10.
  • Nix Neutral Blasters: Cooldown on hit decreased from 14 to 10.
  • Nix Down Blasters: Cooldown on hit decreased from 11 to 10.
  • Mordex Neutral Scythe: Cooldown on hit decreased from 12 to 10.
  • Mordex Down Scythe: Cooldown on hit decreased from 15 to 11.
  • Mordex Neutral Gauntlets: Cooldown on hit decreased from 17 to 12.
  • Mordex Side Gauntlets: Cooldown on hit decreased from 13 to 10.
  • Mordex Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Yumiko Neutral Bow: Cooldown on hit decreased from 19 to 13.
  • Yumiko Side Bow: Cooldown on hit decreased from 23 to 15.
  • Yumiko Neutral Hammer: Cooldown on hit decreased from 16 to 11.
  • Yumiko Side Hammer: Cooldown on hit decreased from 15 to 11.
  • Artemis Neutral Scythe: Cooldown on hit decreased from 18 to 12.
  • Artemis Side Lance: Cooldown on hit decreased from 18 to 12.
  • Caspian Side Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Caspian Down Gauntlets: Cooldown on hit decreased from 15 to 11.
  • Caspian Neutral Katars: Cooldown on hit decreased from 20 to 13.
  • Caspian Side Katars: Cooldown on hit decreased from 18 to 11.
  • Sidra Side Cannon: Cooldown on hit decreased from 15 to 11.
  • Sidra Down Cannon: Cooldown on hit decreased from 18 to 12.
  • Sidra Neutral Sword: Cooldown on hit decreased from 17 to 12.
  • Sidra Side Sword: Cooldown on hit decreased from 17 to 12.
  • Sidra Down Sword: Cooldown on hit decreased from 21 to 14.
  • Xull Neutral Axe: Cooldown on hit decreased from 15 to 11.
  • Xull Side Axe: Cooldown on hit decreased from 21 to 14.
  • Xull Down Axe: Cooldown on hit decreased from 15 to 11.
  • Xull Neutral Cannon: Cooldown on hit decreased from 18 to 11.
  • Xull Side Cannon: Cooldown on hit decreased from 12 to 10.
  • Kaya Neutral Spear: Cooldown on hit decreased from 25 to 14.
  • Kaya Side Spear: Cooldown on hit decreased from 15 to 11.
  • Kaya Down Spear: Cooldown on hit decreased from 15 to 12.
  • Kaya Neutral Bow: Cooldown on hit decreased from 17 to 14.
  • Kaya Side Bow: Cooldown on hit decreased from 18 to 12.
  • Kaya Down Bow: Cooldown on hit decreased from 17 to 12.
  • Isaiah Neutral Blasters: Cooldown on hit decreased from 15 to 11.
  • Isaiah Side Blasters: Cooldown on hit decreased from 16 to 11.
  • Isaiah Down Blasters: Cooldown on hit decreased from 18 to 14.
  • Isaiah Side Cannon: Cooldown on hit decreased from 18 to 12.
  • Jiro Neutral Scythe: Cooldown on hit decreased from 22 to 14.
  • Jiro Side Scythe: Cooldown on hit decreased from 17 to 13.
  • Jiro Down Scythe: Cooldown on hit decreased from 22 to 14.
  • Jiro Neutral Sword: Cooldown on hit decreased from 22 to 14.
  • Jiro Side Sword: Cooldown on hit decreased from 20 to 14.
  • Jiro Down Sword: Cooldown on hit decreased from 22 to 14.
45 comments Read more

Reviews

“Brawlhalla is a wickedly fun platform brawler with moxie...Crisp combat mechanics, adorable fighters, streamlined stages, A+ online play.”
Kotaku

“it is a ton of fun to play...Keep an eye on this one, I have a feeling it’s gonna be big.”
Gamers Bliss

“Brawlhalla is definitely a game I can get into. It’s a sleek 2D fighting game with simple mechanics and some unconventional fighting methods that looks like a blast to play with friends.”
iDigitalTimes

About This Game

Brawlhalla: An eternal battle arena where the greatest warriors in history brawl to prove who's the best that ever was, is, or will be. Every match is an epic test of skill, speed, and strength, and every victory brings additional glory and bragging rights to the winners.

These slugfests are salted with powerful weapons and gadgets. Fighters scramble to grab swords, axes, hammers, blasters, rocket lances and more! Every weapon changes your play style and your options. Gadgets like mines, bombs, and spiked spheres add even more danger into the mix, letting fighters change the course of battle with a well timed-throw or carefully laid trap.

Brawlhalla is a free to play, 2D platform fighting game featuring both online and local singleplayer and multiplayer.
  • Online Ranked 1v1 - A personal test of skill where you match up against a single opponent to claim untold levels of personal glory in Brawlhalla.
  • Online Ranked 2v2 - Bolster your ranks with a friend to prove your mettle, wit, and teamwork in frenetic 2v2 battles.
  • 4 Player Online Free for All - Ranked or casual matches where four fighters enter, but only one can win.
  • 8 Player 4v4 & FFA - Because the only thing better than four legends vying for bragging rights is eight legends vying for bragging rights.
  • Local Free for All - Up to 4 players can play in free for all mode on one computer - perfect for friendly face-offs.
  • Local Custom Teams - Team-up on your local machine, with up to four players or bots for living-room level mayhem.
  • Local Single Player Tournament - Square off against bots in a three game tournament series. Perfect for warmups or score grinders.
  • Alternate Game Modes - Brawlball, Bombsketball and more provide ‘casual’ ‘party game’ ‘just for fun’ alternate game modes with completely different objectives and just as much competition.
  • The Training Room - Practice combos and setups inside the Training Room! Look at frame data, hitboxes, hurtboxes, and sharpen your skills for use

How we do Free to Play

Brawlhalla will always be 100% free to play, with no pay-to-win advantages and no in-game purchases to keep you from the action. Everything you can buy with real money is cosmetic (such as character skins, podiums, and KO effects) and none of them effect gameplay.

The Legend Rotation of six free to play characters rotates every week, and you can earn gold to unlock more Legends by playing any online game mode.

You can also check out our “All Legends Pack” that immediately unlocks every character we’ve ever made, and ever will make. Forever.

Here's what you can expect from Brawlhalla

  • Weekly patches and updates.
  • Online, custom, ranked, and local play modes.
  • Over 35 Legends to chose from and a free 6 character weekly rotation, unlockable with gold earned through playing the game.
  • Loads of stages to fight on.
  • Unique signature moves, weapon combinations and stats for each character.
  • Ranked seasons every three months with seasonal rewards for playing ranked.
  • A constant stream of new features, balance tweaks and Legends to make the game better and better.
  • Excited Devs active everywhere eagerly listening to what you think!
  • Our eternal thanks (you're our favorite).

Development Roadmap


Recently Added
  • Major Gameplay Improvements / Balance
  • New Legends
  • Dashing
  • Networking Improvements
  • Advancement System
  • Large Team Mode (4v4)
  • Clan Support

Soon
  • More Weapons
  • More Maps
  • More Legends
  • Ongoing Gameplay and Feature Improvements

Later
  • Full Player Profile and Statistics
  • Novelty Items
  • Official Crew Battle Support - Teams, clans, crews, guilds and bands of Brawlhallans can challenge one another in crew battles to claim which crew has the most powerful contenders.
  • Even More Maps
  • Even More Legends
  • Ongoing Gameplay Improvements
  • Expanded Clan Support

But all of this will change based on what you tell us! We’re always listening to community feedback and value what players are telling us. Throughout Early Access the Brawlhalla community helped steer the direction of development multiple times to make Brawlhalla the best it can be. That will remain the same as we continue to improve, expand, and adjust Brawlhalla based on community feedback post-launch.

System Requirements

Windows
Mac OS X
    Minimum:
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    Recommended:
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    Minimum:
    • OS: 10.7
    • Memory: 1 GB RAM
    • Storage: 400 MB available space
    • Additional Notes: Please note it will not work on 10.6.8.
    Recommended:
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 400 MB available space
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