Brawl Stars: Poco, El Primo, Amber, Gus, Chuck and Shade reworked — 15 of 30 abilities reworked
Credit: Visuel officiel — Supercell
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Brawl Stars: Poco, El Primo, Amber, Gus, Chuck and Shade reworked — 15 of 30 abilities reworked

Fabian Fabian Lainé
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In brief

Supercell is overhauling six brawlers in September: Poco, El Primo, Amber, Gus, Chuck, and Shade get fifteen reworked abilities out of thirty total. Chuck undergoes the heaviest structural rework with a super moving from unlimited charge to a four-charge system, while the others benefit from targeted adjustments to better fit each player profile.

Supercell has published no September patch notes for Brawl Stars. The French blog index, checked on Friday, September 11, 2026, stops at "Notes de patch - Août 2026": the French page is timestamped Friday, September 4, 2026, 1:02 PM UTC in its publishDate field — 3:02 PM Paris time, our conversion — versus September 1 for the English page. These August notes are therefore the current update, the one that opens the Royal Academy season. Address trap when trying to read them: only supercell.com/en/games/brawlstars/fr/blog/ responds, with the /en/ segment kept at the front; any path built on /fr/games/ returns a 404.

The heaviest piece of these notes is neither Cosmo nor Vince: it's a rework pass on six brawlers — Poco, El Primo, Amber, Gus, Chuck, and Shade. Two gadgets, two star powers, and one hypercharge each, that's thirty abilities, of which fifteen carry the "(reworked)" label. This count is our own, line by line; Supercell publishes no total.

"Reworked" and "buffed" don't mean the same thing

Each ability is described on two lines, and confusing them skews your choice. The first gives the base effect: marked "(reworked)", it changes for everyone. The second starts with "Gear:" and only comes into play if you own the gear for that ability. Fifteen lines out of thirty therefore concern all players, the thirty "Gear:" lines only advanced collections. The official text never ranks the two.

Chuck: the super stops being a gauge, it becomes a stock

The only structural rework in the batch, it occupies a separate "Changes" block: Chuck "gets a complete rework of his super: the unlimited charge and raw power of his charge give way to more control and availability from the start of the match".

Six rules replace the old workings. The super has 4 charges, meaning four poles at most by default; placing a pole or launching a charge costs one charge; the super no longer recharges automatically; Chuck starts matches with his super charged; if defeated while he still has it, he keeps it upon respawn, but does not respawn charged if he has already used it.

ValueBeforeAfter
HP4,7004,400
Super charge damage1,750800
Super charge speed3,7003,200
Super shield50%35%
Main attack range2018
Projectile speed1,7502,700
Knockback when placing a polepresentremoved
Damage falloff at rangepresentremoved

The charge loses 54% of its damage — our calculation — while the main attack gains projectile speed and loses its falloff: the charge becomes a movement tool, less an execution. A gap remains in the document: the notes nowhere indicate how fast charges are regained during a match, since they no longer recharge on their own.

The call now hinges on the posts or on the rush. Rail Reset removes the nearest post and returns 50% of the super, Ghost Train passes through walls for 8 s; on the star power side, Pit Stop slows the enemy hit by a post by 20% and Little Holes steals 33% of the ammo from enemies passed through.

Poco and Gus: support shifts to pulses

Supercell claims for Poco "a lower healing threshold so that all players can access it as they progress". Da Capo therefore no longer creates the healing, it increases it: the Screeching Solo attack heals 300 HP under all circumstances, the star power adds 220 HP on top. The Tuning Fork gadget changes in nature and the notes make sure to say so — 400 HP returned to nearby allies "3 times over 6 seconds", because "this is pulse healing, not a lasting area effect". Don't count on it to keep an ally standing under continuous fire. Protective Tunes, meanwhile, becomes a 4 s bubble that "removes all negative effects and grants invulnerability".

Gus keeps his dual role as support and shooter but gains room to choose. Shy Ghost first knocks back, then becomes a healing ghost at the end of its path. Spiritual Healing doubles the ghosts' healing and, with its gear, makes them drift toward the nearest ally — the only line that fixes the character's real flaw, ghosts nobody picks up. One line, finally, must be read for what it is: on the Spooky Blast hypercharge, Supercell writes "no changes made to the hypercharged super". Only the gear moves.

El Costo, Ambre and Shade: three ways to control the field

El Costo's two gadgets are reworked and now stand in direct opposition: Supplemental Suplex becomes a rush that grabs the first enemy brawler and throws them behind him, Asteroid Belt destroys all incoming projectiles for 2 s and, with its gear, turns each of them into super charge. The star powers stay in their lane — El Fuego burns 900 damage over 4 s, Meteor grants 25% speed for 4 s.

For Ambre, everything revolves around flammable liquid: Storm Lighter places a canister that spills when destroyed, Wildfire makes the liquid sticky and leaves a trail behind hit brawlers, Blazing Siphon recharges ammo when the burning liquid deals damage — "not her main attack", the notes specify. A standalone sentence at the end of the section changes how the zone is managed: "When Ambre uses her super, it does not remove the previous flammable liquid."

Shade is the only one of the six not presented as a case needing fixes: it's about balancing his options so they're "all equally appealing". Long Arms extends the range of the next attack by 50%, Fright Blow frightens for 0.5 s on landing, Reinforced Hood removes 30% of damage taken in Intangible Form, Goosebumps heals him for 1,000 HP inside a wall. A detail not to miss, absent from the gear section but tucked into the balance changes list: the speed boost from Sinister Sprinter goes from 15 to 20%.

The thirty French labels, and the English that doesn't always say the same thing

The French-language reports on these notes use the English names. Those aren't what's on your screen: the French client translates these six kits almost entirely, and renames two of the brawlers, El Costo and Ambre.

BrawlerGadgets 1 and 2Star Powers 1 and 2Hypercharge
PocoTuning Fork · Protective TunesDa Capo · Screeching SoloMedics Melody
El PrimoSuplex Supplement · Asteroid BeltEl Fuego · Meteor RushGravity Leap
AmberFire Starters · Dancing FlamesWild Flames · Scorching SiphonOil Spill
GusKooky Popper · Knockback SpiritHealth Bonanza · Spirit AnimalSpooky Pop
ChuckRerouting · Ghost TrainPit Stop · Tickets Please!Full Steam Ahead!
ShadeLongarms · Jump ScareSpooky Speedster · Hardened HoodieThe Frightener

Four more named entries round out the list: Poco's attack is Power Chord and his super is Encore, Shade keeps his Smoke Form and his Death Hug, and Gus's projectiles are silly balloons.

Three discrepancies between the two versions deserve attention. On Gus's gadget, the French text talks about "all the silly balloons present on the map" while the English text says "all uncollected spirits": these are not the same object, and nothing in the document settles the matter. On Chuck's star power, it's the opposite, with the French being more precise with "slows the hit enemy" where the English simply states "Placing a Pole slow 20%." Finally, the English text wavers on Amber's vocabulary — oil, Fire Fluid, lit petrol — while the French sticks to "flammable liquid."

What to remember

  • Chuck is the only one to replay: four charges, no automatic reload, super full at kickoff, charge attack cut by more than half its damage.
  • Fifteen abilities out of thirty are marked "reworked": they apply to everyone, unlike the "Buffed:" lines.
  • Poco and Gus support the team differently: pulsing heals for one, spirits that go fetch the ally for the other.
  • What nobody knows yet: neither the release date, nor the rate at which Chuck regains his charges. Both official pages are silent on these two points.

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Of these six reworked brawlers, which one interests you most to try?

Frequently asked questions

Is Chuck nerfed or buffed with his new super?
It's a complete rebalance, not a straight nerf. The rush loses 54% damage and the shield drops from 50 to 35%, but the main attack gains speed and Chuck spawns with his super charged from the start. The role shifts from mindless executor to tactical pole setter.
Can Poco keep an ally under fire continuously with Tuning Fork?
No. Tuning Fork restores 400 HP in three pulses over 6 seconds, not in a lasting area. It's a healing burst, not constant coverage like before.
Why do the French notes use English names?
Supercell's official French blog leaves English labels in the patch notes, but the game client translates almost entirely. El Primo and Amber change names in-game, creating constant confusion between the docs and the screen.
Was Shade nerfed like the others?
No, Shade is the only one of the six not presented as a case to fix. Supercell is just balancing it so all its options are appealing, no tricks.
Does Amber's flammable liquid disappear when she uses her super?
No, it's exactly the opposite. The super no longer removes the previous flammable liquid, which drastically changes terrain management in late game.

Key takeaways

  • Chuck loses his mindless rush: the super switches to four charges maximum, no more auto-recharge, but spawns charged at the start of the match.
  • Poco and Gus become pulsation machines: healing no longer covers a lasting area, but instead triggers in clean bursts every 6 seconds.
  • Amber keeps her permanent flammable liquid: her super no longer removes it, transforming zone control.
  • Fifteen out of thirty lines are real rework affecting everyone—the rest are buffs for advanced collections.
  • French names differ from official notes: El Primo and Amber change their label, but English remains the authority when in doubt.

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