
All Game Modes in Null’s Brawl
Null’s Brawl includes every game mode from Brawl Stars, all unlocked from the start. You never have to grind or pay to open a mode here, though some modes rotate in and out of the game the same way they do in the official version, so the live lineup changes over time. Below is a full breakdown of every mode and how each one works, grouped by type so you can find what you are in the mood for.
Core 3v3 Modes

Gem Grab
Format: 3 vs 3.
Objective: Collect 10 gems and hold them through the countdown.
Length: 2:30, or until a team wins.
Gems rise from the mine in the center of the map every few seconds. Once your team is holding 10, a 15 second countdown starts, and if you keep all 10 until it reaches zero, you win. Drop below 10 and the countdown stops.
A defeated gem carrier drops their gems for anyone to grab, so protecting whoever is holding them matters as much as collecting. If nobody wins in time, the team with the most gems takes it.
Strong Picks: Poco and Pam for support. Jessie and Penny for control. Rosa and El Primo as gem carriers. Brock and Colt for ranged pressure.

Brawl Ball
Format: 3 vs 3.
Objective: Score 2 goals, or lead after 2:30.
Length: 2:30, plus overtime if tied.
The ball starts in the center. You can carry it or knock it forward with attacks and Supers, and getting it into the enemy net scores a goal. First to 2 goals wins. If the score is level after 2:30, the match goes to overtime and the next goal wins, with walls breaking down to open the field.
Strong Picks: El Primo and Darryl for aggressive ball carrying. Mortis for speed. Frank for blocking. Emz for zone control.

Bounty
Format: 3 vs 3.
Objective: Collect more stars than the enemy in 2 minutes, with 20 stars ending it early.
Length: 2:00.
Every Brawler carries a 2 star bounty shown above their head. Defeat an enemy and their stars go to your team’s score, while that Brawler’s own bounty climbs by 1, up to a maximum of 7, so high-bounty players become the biggest targets.
A defeated Brawler resets to 2 stars. A blue star sits in the middle of the map as a tiebreaker, so grabbing it first gives you the edge if the score ends level. Bounty also uses a faster 3 second respawn instead of the usual 5.
Strong Picks: Piper, Brock, and Belle for long range. Byron for support. Nani for burst damage. Tick for area control.

Heist
Format: 3 vs 3.
Objective: Destroy the enemy safe, or deal more damage to it in 2:30.
Length: 2:30.
Each team has a safe on opposite sides of the map. Only direct hits damage a safe, and Supers do the most work, so breaking through is about getting a hard hitter to the enemy side while defending your own. Smashing obstacles opens new paths in. If neither safe falls, the team that dealt more damage wins.
Strong Picks: Colt, Bull, and Darryl for heavy safe damage. Jessie and Penny with turrets for defense. Sprout and Barley for zone control.

Hot Zone
Format: 3 vs 3.
Objective: Hold the marked zones to reach 100% control.
Length: 2:30, or until a team hits 100%.
One or more zones sit on the map and glow in your team’s color while you hold them. A zone is yours when you have more Brawlers inside it than the enemy, and controlling more than one fills your meter faster. It is a steady tug of war over space rather than a race for takedowns.
Strong Picks: Tanks like Frank and Rosa to hold space. Area-denial Brawlers like Tick, Byron, Jessie, and Pam with turrets for support.

Knockout
Format: 3 vs 3, best of 3 rounds.
Objective: Defeat all three enemies to win a round, and win 2 rounds to take the match.
Length: 3 rounds, no timer per round.
There is no respawning inside a round, so every defeat counts. Poison clouds creep in after about 2 minutes to force the action, and Power Cubes appear on the map to boost whoever grabs them. Health does not fully reset between rounds, so finishing a round in good shape carries an advantage into the next.
Strong Picks: Gale and Crow for control and chip damage. Mortis for picks. Max for mobility. Bo for mines.

Wipeout
Format: 3 vs 3, best of 3 rounds.
Objective: Reach 10 points by defeating enemies.
Length: 3:00.
Every takedown gives your team a point, and the first team to 10 wins. If neither side reaches 10 in time, the team with more points wins, and a level score ends in a draw. It is a straight team-fight mode, so trading well and not giving away easy picks is what carries matches.
Strong Picks: Byron and Gene for support. Piper and Brock for range. Max and Edgar for survivability.
Showdown (Battle Royale) Modes

Solo Showdown
Format: 10 players, every player for themselves.
Objective: Be the last Brawler standing.
Length: About 2 to 3 minutes.
You drop into the arena alone against nine other players. Power Cubes appear in crates around the map, and each one raises your maximum health by 400 and your damage by 10%, so the more you grab the stronger you get.
Defeat another player and you take all the cubes they were carrying. A poison cloud closes in over time, dealing 200 damage per second and getting worse every few seconds, which pushes everyone toward the center. There is no respawn, so once you are defeated you are out.
Strong Picks: Aggressive Brawlers like Bull, Shelly, El Primo, and Rosa do well from bushes. Colt, Brock, and Piper handle ranged fights. Edgar, Mortis, and Crow use their speed to strike fast and get out.

Duo Showdown
Format: 5 teams of 2 players.
Objective: Be the last team standing.
Length: About 2 to 3 minutes.
The same battle royale as Solo, but you fight alongside one partner. Power Cubes work the same way. You can respawn as long as your partner is still alive, so your team is only out when both of you are down at the same time. The poison cloud closes in just like in Solo, and staying coordinated with your partner is what wins matches.
Strong Picks: Pam and Byron for team healing. Tanks like Frank and Jacky to protect snipers. Assassins like Leon and Crow to chase down weakened enemies.

Trio Showdown
Format: 4 teams of 3 players.
Objective: Be the last team standing.
Length: About 2 to 3 minutes.
Battle royale with three-player teams. Each player collects Power Cubes on their own. If a teammate is still alive you respawn after a short wait, and your team is only eliminated when all three of you are down together. A balanced team beats a stacked one here, so a tank, a damage dealer, and a support is the ideal mix.
Strong Picks: Balanced lineups like Frank, Colt, and Pam, or Bull, Brock, and Byron.

Anniversary Showdown (Event)
Format: Large free-for-all, 50 to 120 players depending on the rotation.
Objective: Survive to the very end.
Length: About 5 to 7 minutes.
A special mode that appears around the Null’s Brawl server anniversary. Huge lobbies, anywhere from 50 to 120 players, drop onto one supersized map at the same time, played in a Solo Showdown or modified Bounty format with Showdown power-ups.
The action is constant from the first second, the poison cloud shrinks the zone faster than normal to keep things moving, and the final zone gets extremely crowded. Brawlers with area damage like Dynamike, Barley, and Tick shine in those packed final moments.
5v5 Modes

Gem Grab 5v5
Format: 5 vs 5.
Objective: Collect and hold 20 gems
Length: 3:30.
Played on bigger maps with two gem mines, so gems appear faster and fights are more spread out. Your team needs 20 gems to win, and there are never more than 39 gems in play at once. If 20 gems are sitting on the ground, the mine pauses until someone picks them up. When the 3:30 timer runs out, the team holding more gems wins.
Strong Picks: Stack a couple of supports like Poco and Byron, two tanks to protect carriers, and damage dealers for pressure. A balanced lineup beats a top-heavy one.

Brawl Ball 5v5
Format: 5 vs 5.
Objective: Score 3 goals, or lead after 3 minutes.
Length: 3:00, plus overtime if tied.
The same rules as Brawl Ball on a larger map with more obstacles and room for set plays. First to 3 goals wins, and a tie at full time goes to overtime where the next goal decides it.
Strong Picks: Two defensive Brawlers as keepers, two attackers up front, and one support for healing and control.

Knockout 5v5
Format: 5 vs 5, best of 3 rounds.
Objective: Defeat all five enemies to win a round, and win 2 rounds to take the match.
Length: 3 rounds.
Knockout scaled up to five a side on bigger maps. More Power Cubes spawn, and the poison clouds arrive a little later because there is more ground to cover. With ten Brawlers in play, team composition matters even more than in the 3v3 version.
Strong Picks: Two tanks, two damage dealers, and a support. Gene for crowd control, Byron or Poco for healing.

Wipeout 5v5
Format: 5 vs 5.
Objective: Reach 20 points by defeating enemies.
Length: 3:00.
The same point-for-every-takedown rules as standard Wipeout, with the target raised to 20 for the larger teams. Most points when time runs out wins if neither side reaches 20.
Strong Picks: Two tanks for protection, two snipers for range, and one healer.
Other Team Variants

Gem Grab 2v2
Format: 2 vs 2.
Objective: Collect and hold gems through the countdown.
A smaller, faster version of Gem Grab with two players a side, so every pick and every gem swing counts double. The same Brawlers that carry standard Gem Grab work well here.

Trio Gem Grab
Format: 4 teams of 3.
Objective: Hold 20 gems through the countdown for the best placement.
A trio twist on Gem Grab. Instead of one team beating another, four teams compete for placement, and the goal is to collect and hold 20 gems through the countdown to finish first. It blends gem control with the every-team-for-itself feel of the trio modes.

Trio Wipeout
Format: 4 teams of 3.
Objective: Reach 10 points by defeating enemies.
Four trios fight for points, each takedown worth one, and the first team to 10 wins. Keep an eye out for Energy Drinks on the map, which give a temporary speed and power boost that can swing a fight.
Brawl Arena (MOBA Mode)

Brawl Arena
Format: 5 vs 5.
Objective: Destroy the enemy base.
Length: 5 to 10 minutes.
Brawl Stars’ MOBA mode, played on a large map with three lanes, turrets, and a jungle. Minions spawn automatically and push the lanes, and you have to bring down the enemy turrets before you can reach their base.
Your team gains levels and gold for items as the match goes on, and clearing neutral monsters in the jungle, including the giant Kaiju and robots, gives extra power. The first team to destroy the enemy base wins.
Strong Picks: lane Brawlers like Colt and Jessie. Jungle Brawlers like Mortis and Leon. Support like Poco and Byron. Frontline tanks like Frank and Bull.
Sports and Party Modes

Brawl Hockey
Format: 3 vs 3.
Objective: Score 2 goals, like Brawl Ball.
Length: 2:30.
A version of Brawl Ball played on slippery ice. The rules are the same, getting the puck into the enemy goal scores, but Brawlers slide as they move and keep sliding after they stop, so movement and puck control are much harder to judge. First to 2 goals wins.
Strong Picks: Brawlers with strong control like Stu and Max. Ranged Brawlers do well since enemies slide into the open. Frank for area control.

Dodgebrawl
Format: 3 vs 3.
Objective: Score 2 goals, like Brawl Ball.
Length: 2:30.
A version of Brawl Ball played on slippery ice. The rules are the same, getting the puck into the enemy goal scores, but Brawlers slide as they move and keep sliding after they stop, so movement and puck control are much harder to judge. First to 2 goals wins.
Strong Picks: Brawlers with strong control like Stu and Max. Ranged Brawlers do well since enemies slide into the open. Frank for area control.

Volley Brawl
Format: 3 vs 3.
Objective: Score by landing the ball on the enemy’s side.
Length: Varies.
A volleyball mode with a net across the center of the map. You knock the ball back and forth with attacks and Supers, and you score when it lands on the opponent’s side. Setting up your teammate for a strong return is the key, so coordination beats just swinging at it.
Strong Picks: Knockback Brawlers like Gale and Gene. Frank for powerful hits. Poco for team support.

Basket Brawl
Format: 3 vs 3.
Objective: Score more points by putting the ball in the enemy basket.
Length: 2:30.
A basketball mode. You can carry the ball or pass it, and a successful shot scores, with long-range shots worth more than close ones. Defense and ball control decide it, and the team with the most points at the end wins.
Strong Picks: Fast ball carriers like Mortis and Max. Colt and Brock for long-range shots. Tanks for blocking.

Present Plunder
Format: 3 vs 3.
Objective: Steal the enemy trophy and carry it back to your base.
Length: 2:30, or until a trophy is delivered.
Each team guards a trophy in its base. You can only grab the enemy’s trophy while your own is still safely at home, so a team has to attack and defend at the same time. The carrier moves slower, and a defeated carrier drops the trophy where they fall. Get the enemy trophy back to your base to win.
Strong Picks: Fast carriers like Max and Mortis. Jessie and Penny for base defense. Tanks for escorting the carrier.

Token Run
Format: 3 vs 3.
Objective: Play all your tokens into the discard pile before the enemy does.
Length: 2:30, plus overtime if tied.
Token Run (originally the Uno event) puts a discard pile on the enemy’s side of the map, and your team wins by getting rid of all your tokens first. You pick up a token by getting close to it, but you can only carry one at a time. Attacking launches the token forward and uses an ammo bar, while firing it with your Super sends it further and faster.
Tokens bounce off walls, and if a carrier is stunned, knocked back, or defeated they drop it, so the carrier needs protection. If nobody clears their tokens in time, the team with the fewest left wins, and a tie goes to a one minute overtime with all obstacles destroyed.
Three action tokens shake things up: Power gives your team 2 Power Cubes, Silence stops enemies from shooting for 3 seconds, and Rebound sends enemy tokens back to their base. One pro move worth knowing is that you can body block flying enemy tokens to stop them scoring.
Strong Picks: Melodie, Gray, Gale, and Edgar.

Treasure Hunt
Format: 3 vs 3.
Objective: Collect 10 Treasures by activating the Plates.
Length: 3:00.
Treasure Plates sit around the map, usually two on the sides plus a golden one in the middle. Standing on a Plate starts its timer, and once its sectors fill (3 or 5 seconds depending on the Plate) it releases a Treasure worth one point for your team.
The middle golden Plate produces faster, so it becomes the contested spot. You cannot steal Treasure the enemy has already banked, so it comes down to controlling Plates rather than fighting over a carrier. First team to 10 wins, and if neither reaches 10 in time, the team with more points takes it.
Strong Picks: Bibi, Bo, Carl, and Mortis.
Solo and Free-for-All Modes

Duels
Format: 1 vs 1, three Brawlers each.
Objective: Defeat all three of the opponent’s Brawlers.
Length: Varies, until one player’s three Brawlers are all down.
Each player brings three Brawlers and fights one at a time. When your Brawler is defeated, your next steps in, and there is no healing between fights, so the order you play them in is its own strategy. The winner of each duel keeps whatever health they had left, and Power Cubes appear during fights to boost whoever grabs them. Defeat all three of the opponent’s Brawlers to win.
Strong Picks: A tank first to grab Power Cubes, a high-damage Brawler in the middle, and a counter pick last. Fang, Mortis, and Edgar are strong options.

Lone Star
Format: 10 players, every player for themselves.
Objective: Hold the most stars when the 2 minute timer ends.
Length: 2:00.
A solo, star-based mode that plays like a free-for-all Bounty. Everyone starts with 2 stars, and each enemy you defeat adds their bounty to yours and raises your own by 1, up to a maximum of 7. The bigger your bounty grows, the more of a target you become, and being defeated drops you back to 2 stars. Most stars when the clock runs out wins.
Strong Picks: Bull, Lou, Piper, Bo, Gene, and Gale.

Hunters
Format: 10 players, every player for themselves.
Objective: Be the first to reach 6 points by defeating enemies.
Length: Up to 3:00.
A solo hunting mode where every takedown is worth one point, and the first player to 6 wins. The current leader wears a crown so everyone knows who to chase. If nobody reaches 6 in time, the player with the most points wins, and a tie goes to whoever reached the top first. Getting eliminated only sets you back briefly, since you respawn after a few seconds and keep your points.
Strong Picks: Griff, Ash, Penny, and Buzz.

Takedown
Format: 10 players against one giant Boss Robot.
Objective: Deal the most damage to the Boss.
Length: Up to 8:00.
Everyone attacks the same enormous Boss Robot while also being free to fight each other, and the player who has dealt the most damage when the Boss falls wins. Power Cubes appear around the map and drop from defeated players, each adding 400 health and 10% damage, so building up cubes lets you deal far more.
The Boss has 220,000 health, hits for 800 on a melee swing and 1400 on a charge, and raises an immunity shield when it takes too much at once, which forces everyone to turn on each other for a while. If the Boss survives 8 minutes, the top damage dealer wins.
Strong Picks: Shelly, Bull, Darryl, Spike, and Leon.

Subway Run
Format: 10 players, every player for themselves.
Objective: Be the first to pass through 10 checkpoints.
Length: Up to 3:30.
A checkpoint race added for the September 2025 Subway Surfers event. A white outline shows you where the next checkpoint is, and you cycle through them, with the first Brawler to hit 10 finishing first. Defeating another player gives you a 2 second speed boost, and a guard roams the middle of the map trying to push players off course while dealing light damage.
Trains run across the map just like the ones in Gem Grab and hurt anything they hit. If nobody reaches 10 in time, the player with the most checkpoints wins, and eliminated players respawn instantly at their last checkpoint.
Strong Picks: Mortis, Edgar, Stu, and Jacky.
Co-op and Boss Modes

Big Game
Format: 5 hunters against 1 Big Brawler.
Objective: The Big Brawler survives 2 minutes, or the five hunters defeat it first.
Length: 2:00.
One player becomes the Big Brawler, with a huge health pool, stronger attacks, faster reload, and boosted abilities, though its healing is heavily reduced to keep things fair. The other five work as a team to wear it down before time runs out. The Big Brawler wins by staying alive for the full 2 minutes, and the hunters win by taking it down before then.
Strong Picks as the Big Brawler: Jessie, Penny, Nita, Larry & Lawrie, and Mr. P.
Strong Hunters: Byron, Bibi, Crow, Colette, and Maisie.

Robo Rumble
Format: 3 players against waves of robots.
Objective: Defend the safe until time runs out.
Length: 2:00.
Three players team up to protect a safe with 40,000 health from nine waves of robot bandits closing in from all sides. It is an unranked survival mode, and Supers charge 70% slower here, so you have to earn them. The first wave hits right away, with each new wave starting 12 seconds after the last, apart from a longer 22 second gap before the sixth wave after the big-robot fifth wave.
Robots that survive 25 seconds become enraged and move faster, and after 40 seconds they head straight for the safe. No more than 18 robots can be on the map at once. Win and the difficulty climbs a step, all the way from Normal up to Insane.
Strong Picks: 8-Bit, Pam, Jessie, Colt, Rico, Rosa, and Frank.

Boss Fight
Format: 3 players against one Boss.
Objective: Defeat the Boss, or survive as long as you can.
Length: Varies, until the Boss falls or your team is wiped out.
Three players work together against a single overpowered Boss with a massive health pool and attacks that can take you out in just a few hits. Smaller robots spawn in to back the Boss up, and your respawns are limited, so positioning and dodging matter as much as damage. The Boss gets more dangerous as its health drops, and each win raises the difficulty for the next attempt.
Strong Picks: Colt and 8-Bit for raw damage, Pam for healing, and any high-DPS Brawler to speed up the fight.
Event and Seasonal Modes

Soul Collector
Format: 3 vs 3.
Objective: Collect 6 Souls from defeated opponents.
Length: 3:00.
Added in the October 2024 Angels vs Demons event. Every defeated enemy drops a Soul, and picking one up scores a point for your team. A dropped Soul only stays on the ground for 10 seconds before it vanishes, so you have to reach it fast or the point is lost to everyone. First team to 6 Souls wins, and if neither side reaches 6 in time, the team with more points takes it, with a level score ending in a draw.
Strong Picks: Brawlers that can both score takedowns and reach the Soul quickly, like Mortis, Edgar, and Max, with a support like Byron or Poco to keep your grabbers alive.

Spirit Wars
Format: 3 vs 3.
Objective: Destroy the enemy turret, or deal more damage to it than they deal to yours.
Length: Timed.
Also from the October 2024 Angels vs Demons event, Spirit Wars plays like the classic Siege mode. Each team has a turret to defend while attacking the enemy’s. Amulets appear near the middle of the map, and holding one for 3 seconds feeds it to your turret.
At set points in the match, both teams summon Spirits that march on the enemy turret, and the more Amulets you have fed, the more Spirits you send, up to 10 a round, with each round making them stronger (an extra 1000 health per round). Both turrets hit hard at close range, so never push in without Spirits backing you up. Destroy the enemy turret, or do more damage to it by the end, to win.
Strong Picks: Since it plays like Siege, Brawlers who can safely grab Amulets and chip the enemy turret shine, like Brock, Piper, or Bea, with area-control Brawlers like Tick or Sprout to defend your own turret.

Carry the Gift
Format: 3 vs 3.
Objective: Hold the present to fill your bar to 100% first.
Length: Timed, with a draw possible.
A Brawlidays mode added in December 2024 that replaced Hold the Trophy. A single present starts in the center, and every second one of your team holds it fills your bar by 2.5%. First team to a full bar wins. If neither fills it in time, the team with the higher bar wins, and a dead-even score ends in a draw. It comes down to taking the present and protecting whoever carries it.
Strong Picks: El Primo, Frank, Jacky, Bull, Rosa, Max, and Buzz.

Paint Brawl
Format: 3 vs 3.
Objective: Be the first to paint 60% of the map in your color.
Length: 3:00.
Added in June 2024, Paint Brawl is about covering ground, not takedowns. You paint the floor by kicking the paint ball, which leaves a trail wherever it rolls, or by defeating enemies, who leave a splash of your color where they fall. Both teams start with 28% of the map already painted, and a meter at the top tracks who is closer to 60%.
Carrying the ball uses an ammo bar to kick it, or your Super to send it further, and the carrier drops it if stunned, knocked back, or defeated. First to 60% wins, otherwise the team with more paint when time ends takes it.
Strong Picks: Cordelius, Willow, Angelo, Crow, Ash, Buster, Jacky, Melodie, and Moe.

Mystery Mode
Format: Varies
Objective: Varies, since the mode itself is random.
Mystery Mode drops you into a match pulled from a random pool of game modes, maps, and modifiers, and you do not find out what you are playing until it begins. It is a fun way to break out of your usual rotation and try modes you might not pick yourself, and it keeps every game unpredictable.
Ranked

Ranked is the competitive mode, where you climb a ladder of tiers by winning matches rather than earning trophies. No trophies are gained or lost here. Every match is a random 3v3 mode on a random map, and the ladder runs from Bronze, Silver, Gold, Diamond, Mythic, and Legendary up to Masters. Each season lasts a month, and every player’s rank resets when a new season begins.
Power Level requirements rise as you climb. Brawlers below Power Level 9 cannot be played at all, and once you reach the Mythic ranks and above, only Power Level 11 Brawlers are allowed.
The drafting gets more serious the higher you go:
From Bronze up to Gold, everyone blind picks their Brawler at the same time and sets their Star Powers, Gadgets, and Gears. If a player does not pick within 20 seconds, the match is cancelled.
From Diamond, a ban phase is added. Players ban Brawlers first, up to six, so neither team can use them, and you need at least nine Power Level 9 Brawlers available to play at this level.
From Mythic upward, matches become a best of three, where the first team to win two games takes the match. A coin flip decides who picks first, bans happen at the same time, and Brawlers are chosen one at a time in a snake draft with 20 seconds per pick. You need at least twelve Power Level 11 Brawlers available, and you can even swap Brawlers with a teammate before the match if you both own that Brawler at Power Level 11.
How far you move up or down depends on the Brawlers around you. The system matches players by skill rating, so beating higher-rated opponents moves you up faster, while losing to lower-rated ones costs more. You can queue solo or in a team of two or three, except at the very top, Masters and above, where everyone queues solo.
Because Null’s Brawl unlocks everything from the start, you can jump straight into any mode that is currently live and start playing right away, whether you want a quick match or a longer, more strategic battle.
Ready to play? Get every mode unlocked from the start with the latest Null’s Brawl APK, free on Android, iOS, and PC.
