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All Game Modes in Null’s Brawl

Core 3v3 Modes

Gem Grab

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

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

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

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

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

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

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

Solo Showdown

Duo Showdown

Duo Showdown

Trio Showdown

Trio Showdown

Anniversary Showdown (Event)

Anniversary Showdown (Event)

5v5 Modes

Gem Grab 5v5

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

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

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

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

Gem Grab 2v2

Trio Gem Grab

Trio Gem Grab

Trio Wipeout

Trio Wipeout

Brawl Arena (MOBA Mode)

Brawl Arena

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

Brawl Hockey

Dodgebrawl

Dodgebrawl

Volley Brawl

Volley Brawl

Basket Brawl

Basket Brawl

Present Plunder

Present Plunder

Token Run

Token Run

Treasure Hunt

Treasure Hunt

Solo and Free-for-All Modes

Duels

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

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

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

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

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

Big Game

Robo Rumble

Robo Rumble

Boss Fight

Boss Fight

Event and Seasonal Modes

Soul Collector

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

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

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

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

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

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.

Null’s Brawl includes every Brawl Stars mode, more than 30 in total, from core 3v3 modes like Gem Grab and Brawl Ball to Showdown, 5v5 modes, Brawl Arena, and seasonal events. They are all unlocked from the start, though some rotate in and out of the live lineup.

Yes. Every mode is unlocked from the start, so you never have to play for a long time or pay to access one. The only limit is that some modes rotate in and out, just like in the official game.

The 5v5 modes are Gem Grab 5v5, Brawl Ball 5v5, Knockout 5v5, and Wipeout 5v5, played on larger maps with five players a side. Brawl Arena, the MOBA mode, is also 5v5.

Brawl Arena is Brawl Stars’ MOBA mode. Two teams of five fight across three lanes with turrets and a jungle, level up during the match, and try to destroy the enemy base to win.

Gem Grab is the most beginner-friendly mode. The 3v3 goal is simple, collect and hold ten gems, and it teaches the teamwork and map control that carry over to every other mode.