New Legend: Rupture, 3v3 Brawlball Queue, and Experimental Queue! – Patch 10.02
Legend 68, Rupture, wielding Katars & Rocket Lance, erupts into battle with the power of Darkheart! His 3 launch Skins hit the Mallhalla alongside the ‘Ruptoodle’ Avatar.
We have 2 exciting limited-time queues in this patch. First, get ready for the Eternal Sports Brawlball Championship with a 3v3 Brawlball Queue. Then try out the new Snap Backdash feature in the Experimental queue. Both of these queues go live tomorrow, Thursday, January 22!
_And if that wasn’t enough, check back in 2 weeks for the Valhallentine’s Event with new earnable Items on February 4th _💝
Check out the patch notes below for all the details on these new content updates, game improvements, and bug fixes.
Tune into our Dev Streams on (https://twitch.tv/brawlhalla) or YouTube nearly every Tuesday and Friday, at 1pm ET, and follow us on Discord, Instagram, TikTok, X, and Facebook to keep up with all the latest news!
New Legend: Rupture
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Rupture – “The Nemesis”
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Weapons: Katars/Rocket Lance
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Stats: 9 Strength, 3 Dexterity, 5 Defense, 5 Speed
Rupture emerges from the depths with 3 new Skins:
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Hulking Mantis Rupture – “Say your prayers.”
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Werebeast Rupture – “Volkov really needs to watch out”
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Rock ‘n’ Rupture – “He’s huge in the underground scene.”
Show your loyalty for the Nemesis with this new doodle Avatar!
- Ruptoodle – “Adorable Rupture Doodle”
3v3 Brawlball Queue Tomorrow
Prepare for the Eternal Sports Brawlball Championship! Automatically get matched into 3v3 Brawlball matches with this limited-time queue. This will have the same ruleset from the championship. How many touchdowns can you score?
Playable from January 22 at 5am EST/9am UTC until February 2.
Experimental Queue
Try out the new Snap Backdash feature in a limited-time Experimental queue! Playable from January 21 until February 11.
Let us know what you think at brawlhalla.com/feedback.
Snap Backdash
Performing a falling pivot snapdash will now result in a backdash.
Dodge Exhaustion
Dodge Exhaustion has been removed from Experimental and will not graduate.
Last Chance
Brawlhalla x G.I. JOE Crossover Items
A shattered bond has given way to a legendary rivalry as Snake Eyes and Storm Shadow journey to Valhalla to determine the victor.
_Brawlhalla x G.I. JOE Crossover Items will be leaving Mallhalla in Patch 10.03, so arm yourself with any you may have missed at a discount for the duration of this patch! _
Epic Crossovers
Snake Eyes – “The original commando with deadly silent skills.”
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A master in weaponry, Snake Eyes is armed with his MP7s and Onihashi Steel Blade.
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Mirrors the abilities of Thatch (Sword/Blasters)
Storm Shadow Epic Crossover – “An expert assassin seeking vengeance as a Cobra agent.”
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A member of the famed Arashikage clan, Storm Shadow takes to battle with his Tactical Recurve Bow and Mikimoto Katana.
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Mirrors the abilities of Koji (Bow/Sword)
Avatars
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Cobra Commander – “A fanatical leader who rules with an iron fist.”
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An animated Avatar!
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G.I. Joe – “Now you know, and knowing is half the battle!”
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Cobra – “Nemesis organization to the G.I. Joe Team.”
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Snake Eyes – “The original commando.”
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Storm Shadow – “Fueled by Vengeance.”
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Timber – “Snake Eyes is the only pack he needs.”
All purchased Brawlhalla x G.I. JOE crossover items will remain in your inventory in future patches. No cosmetics will be removed from anybody's inventory as part of this future update.
G.I. JOE and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2026 Hasbro.
Valhallentine’s 2026 Coming Soon
What’s sweeter than victory? Victory in new Valhallentine’s Colors! Earn your Login Bonus Gold and complete Event Center Missions during the 2026 Valhallentine’s Event, which begins February 4th at 4 EST/9 UTC.
There are new Items to earn, lovely Colors worth fighting for, and sweet brand new Bundles 🍫
_Event Center Chests are coming back and the Blacklight Color Schemes are still rollable _💡
Balance
This patch includes adjustments to Weapons and Legends that provide more freedom of use on key attacks for underrepresented picks, while reducing the reward for the most commonly used attacks. This sets the stage for the first tournaments of 2026 and also includes Lady Vera's first balance pass, marking her legal for use in official tournaments.
Axe
Axe users would most often reset to a neutral position after scoring a single hit, so we have slightly increased the Stun of the Neutral Air and Down Air to provide more meaningful windows to attempt follow-up attacks.
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Axe Neutral Air: Increased Stun from 26 to 28.
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Axe Down Air: Increased Stun of the aerial version from 22 to 23.
Blasters
As one of the Blasters main tools in the neutral game, the Side Light, carried too much risk for the current pace of gameplay. We have reduced its Recover time on miss to keep better pace with most other weapons.
- Blasters Side Light: Decreased Recover time on miss from 13 Fixed/9 Variable to 10 Fixed/9 Variable.
Cannon
We have slightly decreased the Cannon Down Light's Damage in order to reduce its Recover time on miss, bringing its risk more in line with the current pace of gameplay. The Cannon Side Air now has slightly greater Force, as its knockout power at later health ranges was outpaced by most other Weapons.
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Cannon Down Light: Decreased Damage from 11 to 10; Decreased Recover time on miss from 10 Fixed/14 Variable to 9 Fixed/12 Variable.
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Cannon Side Air: Increased Force from 65 Fixed/43 Variable to 65 Fixed/45 Variable.
Chakram
The Chakram Fused Down Light now has greater Stun and less Force to provide more reliable combos and string opportunities. We have also increased the amount of allowed acceleration during the Fused and Split Side Airs to better match their mobility to their relatively low range. The Chakram Split Neutral Air also has less Force to provide more consistent follow-up attempts at high health ranges.
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Chakram Fused Down Light: Increased Stun from 25 to 27; Changed Force from 42 Fixed/5 Variable to 44 Fixed/3 Variable.
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Chakram Fused Side Air: Increased the amount of allowed acceleration during this attack.
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Chakram Split Side Air: Increased the amount of allowed acceleration during this attack.
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Chakram Split Neutral Air: Decreased Force from 45 Fixed/8 Variable to 48 Fixed/4 Variable.
Gauntlets
As some of the most common tools in the neutral game, we have increased the Recover time on miss for the Gauntlets Side Light and Side Air to provide a greater window to punish reckless use of these attacks.
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Gauntlets Side Light: Increased Recover time on miss from 7 Fixed/20 Variable to 9 Fixed/20 Variable.
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Gauntlets Side Air: Increased Recover time on miss from 9 Fixed/21 Variable to 10 Fixed/21 Variable.
Katars
The Katars Neutral Light now halts the user’s descent through the entire Recover time when Gravity Canceled to provide a more similar distance to the opponent across Dexterity values; the Recover time itself still maintains the current Dexterity breakpoints. The Katars Down Air now does less maximum Damage to bring the reward of its Dodge Punish strings closer in line with those available on other weapons.
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Katars Neutral Light: Increased Gravity Cancel time to maintain uniform end positioning across Dexterity values. Recover time breakpoints still adhere to current Dexterity scaling.
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Katars Down Air: Decreased Damage from a range of 4
16 to a range of 414.
Rocket Lance
To keep better pace in the current neutral game and more easily catch opponents, the Rocket Lance Side Light now has slightly greater vertical threat coverage and less Recover time on miss. Some of this power has been shifted from the Exhausted Recovery, which now has greater Time to Hit that matches the uncharged Recovery attack.
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Rocket Lance Side Light: Slightly increased vertical threat coverage; Decreased Recover time on miss from 10 Fixed/14 Variable to 8 Fixed/14 Variable.
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Rocket Lance Exhausted Recovery: Increased Time to Hit from 12 to 14 to match the uncharged Recovery Attack.
Orb
As some of the Orb's most common pokes in the neutral game, we have increased the Recover time on miss of the Orb Side Air and Down Air to provide a greater window to punish reckless use of these attacks.
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Orb Side Air: Increased Recover time on miss from 7 Fixed/26 Variable to 9 Fixed/26 Variable.
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Orb Down Air: Increased Recover time on miss for the aerial version from 7 Fixed/20 Variable to 10 Fixed/20 Variable.
Scythe
The Scythe Neutral Light and Neutral Air now have greater Recover time on miss to provide greater windows to counter this powerful string Weapon. The backwards Neutral Air and backwards Down Air now have slightly less Stun to provide a wider window to escape follow-up attacks. We have also reduced the threat coverage at the edges of the Side Air and at the bottom of the Recovery attack to provide more reliable avenues of approach against this Weapon.
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Scythe Neutral Light: Increased Recover time on miss from 8 Fixed/20 Variable to 10 Fixed/20 Variable.
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Scythe Neutral Air: Increased Recover time on miss from 11 Fixed/20 Variable to 13 Fixed/20 Variable; Decreased Stun of the backwards Active Input from 20 to 18.
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Scythe Side Air: Decreased threat coverage at the extreme edges of the attack.
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Scythe Down Air: Decreased Stun of the backwards Active Input from 12 to 11.
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Scythe Recovery: Decreased threat coverage at the bottom of the attack.
Spear
We have increased the Time to Hit and Recover time on miss for the Spear Side Light to provide a wider opportunity to punish or evade repeat use of this attack given its high potential reward. The Spear Side Air now has less Damage and Force to better match its overall range and utility. Similarly, we have also decreased the Damage and Force of the Recovery attack, and decreased the amount of allowed acceleration to provide better opportunities to evade or punish this attack.
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Spear Side Light: Increased Time to Hit from 11 to 13; Increased Recover time on miss from 10 Fixed/10 Variable to 13 Fixed/10 Variable.
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Spear Side Air: Decreased Damage from 17 to 16; Decreased Force from 45 Fixed/42 Variable to 42 Fixed/41 Variable.
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Spear Recovery: Decreased Damage from 18 to 17; Decreased Force from a range of 61 Fixed/44
33 Variable to 60 Fixed/4233 Variable; Decreased the amount of allowed acceleration in the backwards direction.
Cross
Cross' Neutral Gauntlets and Side Blasters now have greater Force to better match other similar options on other Legends. We have also increased the Damage of Cross' Down Blasters for more appropriate reward.
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Cross Neutral Gauntlets: Increased Force from 55 Fixed/44 Variable to 60 Fixed/47 Variable.
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Cross Side Blasters: Increased Force from 45 Fixed/49 Variable to 50 Fixed/51 Variable.
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Cross Down Blasters: Increased Damage from 24 to 27.
King Zuva
King Zuva's Neutral Battle Boots now has much greater threat coverage for more reliable use of this attack. We have also increased the Damage and Force of the later Hit Window for better average reward. King Zuva's Side Battle Boots now has a faster Time to Hit after the charge, and greater Damage and Force to help bring this Signature up to par with other similar options.
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King Zuva Neutral Battle Boots: Significantly increased threat coverage; Increased Force of the later Hit Window from 55 Fixed/53 Variable to 56 Fixed/55 Variable; Increased Damage of the later Hit Window from 20 to 22.
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King Zuva Side Battle Boots: Decreased Time to Hit after charge from 11 to 9; Increased Force of the earlier Hit Window from 60 Fixed/53 Variable to 60 Fixed/55 Variable; Increased Force of the later Hit Window from 52 Fixed/48 Variable to 55 Fixed/52 Variable.
Lady Vera
We have decreased the Force of Lady Vera's uncharged Side Scythe to bring its knockout power more in line with other similar options on other Legends. We have also decreased the Force of Lady Vera's uncharged Down Scythe, while increasing the Force for the charged version, to provide a more notable difference between the two. Lady Vera is now legal for use in all official tournaments.
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Lady Vera Side Scythe: Decreased Force of the uncharged Variant from 60 Fixed/52 Variable to 58 Fixed/50 Variable.
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Lady Vera Down Scythe: Decreased Force of the uncharged Variant from 65 Fixed/54 Variable to 60 Fixed/51 Variable; Increased Force of the charged Variant from 70 Fixed/56 Variable to 72 Fixed/58 Variable.
Lin Fei
Lin Fei's Side Cannon now has significantly less Recover time on miss to bring its risk more in line with the current pace of gameplay.
- Lin Fei Side Cannon: Decreased grounded Recover time from 21 to 16; Decreased aerial Recover time from 18 to 16.
Priya
Priya's Down Sword now has significantly less Minimum Charge time and carries more momentum for more reliable use of this attack against highly mobile opponents.
- Priya Down Sword: Decreased Minimum Charge time from 10 to 5; Allowed momentum from movement to continue briefly after release.
Thea
Thea's Side Rocket Lance now has greater Force and Damage to bring its reward more in line with its total duration and overall risk. We have also increased the Force of Thea's Down Rocket Lance to be more in line with other similar options.
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Thea Side Rocket Lance: Increased Force from 55 Fixed/50 Variable to 58 Fixed/53 Variable; Increased Damage from 22 to 25.
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Thea Down Rocket Lance: Increased Force from 58 Fixed/50 Variable to 60 Fixed/54 Variable.
Brawl of the Week – Strikeout Mania!
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!
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2v2 Strikeout!
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3 Stocks!
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Last team standing wins!
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Queue alone or with a friend!
Game Improvements
UI
- Added a new Players Code of Conduct agreement. Only needs to be agreed once for new and returning players. To help ensure all brawlers play safe, play nice, and play fair.
Balance adjustments for Valhallentine’s Event Daily Missions.
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All Missions that require playing 10 games (wins count 2x) have been lowered to 8.
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All Missions that require dealing 1500 damage with a particular Weapon have been lowered to 1250.
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The Mission for getting 8 4-hit strings has been lowered to 6.
UX
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You may now toggle favorite Podiums in your inventory.
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You may now favorite Sidekicks in your inventory
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Added the ability to toggle favorite Color Schemes to the picker menu (w/e we call it) for console and desktop.
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Steam: Fixed a bug where your friend's Avatar would not update if they logged in after you.
Win-and-Earn Color Scheme Mission Update
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When using cross-progression, both accounts are now checked for how many Legends with which you've earned an event Color Scheme before granting the Universal Color Scheme.
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When winning a Strikeout match (or any other mode where you select multiple Legends) during an event that has a win-and-earn Color Scheme, you will now earn the event Color Scheme with the first Legend you haven't earned it with yet. This is a change from previous behavior where only the first Legend was checked and the others were ignored.
Guilds
- You can now open the Guild Menu from the top right player menu UI by selecting "Open Guild Details" where the Guild XP is displayed.
Esports
- MENA region has been added to esports power rankings
Training Mode
- Added a new setting “Show Impulse” that shows how hard you’re hitting or getting hit by the enemy bot.
Map Adjustments
- Removed a Weapon spawn location from Jikoku that was not fit for competitive play.
Tournament Map Pool
- Demon Island and Suzaku Castle have