I hope you guys enjoy this almost complete reworking of Frank. I tried to cover as many gaps as possible with the new mechanic, while trying to avoid anything that might be too broken. Do you guys think stacking is a mechanic that could work in brawl?
emz has a damage stack with her super and mortis didnt really get some sort of stacking mechanism (much less now cuz the healing bats come to you) so i think frank is a great option
I dont really like a rework that makes a brawlers core mechanic tied to a star power, i think he just needs to be able to move while attacking and his super be quicker for him to be top 25% of brawlers
Honestly Frank's super should be able to hit airborne targets, like removing some counterplay i.e jumping to him over his super. (I'm fine with ppl just jump away from it to not get hit.)
@@Natics_BSi can go into even further detail, with 54k health, shelly and primo will be distracted by the frank making them use gadgets and spam supers, while the other 2 people can sneak away with the ball. this doesnt include collette because i despise anyone who plays her, nerf buster by another 1%
tbh i absolutly LOVE the way you balance out brawlers, i love your creativity and the way you make them pretty balanced (atleast it seems balanced), i play Frank since global release, back then he used to be my fav brawler (now its my top 5) and i just loved your rework, i tend to like scaling characters in games so thats probably the reason why i liked it (like Veigar from League of Legends). great video as always, keep making one of the best brawl stars content i've ever seen
@@Natics_BS he doesn't get the tank trait of build super through damage taken though like Bull and Frank, I'd love to see you do a rework for Hank next if you have any idea
Here's my rework for Frank! I will not precise the buffs ( or maybe later.) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Frank is a tank. So with my average MOBA knowledge, I made him like tanks should be. We can also se that he is a bit supportive with his super stun and pull gadget. So I decided to play around that as well. So, let's get right into it. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Frank's new trait: Undying Force. Undying Force is able to make Frank stay on the field for a very long time and apply a lot of pressure. Undying Force allows Frank to reduce the upcoming damage by *10%* each time he loses *10%* of his HP, up to *80%* damage reduction. ( so if Frank has 7200 HP left, he lost *50%* of his health and will reduce the damage by *50%* .) But when you heal HP, you will remove the Undying Force effects. You may wonder: Where is the tank trait? I removed it. Because this trait does only help you for your super. But I will make sure he will put enough pressure to be able to remove the tank trait. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ His super is the biggest change. Now with this super, Frank will enter " Disco mode" (bc of his headphones, yk) In this state, he will gain a *4500* HP shield who does not interact with his Undying Force Trait (that would be too much tanking in some situations.) And taunt* all enemies for 3 seconds. At the and of the taunt, he stun all taunted enemies for *1,5* second. This allows Frank to support his team while providing good crowd control. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Frank's main will be changed like in the video, a lower delay and the ability to move while attacking. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ My favorite part: Star Power and Gadgets. First Gadget: *Ultrasound* If Frank is using his ultimate, he breaks the taunt but reduces their damage by *15%* for *5* seconds. His second Gadget will act like his pull gadget. No changes needed. First Star Power: *ULTIMATE BEAT* When Frank is below *20%* of his max HP, so he technically have over *80%* damage reduction, he will reflect *5%* of the receiving damage as long he stays below *20%* . Second Star Power: *DISCO MONSTER* At the end of his taunt, he will tether all taunted enemies. This tether drains *2,5%* of Frank's max HP for 8 seconds. The healing does not remove the Undying Force effects. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Voila.
Back in 2020 frank was my first rank 25 brawler. I never understood why people thought he was bad, but now in 2024 the meta just completely changed and I only have realised it now
Kinda but ramping up and stacking are two different effects. For surge he just has to charge super and the buff changes for every level while in this the stacking buffs will always be the same and requires you to get a takedown.
Good brawler rework tbh because if your a good player with frank then you can actually pop off and it rewards good play because you can’t just rush all the time or you’ll lose your stacks
If this rework got added Frank would not only be a good brawler but he would make actual teamwork a meta strategy, imagine stalling the match for too long and now the enemy team has a 25k HP Frank because of Colonel Ruffs' Super + Second Star Power, it would bw a nice change of pace since nowadays "teamwork" and "team building" in Brawl Stars is just 3 DPS doing their own thing but together and
As a main Frank, I love the ideas. I just want a change on the mythic gear since the others do not need star powers to work. A great idea would be just make his super cast delay be decreased by 0.25s or 0.5s.
Thanks and yeah I was hesitant to make the mythic gear related to the star powers. The only reason I decided it would be acceptable is because we already have a precedence with the gadget gear.
I think when you have his mythic gear without having any star power it should give you, at the start of every match, half of every stack (so +100 damage and +625 health). It's obviously the best gear for him but if you don't know which star power to buy, it won't punish you that much (and maybe it could help you decide which one works better for you). In order to not fill the gear's description with this, it would just be a pop-up message.
I love the idea. The only reason why I didn’t include a caveat to this was because we already have a precedent for this in the game with the Gadget charge gear.
Even in big friend there are way better brawlers like 8 bit, RT, and primo. And the extra HP doesn’t mean that much if your opponents only have 2-3k less and a more functional brawler.
Great star power idea. For balancing The dmg boost and hp boost caps when his super is filled, and resets when he uses his super. Also his mythic gear could make his gadgets remove his delay for the duration they’re activated.
How would this work in game? Would he gain stacks based on his super charge? If so I think the numbers would probably need to be nerfed from what I proposed in the video, as I would never use my super. I would rather just walk around with a 4k main attack or 25k HP.
I really like these changes. I really like the idea of stacking where he would punish those who try to get Hypercharge or just a Super when diving onto a Frank. But I feel like he might still get bullied by Super cycling on him and constant CC (though moving during attacking might solve this problem, I don’t really wish to add that because that makes him to similar to Bibi and Ash which removes his uniqueness, that is just personal preference). I had this idea which could applicable to Hank too, so basically it is kind of like an Ultimate Tank trait: Enemies charge 50% less Super when Frank/Hank is being hit. Slow effects are 30% less effective, stun/slow effects have 30% less duration, knock back ragdoll duration (so basically the time when the brawler can’t do anything when knock backed) is 30% less, knock back distance is 20% less. I feel like these brawlers aren’t supposed to be knocked around the map and bullied by damage dealers that much, this fixes it making them harder to kill and get rid off. I really like your concepts, please keep it up!
Dang I guess the halves super charge trait wasn’t as unique as I thought. I also thought of this when thinking of a Doug rework before his buff, and you are the third person so far to also recommend it. I definitely do feel like it would be great in place of his current trait, but I left him this way in my rework concept on purpose. I feel like too much of a buff would make him too toxic of a last pick in the drafting format, so I wanted to leave clear counters to him still in the game. But yeah I agree that from a design stand point it doesn’t make sense why a Monster and a Literal tank would be able to be knocked around as much as they are.
@@Natics_BS Oh also about that Super charge trait, I forgot to mention I had another version of it, which can be kinda awkward tbh, but I feel like it can be good (prob Collete will be like best brawler with this change but whatever lol): Brawlers charge super from the percentage of damage they deal. So if you deal 1000 damage to Tick, you will get a lot more Super charge than if you would deal that much damage to Frank. I feel like this makes sense because it is a lot harder to hit Tick with his range, ability to attack behind walls and lots of pushbacks and a head that forces you to retreat, it should be a lot more rewarding to hit him, while Frank literally has the biggest hitbox in the game and stands still while attacking. Idk how you would need to code that though, it might take a lot of time, but yeah. And about the last thing, I understand that he might be a bit threatening, but let him shine for some time at least, because this brawler was bullied for faaaaaar too long and I don’t think it is not even that toxic, it just makes not so much vulnerable to counters and makes his whole purpose a lot clearer, since there is no purpose in him when he actually benefits enemies more than he benefits his team.
Yeah but it would require 10 kills with no deaths, but also I had this conversation with some other people in the comment section and decided to nerf max stacks from 10 to 5
great ideas, i would only change the mithic gear, since you are not obligated to buy a star power in orther to get a gear… i would suggest something like getting a buff after being cc or cc enemies recieving a debuff (like recieving extra damage from other sorces or frank stealling hp)
I think maybe frank could have a new trait called grounded which would make him the only brawler to not get pushed back. Stuns would now become the only way to stop his main attack which would eliminate the numerous counters frank doesn’t need.
Frank's Hypercharge idea Punching Bag's Revenge: Frank is completely immune to stuns; knockbacks; showdown and poison while attacking. I hope Frank gets a Hypercharge which will make him slightly better in the Meta!
I’ve seen this a bit recently and I think it’s a great idea, but I don’t think Frank having 2 traits would be something supercell would do for an epic brawler.
Yeah that’s one of my core focuses when coming up with reworks. Every brawler is someone’s favorite, and if you change them too much then it will be met with resentment.
A better Frank is Rosa. Rosa has also expections, sure, but Rosa excels on the maps she needs to (with her slowing gadget, cavern churn etc) and is "meh" in others. She can deal damage fast if she can get close enough, along with her super or Hypercharge, which that one really made her more decent.
While I'm not a fan of Frank being able to move during the attack, the rest of the ideas are great! I hope Supercell remembers that he exists... If I could change your rework, I would make Frank not be able to move during the attack, but increase the attack range instead.
I actually had an idea for an alternate starpower, since Frank is such a blatant super generator, I was thinking maybe a starpower that reduces super gain enemies get when hitting Frank. Im not sure what a good percentage would be, but I think 10-15% would be good? I think making it too high might be risky
I thought of this too as a trait for a Doug rework I was working on before he got buffed. And have already been suggested it like 5 times in this video alone. They all thought of it as a a trait though which I don’t think they would give to Frank over the Tank trait. But seeing it as a star power I feel could be a good compromise in place of his Sponge one.
@@Natics_BS yeah, I think it works better as a star power than a trait, even if Frank didn’t have the tank trait since… I actually made a discovery recently, Frank is actually given to all players for free on a new account, so having a brawler that reduces super charge automatically being so common in the early game feels like it would be really, REALLY bad for new players trying to learn how many hits it takes to charge super
Wow the stacking concept, brilliant. Lots of people rework Frank through removing his delay but that is obviously a bad idea because that makes him unique, but you've reworked him in an interesting way that will make him a lot better, subbed
Thanks. One of the main things I try to do with my reworks is make them feel unique to other balance ideas in the community. A lot of people favorite brawlers don’t have multiple ways or unique ways to play and personalize them. So I want to try and introduce that into every brawlers kit.
To rework his super, I'd give it the function of his gadget where it pulls in enemies and does extra damage, including breaks walls like normal I feel like if Frank was good in the meta, his super stun would be very annoying so personally I'd wanna avoid the function of stunning enemies Also I can't wait for him to get a dumb hypercharge and be broken 😀
Frank is one of the brawlers who is ruined by 1 stat,he has everything to be even somewhat op, insane health, high speed,good super,huge damage,mid attack range,good gadgets,good star power (sponge star power absolutely useless) but delay before attack is just horrible,i think they can just decrease it from 1 second to 0,6 seconds or make so frank only gets slowed instead of completely stopping
I was bias for bonnie being forgotten but actually the dev team aided her as fast as possible unlike this poor tank who is literally forgotten i duno why its like they want him to be there forever...i think buffing him by reducing his attack delay is a nice Idea tho
Same when I thought of forgotten brawlers I always thought about Doug Barley and Hank. But when I looked at franks last balance change I was suprised it was almost 3 years ago 💀
@@thegreatkiwibeast2591 it is resky of course but look at dynamike recent buff,it was a few ms and made him alot better but not broken so i think buffing frank the same way is decent
@@al-khazouq2172 dynamike is literally the worst example as he is completely busted, he’s just overshadowed because a lot of the meta is insanely aggressive right now, but with Larry and Lawrie getting gutted he’s going to rise to the top
Good idea, but i would do it slightly diffrently, give him few things, 1k more health and a new trait that doubles the enemy brawlers super/hyper charge time. He could be the only tank with that, but it would make him slightly more useful as a meat shield, other than that, i would add a mechanic that would make it So there is a charge to Frank, longer it charges the shorter the attacks delay is, this would be useful if someone would know how to use it for example saving up his super with max charged bar to instantly stun enemies, making him,slightly more strategic Its Just my opinion though, and your idea is very good too
I absolutely love the halving super/hyper idea. That was actually something I thought of too that I was going to propose for a Doug rework before he got buffed. Also the bar idea is great. The only reason I did not include it is because I’ve seen it a lot in the community, and I like my reworks to be a more unique take even though they might not in actuality be the best take.
Good video. I feel you though, frank almost seems like he’ll never be good unless supercell do an entire rework by changing him into basically a new brawler.
I do like the idea although I have a few issues with it. Firstly, all of the mechanical complexity relies on his star powers so until level 9 he is basically strictly a worse buster and only after that the reword really does anything, he might not be much better at all compared to now considering his attack delay wouldn't be removed completely making him still bad at catching brawlers with far worse base stats. Also the stacks are really unbalanced, even against close range brawlers with the possible exception of mortis super chains the hp stack is still superior as basically any assasin will ran out of ammo far before they can kill a 25k hp frank making that one superior in almost all cases. For balancing I think the damage stack could maybe add 250 damage/kill and hp stack could be reduced to like +750 hp or +800 hp/kill as those are still massive boosts while fully stacked making frank 30% to 40% tankier than what he is now with sponge. I guess both having a 10% of said stat is neat but frank is a tank, not a damage dealer making 10% of one stat inherently a bigger boost than 10% of the other. Also considering the most similar mechanics of semi permanent boosts in the game with ruffs and surge I feel like losing half of the stacks upon death or being put back to a preset number like 2 or 3 stacks max would be more fair as killing a 10 stack frank which is insanely hard already just for it to come back with 9 stacks would simply be overpowered. One minor gripe I have with the rework is that the complexity of the system best mirrors something like surge who's a legendary and frank's and epic but at the same time new brawlers like even gus, a super rare are more complex than someone like tara who's a mythic just because to come up with unique brawlers they constantly need to make the new brawlers more gimmicky out of necessity.
Thanks for the in-depth review and yeah as for the stacks I had this discussion with some other people in the comments and think that it should probably max out at 5 instead of 10. As for the reworks only being in play once he gets his star powers that was intentional as they are always hesitant to buff him because he destroys at lower ranks. Also I do think its balanced that an assassin would have trouble killing a fully stacked tank as that would mean the frank previously was fed. The counterplay to this rework would be to not let him get ramped up or focus him once he is so he slowly loses stacks. Also the stack numbers were decided based on his previous star powers for example if he got 2 stacks with his sponge star power it would be the same as he is currently, but with 400 less health and 480 less damage. In turn though he can now move and attack with a shorter delay. But for him to even get to these 2 stacks he would have to of have gotten 2 kills or gotten 1 kill and traded a gear out for his mythic one. There is a lot of things a Frank has to do before he can get close to the overwhelming state similar to surge with his rank ups.
@@Natics_BS yeah that's fair, didn't really think about low ladder players as the part of the community I am in really doesn't have any but that makes the star powers as the main rework actually a really good idea. If it was limited to 5 stacks the damage buff should probably go to like 400/kill though since it's not nearly as big of a boost as the amount of hp is at least how I see it.
I think frank tile range should be the same as before and delay too and for this mythic gear it would be less delay per shot and frank hypercharge can be a slow after the stun if they survive or a poison
I honestly loved this because I used to love playing Frank, But after getting him above rank 20 I stopped because there was so many stuns and knockback that I gave up playing him. I hope supercell take this idea to save Frank.
Your reworks are always genius, however in my opinion this seems kind of broken. I think 1250 health per stack is too much, reduce it to 800. I think he should also lose 2 stacks per death, however I'm not very sure about this change as I'm not sure how many kills he can usually get before dying (I don't play him at all).
Yeah I had this conversation with other people in the chat and the reason why I made the hp scaling higher is because it’s a double edged sword. As with more he would be even more of a super feeder to his hard counters. And the damage buff is an exponential change. As the more damage that you deal the easier it is to get kills and build stacks. Also I talked this out with some people in the comments and decided to nerf the max stacks to 5, as it’s a lot easier to get a ton of kills at lower ranges.
Star powers that you created could be too op tbf. I think stats should stack up to 3 times. After death i think buffs should dissapear. Just like Surge. But even then I think numbers should be lower. Frank without movement penalty on his main attack would be very strong. I hope at some point SuperCell will make this reality.
Love the videos as usual, I was thinking about a few extra ideas. Maybe make his swings cost a portion of HP to encourage playing with a support more. I was also thinking about changing his super, his super is too good against new players and too weak against good players. I was thinking about making it similar to Chester's heal super by giving him 4000hp-6000hp over a period of time and gives you more max HP or damage based on your starpower ideas. This would fix the issue of his super being bad due to unbreakable walls, give his mythic gear a meaning without his starpowers (he would spawn with his super) and making him a less polarizing character which means the team can buff him without worrying about new players getting frustrated.
I feel like this idea would work a lot better for a brand new brawler, as one of the core things about brawl stars reworks is that they don’t want to change a brawler’s identity. I feel like removing his stun and wall break would be diverting too much from his core kit.
I personally really liked Frank as a brawler, he was so fun to play and was my first rank 20 when I didn't even know what ranks were. I feel sad seeing him in F tier 😔
He is actually so fun to play. I haven’t played him in a while, which you can definitely see from the first few games, but being able to play such a beefy brawler is so fun.
Wow you can't seem to not impress me with every new video. U really taken in consideration every detail down to the brawler personalities and rarities, i dont believe there can be a much better rework than this
Thanks bro I always try to cover as many bases as possible, even though I definitely did miss some things in this rework. From what I’ve read in the comments I would also nerf his super stun a bit and decrease the max stacks to 5.
Basically his basic attack would attack in the same area 2 more times. With each one dealing 50% of his main attacks damage, but he only gets this effect after he’s used his super in hypercharge.
This was a very enjoyable video to watch, although I feel like both of Frank's Starpowers, whilst balanced in higher ladder, would make him the single strongest brawler in Mid-Lower ladder, as the idea of a 12k hp brawler with Ash's attack and Buster's range with a fast moving speed that can theoretically deal up to 4000 damage per shot would be...frankly terrifying to face against, so i'd suggest that maybe the maximum amount of stacks could be lowever somewhere around 5, since if you're running anyone that's got a range lower than buster and face off against a Frank with multiple stacks, the best thing you could do is just watch and keep your distance from him (which, safe to say, isn't very enjoyable to fight against)
True I was thinking about lower ladder when choosing his minimums and stat buffs. But I forgot that feeding is a way bigger problem down there. So yeah maybe 5, 20k HP or 3000 Dmg, is a better cap.
Natics, we're okay with your videos being voiced by AI. It's not bad, it's not brain rotting, you don't need to change it if you can't or don't want to
Brain rotting would be watching a 2 second nonsensical short, this is literally the opposite with just an ai voice due to the anxiety of showing a real voice.
Sure, but I probably won’t be able to respond quickly if they are in depth changes. As I’m still working on two videos, and already promised to look over someone else’s balance changes.
@@Natics_BS i think the best way to rework crow is with 2 different style of play. The first is one that matches his actual role an assassin, the main problem for me its the damage, we can solve it reworking his poison damage instead of the feather itself, i think something like byron is the best way, maybe 3 poison tick that actually do damage, instead of more that does nothing, following this idea i would apply this playstyle reworking his second starpower by dealing more damage if someone is poisoned, or something like that, for the gadget i think we could delete the shield and doing something like the next attac/super wont poison but would do more damage (being dangerous when the super is charged) and to finish the more assassin role the super should be more easy to charge. The second style would be a more control based, less damage but focussing on giving support to the team like reducing the defence of the opponents thanks to a rework on his first starpower and slowing them down with the first gadget.
Hey, nice video! I really think your ideas are pretty cool. Here are some proposed balance changes I have that I think will help out with the meta. Let me know what you think. Cordelius Main attack damage decreased from 730 to 690 Mico Super damage decreased from 1190 to 1100 Mico now takes damage from the smoke during his Super Increased Hypercharge multiplier from 40 to 60% Piper Main attack damage decreased from 1700 to 1600 at max range Nani Main attack damage decreased from 800 to 770 per orb Dynamike Satchel Charge Gadget stun duration decreased from 1.5 to 1.2 seconds Colette Teen Spirit no longer charges Colette’s super Fang Super damage decreased from 1200 to 1120 Increased Hypercharge multiplier from 20 to 30% Charlie Main attack damage decreased from 800 to 770 Frank Decreased attack delay time from 1.3 to 1.1 seconds The additional health from Frank’s Sponge Star Power increased from 1400 to 1700 health Frank’s Power Grab Star Power will now also give him a 10% movement speed boost on top of the damage boost upon defeating an enemy Frank’s Active Noise Canceling Gadget’s immunity to crowd control effects increased from 1.5 to 3 seconds Hank Hank can now heal from auto-regeneration while charging his main attack, but at a 60% reduced rate Hank will now only be visible in bushes after his main attack is charged more than 50% Hank’s It’s Gonna Blow Star Power increased from a 10% to a 15% movement speed buff when his main attack is charged over 80% Hank’s Take Cover! Star Power damage reduction shield now lasts for an additional 2 seconds after he stops standing next to a wall Chester The numbers of hits necessary to charge Super decreased from 7 to 6 hits Main attack damage increased from 640 to 670 per projectile Jawbreaker Super damage increased from 200 to 500 Pop Rocks Super radius increased by 33% Pop Rocks Super slow effectiveness increased slightly Strong Mint Super now starts healing instantly Chester’s Candy Beans Gadget healing increased from 420 to 458-572 and now scales with Power Levels Penny Health increased from 3200 to 3400 Main attack damage increased from 980 to 1020 Darryl Health increased from 5300 to 5600 Reduced the gap size between the two waves fired in his main attack to make it easier to hit his shells from longer distances Willow Increased main attack damage from 400 to 420 per tick Increased super width from 0.33 to 1.33 tiles The number of hits necessary to get Super increased from 12 to 15 hits Gus Gus main attack damage increased from 1000 to 1040 Healing from spirits increased from 800 to 920 Gus’s Kooky Popper Gadget can now knock back enemies again Gus’s Soul Switcher Gadget no longer makes Gus lose any health and now makes his next attack also drop a spirit when he hits an obstacle Bonnie Health increased from 3000 to 3200 while in her alternate form Janet Main attack damage increased from 980 to 1020 Reload speed increased from 1.5 to 1.3 seconds Surge Main attack damage increased from 1180 to 1230 Increased base movement speed from 650 to 700 Surge’s To the Max! Star Power reworked from making his main attack split when hitting walls to making his main attack split upon reaching max distance or when hitting walls every 5 seconds Kit Main attack damage increased from 800 to 840 Health increased from 3000 to 3200 Kit’s Cardboard Box Gadget duration reduced from 5-3 seconds, but he can now charge his super 100% faster while moving instead of while stationary Kit’s Cheeseburger Gadget healing reduced from 40% to 35%, but it can now also be used when Kit is attached to an enemy to heal himself Kit’s Power Hungry Star Power reworked from making Kit get 200% power from Power Cubes to Mega Modifiers: Kit gets 140% power from all modifiers (Power Cubes, 8-Bit’s Damage Booster, Ruffs’ Supply Drop, etc.) Kit’s Overly Attached Star Power reworked from making Kit attach to friendly brawlers for 5 seconds longer to giving him an 25% damage reduction shield when attached to enemies
I’ll have to come back and read through this I can’t go through all of this and give my thoughts without seeing what interactions they would change. But just from skimming through them I really agree with the Colette, Willow, piper, mico, and kit changes.
Now that Doug is B tier at least with the buff he got frank now is the worst by far :( Also great video And 1 question will u ever do q video with ur own voice??
Nice vid. But i think, that your idea of rising power during the game is too unique to be added to old epic brawler. Supercell rather prefer to make new brawler with this thing. But other changes are great by themselves.
Honestly Frank, despite being complete trash, is my legitimate least favorite brawler to fight in the game besides bo, unless you have a stun or knockback at the ready, which a lot of brawlers don’t have, even if a lot of brawlers do, your basically helpless against his stun, especially since it’s probably the longest stun in the game with a wide radius. Which unless you have a direct counter for (even if they are decently common nowadays), is just frustrating to play. I think that’s apart of why he never got buffed, simply put, if he’s good, these factors would possibly make him so toxic that even tick or L and L might look tame I think if he wants to be meta, and not make newer metas look tame by comparison in toxicity, his stun needs to be changed to not be so long. If 1 second of stun is too long on someone like nita or fang, then Frank’s being double that wouldn’t fly if he wasn’t the worst brawler in the game. I think Frank definitely needs a rework, but we need to be very careful about his super since it’s stun is way more potent than any other in the game
Yeah that was definitely an oversight on my part. I’ve always ran with the idea that his stun was ok as it is a super, while other stuns are only gadgets. But maybe a nerf to his stun duration along with my proposed changes might work. Maybe a decrease to 1.5 seconds.
@@Natics_BSI can understand that, considering buzz’s stun is pretty balanced outside of hyper charge, the big difference for me is that Frank’s super radius is ginormous, compared to buzz where you have to make sure to hit your shot. The duration nerf hopefully should be enough though, as long as it’s shorter in some way it should be much more manageable
@@antonynfn8260 Hank was only broken for 5 days before he got nerfed and got his glitches fixed. He then proceeded to be killed off by more nerfs he would receive 2 weeks later. Ever since then he has been a bottom 3 brawler in the game, but compared to how long Frank has been there it’s been a pretty short time.
Good ideas but I don't like making him able to move while attacking that's the only unique thing about him instead decrease the duration of his attack and/or buff it's range
@@Natics_BSchange the visual effect to the super making rock spikes when shaking the ground so hard due to him making a massive hammer slam to the ground to make sense with that logic
I hope you guys enjoy this almost complete reworking of Frank. I tried to cover as many gaps as possible with the new mechanic, while trying to avoid anything that might be too broken. Do you guys think stacking is a mechanic that could work in brawl?
Fun fact
Jacky has more HP than El primo with her 2nd starpower.
Starpower gives her 20% shield.
10000HP/80%=12500HP
It could reset with super and cap when super is filled. Would make it balance especially with tank trait giving super.
I think he's too similar to Ash
emz has a damage stack with her super and mortis didnt really get some sort of stacking mechanism (much less now cuz the healing bats come to you) so i think frank is a great option
@@itaiharshoshanim-ib6kpthat’s a stretch lmao
I dont really like a rework that makes a brawlers core mechanic tied to a star power, i think he just needs to be able to move while attacking and his super be quicker for him to be top 25% of brawlers
Honestly Frank's super should be able to hit airborne targets, like removing some counterplay i.e jumping to him over his super.
(I'm fine with ppl just jump away from it to not get hit.)
Alternatively, I think simply giving frank more range, and/or making his attacks briefly slow enemies could be enough.
people might say Hank is worse, but at least he's PRAWN READY 🦐🦐🪖🪖🗣🔥🔥
Prawn stars
🪖
they should just give frank an extra 40k health, and his hypercharge just make him invincible for 5 seconds. very balanced
💀 fair and balanced nerf Poco 🗿
@@Natics_BSi can go into even further detail, with 54k health, shelly and primo will be distracted by the frank making them use gadgets and spam supers, while the other 2 people can sneak away with the ball. this doesnt include collette because i despise anyone who plays her, nerf buster by another 1%
basket brawl/ranked big friend has moved him up a tier for me this season. He actually does very well in these new modes.
Bro should work for supercell
tbh i absolutly LOVE the way you balance out brawlers, i love your creativity and the way you make them pretty balanced (atleast it seems balanced), i play Frank since global release, back then he used to be my fav brawler (now its my top 5) and i just loved your rework, i tend to like scaling characters in games so thats probably the reason why i liked it (like Veigar from League of Legends).
great video as always, keep making one of the best brawl stars content i've ever seen
This aged well 💀
Hank is so forgotten he isn't even classified as a tank despite controlling one
He is classified as a tank in the game
@@Natics_BS he doesn't get the tank trait of build super through damage taken though like Bull and Frank, I'd love to see you do a rework for Hank next if you have any idea
That is usually reserved for the human tanks. Other mechanical tanks like megs robot and Darryl don’t have it either.
Here's my rework for Frank!
I will not precise the buffs ( or maybe later.)
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Frank is a tank. So with my average MOBA knowledge, I made him like tanks should be. We can also se that he is a bit supportive with his super stun and pull gadget. So I decided to play around that as well. So, let's get right into it.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Frank's new trait: Undying Force.
Undying Force is able to make Frank stay on the field for a very long time and apply a lot of pressure.
Undying Force allows Frank to reduce the upcoming damage by *10%* each time he loses *10%* of his HP, up to *80%* damage reduction. ( so if Frank has 7200 HP left, he lost *50%* of his health and will reduce the damage by *50%* .) But when you heal HP, you will remove the Undying Force effects. You may wonder: Where is the tank trait? I removed it. Because this trait does only help you for your super. But I will make sure he will put enough pressure to be able to remove the tank trait.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
His super is the biggest change. Now with this super, Frank will enter " Disco mode" (bc of his headphones, yk)
In this state, he will gain a *4500* HP shield who does not interact with his Undying Force Trait (that would be too much tanking in some situations.) And taunt* all enemies for 3 seconds. At the and of the taunt, he stun all taunted enemies for *1,5* second.
This allows Frank to support his team while providing good crowd control.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Frank's main will be changed like in the video, a lower delay and the ability to move while attacking.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
My favorite part: Star Power and Gadgets.
First Gadget: *Ultrasound*
If Frank is using his ultimate, he breaks the taunt but reduces their damage by *15%* for *5* seconds.
His second Gadget will act like his pull gadget. No changes needed.
First Star Power: *ULTIMATE BEAT*
When Frank is below *20%* of his max HP, so he technically have over *80%* damage reduction, he will reflect *5%* of the receiving damage as long he stays below *20%* .
Second Star Power: *DISCO MONSTER*
At the end of his taunt, he will tether all taunted enemies. This tether drains *2,5%* of Frank's max HP for 8 seconds. The healing does not remove the Undying Force effects.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Voila.
Back in 2020 frank was my first rank 25 brawler. I never understood why people thought he was bad, but now in 2024 the meta just completely changed and I only have realised it now
I still can’t believe bro has been near the bottom of the meta for almost 5 years
@@Natics_BS He is the bedrock that can not be mined ;)
@@csabixd3437 bruh 💀
Basically what Surge was intended to be but as a tank
Kinda but ramping up and stacking are two different effects. For surge he just has to charge super and the buff changes for every level while in this the stacking buffs will always be the same and requires you to get a takedown.
I hope Supercell would watch this.
Supercell: Seems like a nice rework. Anyway, let's nerf Hank and reduce Charlie's health by 100.
They just did the rework and the hypercharge so now he became most unskilled brawler in the game
Good brawler rework tbh because if your a good player with frank then you can actually pop off and it rewards good play because you can’t just rush all the time or you’ll lose your stacks
Underrated channel
If this rework got added Frank would not only be a good brawler but he would make actual teamwork a meta strategy, imagine stalling the match for too long and now the enemy team has a 25k HP Frank because of Colonel Ruffs' Super + Second Star Power, it would bw a nice change of pace since nowadays "teamwork" and "team building" in Brawl Stars is just 3 DPS doing their own thing but together and
This would make frank such a unique and fun brawler
As a main Frank, I love the ideas. I just want a change on the mythic gear since the others do not need star powers to work.
A great idea would be just make his super cast delay be decreased by 0.25s or 0.5s.
Thanks and yeah I was hesitant to make the mythic gear related to the star powers. The only reason I decided it would be acceptable is because we already have a precedence with the gadget gear.
I think when you have his mythic gear without having any star power it should give you, at the start of every match, half of every stack (so +100 damage and +625 health). It's obviously the best gear for him but if you don't know which star power to buy, it won't punish you that much (and maybe it could help you decide which one works better for you).
In order to not fill the gear's description with this, it would just be a pop-up message.
I love the idea. The only reason why I didn’t include a caveat to this was because we already have a precedent for this in the game with the Gadget charge gear.
yes, he can. He can even be overpowered
Big friend:i am a joke to you?
Even in big friend there are way better brawlers like 8 bit, RT, and primo. And the extra HP doesn’t mean that much if your opponents only have 2-3k less and a more functional brawler.
@@Natics_BSAnother good one rn is Pearl
Dude! Again this seems like a reasonable rework!
As a frank enjoyer this star power concept seems awesome, the state he is in at the moment truly is sad
I really like frank and trying to master him but this meta is a nightmare for him
This is the perfect way to rebalance him
Great star power idea. For balancing The dmg boost and hp boost caps when his super is filled, and resets when he uses his super. Also his mythic gear could make his gadgets remove his delay for the duration they’re activated.
So franks play style would be.
Absorb all that Dmg, then either hold super for buffs or release it with a powerful super.
How would this work in game? Would he gain stacks based on his super charge? If so I think the numbers would probably need to be nerfed from what I proposed in the video, as I would never use my super. I would rather just walk around with a 4k main attack or 25k HP.
I really like these changes. I really like the idea of stacking where he would punish those who try to get Hypercharge or just a Super when diving onto a Frank. But I feel like he might still get bullied by Super cycling on him and constant CC (though moving during attacking might solve this problem, I don’t really wish to add that because that makes him to similar to Bibi and Ash which removes his uniqueness, that is just personal preference). I had this idea which could applicable to Hank too, so basically it is kind of like an Ultimate Tank trait:
Enemies charge 50% less Super when Frank/Hank is being hit. Slow effects are 30% less effective, stun/slow effects have 30% less duration, knock back ragdoll duration (so basically the time when the brawler can’t do anything when knock backed) is 30% less, knock back distance is 20% less.
I feel like these brawlers aren’t supposed to be knocked around the map and bullied by damage dealers that much, this fixes it making them harder to kill and get rid off.
I really like your concepts, please keep it up!
Dang I guess the halves super charge trait wasn’t as unique as I thought. I also thought of this when thinking of a Doug rework before his buff, and you are the third person so far to also recommend it. I definitely do feel like it would be great in place of his current trait, but I left him this way in my rework concept on purpose. I feel like too much of a buff would make him too toxic of a last pick in the drafting format, so I wanted to leave clear counters to him still in the game. But yeah I agree that from a design stand point it doesn’t make sense why a Monster and a Literal tank would be able to be knocked around as much as they are.
@@Natics_BS Oh also about that Super charge trait, I forgot to mention I had another version of it, which can be kinda awkward tbh, but I feel like it can be good (prob Collete will be like best brawler with this change but whatever lol):
Brawlers charge super from the percentage of damage they deal. So if you deal 1000 damage to Tick, you will get a lot more Super charge than if you would deal that much damage to Frank. I feel like this makes sense because it is a lot harder to hit Tick with his range, ability to attack behind walls and lots of pushbacks and a head that forces you to retreat, it should be a lot more rewarding to hit him, while Frank literally has the biggest hitbox in the game and stands still while attacking. Idk how you would need to code that though, it might take a lot of time, but yeah.
And about the last thing, I understand that he might be a bit threatening, but let him shine for some time at least, because this brawler was bullied for faaaaaar too long and I don’t think it is not even that toxic, it just makes not so much vulnerable to counters and makes his whole purpose a lot clearer, since there is no purpose in him when he actually benefits enemies more than he benefits his team.
Well, this didn't age well...
Context: Brawl Stars announced a Frank Rework a few days ago
And he's getting a hypercharge
Sponge + Max stacks basically doubles his HP after rework. (25K with it)
Yeah but it would require 10 kills with no deaths, but also I had this conversation with some other people in the comment section and decided to nerf max stacks from 10 to 5
great ideas, i would only change the mithic gear, since you are not obligated to buy a star power in orther to get a gear…
i would suggest something like getting a buff after being cc or cc enemies recieving a debuff (like recieving extra damage from other sorces or frank stealling hp)
Yeah I was hesitant with the mythic gear but I thought it would be fine since we already have a precedence for it in the game with the gadget gear.
I think maybe frank could have a new trait called grounded which would make him the only brawler to not get pushed back. Stuns would now become the only way to stop his main attack which would eliminate the numerous counters frank doesn’t need.
He already has a trait though I don’t think they would give 2 traits to an epic brawler
Also this does predict something that I put in a future rework 👀
@@Natics_BS Are you talking about Hank ? I mean Hank would be so much benefited with the trait.
Make this guy the ceo of brawl stars
😂
“Stacking or ramping up”
Surge & Ash:
That’s upgrading and rage which are different Moba effects. Stacking usually refers to getting kills in games and getting a permanent reward for it.
im a frank main and those reworks wouldnt make me wanna kill myself, good job!
Lmao thanks 😂
Frank is my favourite
The stacks idea is incredible! That's truly a way to make frank interesting. Great video as allways
Frank's Hypercharge idea
Punching Bag's Revenge:
Frank is completely immune to stuns; knockbacks; showdown and poison while attacking.
I hope Frank gets a Hypercharge which will make him slightly better in the Meta!
Same he definitely deserves it the most of any brawler
bro love your videos, covering topics no one does. Can you do a video on Janet i think she needs a buff or a rework in current meta…
he should just get a small buff which makes his attack and ulti startup/windup 100ms shorter... it makes him actually playable
Guess what? He's getting a rework
What do you think about this idea frank will have a trait which makes the amount of hits needed for an enemy to get a super is doubled
I’ve seen this a bit recently and I think it’s a great idea, but I don’t think Frank having 2 traits would be something supercell would do for an epic brawler.
i like how you dont actually change the brawler's playstyle but rather make it fit for the game itself
Yeah that’s one of my core focuses when coming up with reworks. Every brawler is someone’s favorite, and if you change them too much then it will be met with resentment.
A better Frank is Rosa. Rosa has also expections, sure, but Rosa excels on the maps she needs to (with her slowing gadget, cavern churn etc) and is "meh" in others. She can deal damage fast if she can get close enough, along with her super or Hypercharge, which that one really made her more decent.
While I'm not a fan of Frank being able to move during the attack, the rest of the ideas are great! I hope Supercell remembers that he exists... If I could change your rework, I would make Frank not be able to move during the attack, but increase the attack range instead.
It does not solve the problem of frank being a walking super charger
The way i ran like a dog to ur video
Keep up the good work boss
Lmao I’ll try bro
This is actually a good rework and I rlly hope they do this and listen
I actually had an idea for an alternate starpower, since Frank is such a blatant super generator, I was thinking maybe a starpower that reduces super gain enemies get when hitting Frank. Im not sure what a good percentage would be, but I think 10-15% would be good? I think making it too high might be risky
I thought of this too as a trait for a Doug rework I was working on before he got buffed. And have already been suggested it like 5 times in this video alone. They all thought of it as a a trait though which I don’t think they would give to Frank over the Tank trait. But seeing it as a star power I feel could be a good compromise in place of his Sponge one.
@@Natics_BS yeah, I think it works better as a star power than a trait, even if Frank didn’t have the tank trait since… I actually made a discovery recently, Frank is actually given to all players for free on a new account, so having a brawler that reduces super charge automatically being so common in the early game feels like it would be really, REALLY bad for new players trying to learn how many hits it takes to charge super
Wow the stacking concept, brilliant. Lots of people rework Frank through removing his delay but that is obviously a bad idea because that makes him unique, but you've reworked him in an interesting way that will make him a lot better, subbed
Thanks. One of the main things I try to do with my reworks is make them feel unique to other balance ideas in the community. A lot of people favorite brawlers don’t have multiple ways or unique ways to play and personalize them. So I want to try and introduce that into every brawlers kit.
To rework his super, I'd give it the function of his gadget where it pulls in enemies and does extra damage, including breaks walls like normal
I feel like if Frank was good in the meta, his super stun would be very annoying so personally I'd wanna avoid the function of stunning enemies
Also I can't wait for him to get a dumb hypercharge and be broken 😀
As someone on the frank leaderboard last week I can confirm that he’s good in showdown with a bit of skill
(and teaming)
Frank is one of the brawlers who is ruined by 1 stat,he has everything to be even somewhat op, insane health, high speed,good super,huge damage,mid attack range,good gadgets,good star power (sponge star power absolutely useless) but delay before attack is just horrible,i think they can just decrease it from 1 second to 0,6 seconds or make so frank only gets slowed instead of completely stopping
I was bias for bonnie being forgotten but actually the dev team aided her as fast as possible unlike this poor tank who is literally forgotten i duno why its like they want him to be there forever...i think buffing him by reducing his attack delay is a nice Idea tho
Same when I thought of forgotten brawlers I always thought about Doug Barley and Hank. But when I looked at franks last balance change I was suprised it was almost 3 years ago 💀
I think the main reason is his stun
Franks stun makes buffing him riskier than people realize
@@thegreatkiwibeast2591 it is resky of course but look at dynamike recent buff,it was a few ms and made him alot better but not broken so i think buffing frank the same way is decent
@@al-khazouq2172 dynamike is literally the worst example as he is completely busted, he’s just overshadowed because a lot of the meta is insanely aggressive right now, but with Larry and Lawrie getting gutted he’s going to rise to the top
Ironically, it’s because of his nutty stun that he is so busted, since it gives him 3-4 Insta kills every game
Good idea, but i would do it slightly diffrently, give him few things, 1k more health and a new trait that doubles the enemy brawlers super/hyper charge time. He could be the only tank with that, but it would make him slightly more useful as a meat shield, other than that, i would add a mechanic that would make it So there is a charge to Frank, longer it charges the shorter the attacks delay is, this would be useful if someone would know how to use it for example saving up his super with max charged bar to instantly stun enemies, making him,slightly more strategic
Its Just my opinion though, and your idea is very good too
I absolutely love the halving super/hyper idea. That was actually something I thought of too that I was going to propose for a Doug rework before he got buffed. Also the bar idea is great. The only reason I did not include it is because I’ve seen it a lot in the community, and I like my reworks to be a more unique take even though they might not in actuality be the best take.
@@Natics_BS its still fine, its my opinion, and your idea is fine too ngl
This video is just so good. I cant believe how much work you put into this. Keep doing this, love from belgium ❤
Thanks bro I’ll keep trying 👍🏿
its a good concept and all, but i feel like his reload speed should be nerfed, since now he would be able to chase enemies
this is actually cool, i would play frank like this because the star powers are so cool with the stacking
as someone who likes frank a lot, great rework
I specially like the new Star Powers REALLY New and Creative
Thanks I wanted to give him something that would make him unique like the newer epic brawlers.
Good video. I feel you though, frank almost seems like he’ll never be good unless supercell do an entire rework by changing him into basically a new brawler.
I was so surprised during my research on this video to see that he has been bad for almost 5 years. With no major change in almost 3 years.
I do like the idea although I have a few issues with it. Firstly, all of the mechanical complexity relies on his star powers so until level 9 he is basically strictly a worse buster and only after that the reword really does anything, he might not be much better at all compared to now considering his attack delay wouldn't be removed completely making him still bad at catching brawlers with far worse base stats. Also the stacks are really unbalanced, even against close range brawlers with the possible exception of mortis super chains the hp stack is still superior as basically any assasin will ran out of ammo far before they can kill a 25k hp frank making that one superior in almost all cases. For balancing I think the damage stack could maybe add 250 damage/kill and hp stack could be reduced to like +750 hp or +800 hp/kill as those are still massive boosts while fully stacked making frank 30% to 40% tankier than what he is now with sponge. I guess both having a 10% of said stat is neat but frank is a tank, not a damage dealer making 10% of one stat inherently a bigger boost than 10% of the other. Also considering the most similar mechanics of semi permanent boosts in the game with ruffs and surge I feel like losing half of the stacks upon death or being put back to a preset number like 2 or 3 stacks max would be more fair as killing a 10 stack frank which is insanely hard already just for it to come back with 9 stacks would simply be overpowered. One minor gripe I have with the rework is that the complexity of the system best mirrors something like surge who's a legendary and frank's and epic but at the same time new brawlers like even gus, a super rare are more complex than someone like tara who's a mythic just because to come up with unique brawlers they constantly need to make the new brawlers more gimmicky out of necessity.
Thanks for the in-depth review and yeah as for the stacks I had this discussion with some other people in the comments and think that it should probably max out at 5 instead of 10. As for the reworks only being in play once he gets his star powers that was intentional as they are always hesitant to buff him because he destroys at lower ranks. Also I do think its balanced that an assassin would have trouble killing a fully stacked tank as that would mean the frank previously was fed. The counterplay to this rework would be to not let him get ramped up or focus him once he is so he slowly loses stacks. Also the stack numbers were decided based on his previous star powers for example if he got 2 stacks with his sponge star power it would be the same as he is currently, but with 400 less health and 480 less damage. In turn though he can now move and attack with a shorter delay. But for him to even get to these 2 stacks he would have to of have gotten 2 kills or gotten 1 kill and traded a gear out for his mythic one. There is a lot of things a Frank has to do before he can get close to the overwhelming state similar to surge with his rank ups.
@@Natics_BS yeah that's fair, didn't really think about low ladder players as the part of the community I am in really doesn't have any but that makes the star powers as the main rework actually a really good idea. If it was limited to 5 stacks the damage buff should probably go to like 400/kill though since it's not nearly as big of a boost as the amount of hp is at least how I see it.
A star power should be like enemies do 10% less damage and charge 20% less super charge while hitting him😈
I think frank tile range should be the same as before and delay too and for this mythic gear it would be less delay per shot
and frank hypercharge can be a slow after the stun if they survive or a poison
Poison on strong ground-pound? How it's logically possible?😮
I honestly loved this because I used to love playing Frank, But after getting him above rank 20 I stopped because there was so many stuns and knockback that I gave up playing him. I hope supercell take this idea to save Frank.
Your reworks are always genius, however in my opinion this seems kind of broken. I think 1250 health per stack is too much, reduce it to 800. I think he should also lose 2 stacks per death, however I'm not very sure about this change as I'm not sure how many kills he can usually get before dying (I don't play him at all).
Yeah I had this conversation with other people in the chat and the reason why I made the hp scaling higher is because it’s a double edged sword. As with more he would be even more of a super feeder to his hard counters. And the damage buff is an exponential change. As the more damage that you deal the easier it is to get kills and build stacks. Also I talked this out with some people in the comments and decided to nerf the max stacks to 5, as it’s a lot easier to get a ton of kills at lower ranges.
Waiting for a hank video!!
Dude I can't imagine how frank will look while attacking hammer in walking stage instead of standing a position 😅😂
Star powers that you created could be too op tbf. I think stats should stack up to 3 times. After death i think buffs should dissapear. Just like Surge. But even then I think numbers should be lower. Frank without movement penalty on his main attack would be very strong. I hope at some point SuperCell will make this reality.
Yeah I talked it out with other people in the comments and we agreed that max stacks should be 5 👍🏿
Love the videos as usual, I was thinking about a few extra ideas.
Maybe make his swings cost a portion of HP to encourage playing with a support more.
I was also thinking about changing his super, his super is too good against new players and too weak against good players.
I was thinking about making it similar to Chester's heal super by giving him 4000hp-6000hp over a period of time and gives you more max HP or damage based on your starpower ideas.
This would fix the issue of his super being bad due to unbreakable walls, give his mythic gear a meaning without his starpowers (he would spawn with his super) and making him a less polarizing character which means the team can buff him without worrying about new players getting frustrated.
I feel like this idea would work a lot better for a brand new brawler, as one of the core things about brawl stars reworks is that they don’t want to change a brawler’s identity. I feel like removing his stun and wall break would be diverting too much from his core kit.
I personally really liked Frank as a brawler, he was so fun to play and was my first rank 20 when I didn't even know what ranks were.
I feel sad seeing him in F tier 😔
He is actually so fun to play. I haven’t played him in a while, which you can definitely see from the first few games, but being able to play such a beefy brawler is so fun.
Wow you can't seem to not impress me with every new video. U really taken in consideration every detail down to the brawler personalities and rarities, i dont believe there can be a much better rework than this
Thanks bro I always try to cover as many bases as possible, even though I definitely did miss some things in this rework. From what I’ve read in the comments I would also nerf his super stun a bit and decrease the max stacks to 5.
Nice bro you deserve more subs fr
I didn't understood Frank's Hypercharge.
Basically his basic attack would attack in the same area 2 more times. With each one dealing 50% of his main attacks damage, but he only gets this effect after he’s used his super in hypercharge.
This was a very enjoyable video to watch, although I feel like both of Frank's Starpowers, whilst balanced in higher ladder, would make him the single strongest brawler in Mid-Lower ladder, as the idea of a 12k hp brawler with Ash's attack and Buster's range with a fast moving speed that can theoretically deal up to 4000 damage per shot would be...frankly terrifying to face against, so i'd suggest that maybe the maximum amount of stacks could be lowever somewhere around 5, since if you're running anyone that's got a range lower than buster and face off against a Frank with multiple stacks, the best thing you could do is just watch and keep your distance from him (which, safe to say, isn't very enjoyable to fight against)
True I was thinking about lower ladder when choosing his minimums and stat buffs. But I forgot that feeding is a way bigger problem down there. So yeah maybe 5, 20k HP or 3000 Dmg, is a better cap.
@@Natics_BS Frank would still be a very oppressive brawler down there but if it means my boy can FINALLY escape the F tier, so be it
LET'S GO HE'S GETTING A REWORK
please use your real voice ai voice content is actually brain rotting
1. Why
2. I didnt even know it was ai lmao
Some people are uncomfortable with it or don’t have the right set up for high quality recording, shut up
Natics, we're okay with your videos being voiced by AI. It's not bad, it's not brain rotting, you don't need to change it if you can't or don't want to
Brain rotting would be watching a 2 second nonsensical short, this is literally the opposite with just an ai voice due to the anxiety of showing a real voice.
Do not let the edgar main talk
When will you do a video of crow? I think he would be much better than being strong only for a cancer gadget
He’s on my list to do and will most likely be on the next poll.
@@Natics_BS i have a few ideas we can talk about if u want
Sure, but I probably won’t be able to respond quickly if they are in depth changes. As I’m still working on two videos, and already promised to look over someone else’s balance changes.
@@Natics_BS don't worry take your time
@@Natics_BS i think the best way to rework crow is with 2 different style of play. The first is one that matches his actual role an assassin, the main problem for me its the damage, we can solve it reworking his poison damage instead of the feather itself, i think something like byron is the best way, maybe 3 poison tick that actually do damage, instead of more that does nothing, following this idea i would apply this playstyle reworking his second starpower by dealing more damage if someone is poisoned, or something like that, for the gadget i think we could delete the shield and doing something like the next attac/super wont poison but would do more damage (being dangerous when the super is charged) and to finish the more assassin role the super should be more easy to charge. The second style would be a more control based, less damage but focussing on giving support to the team like reducing the defence of the opponents thanks to a rework on his first starpower and slowing them down with the first gadget.
Send this to brawl stars
Yes, he already showed us by having op rework
Hey, nice video! I really think your ideas are pretty cool. Here are some proposed balance changes I have that I think will help out with the meta. Let me know what you think.
Cordelius
Main attack damage decreased from 730 to 690
Mico
Super damage decreased from 1190 to 1100
Mico now takes damage from the smoke during his Super
Increased Hypercharge multiplier from 40 to 60%
Piper
Main attack damage decreased from 1700 to 1600 at max range
Nani
Main attack damage decreased from 800 to 770 per orb
Dynamike
Satchel Charge Gadget stun duration decreased from 1.5 to 1.2 seconds
Colette
Teen Spirit no longer charges Colette’s super
Fang
Super damage decreased from 1200 to 1120
Increased Hypercharge multiplier from 20 to 30%
Charlie
Main attack damage decreased from 800 to 770
Frank
Decreased attack delay time from 1.3 to 1.1 seconds
The additional health from Frank’s Sponge Star Power increased from 1400 to 1700 health
Frank’s Power Grab Star Power will now also give him a 10% movement speed boost on top of the damage boost upon defeating an enemy
Frank’s Active Noise Canceling Gadget’s immunity to crowd control effects increased from 1.5 to 3 seconds
Hank
Hank can now heal from auto-regeneration while charging his main attack, but at a 60% reduced rate
Hank will now only be visible in bushes after his main attack is charged more than 50%
Hank’s It’s Gonna Blow Star Power increased from a 10% to a 15% movement speed buff when his main attack is charged over 80%
Hank’s Take Cover! Star Power damage reduction shield now lasts for an additional 2 seconds after he stops standing next to a wall
Chester
The numbers of hits necessary to charge Super decreased from 7 to 6 hits
Main attack damage increased from 640 to 670 per projectile
Jawbreaker Super damage increased from 200 to 500
Pop Rocks Super radius increased by 33%
Pop Rocks Super slow effectiveness increased slightly
Strong Mint Super now starts healing instantly
Chester’s Candy Beans Gadget healing increased from 420 to 458-572 and now scales with Power Levels
Penny
Health increased from 3200 to 3400
Main attack damage increased from 980 to 1020
Darryl
Health increased from 5300 to 5600
Reduced the gap size between the two waves fired in his main attack to make it easier to hit his shells from longer distances
Willow
Increased main attack damage from 400 to 420 per tick
Increased super width from 0.33 to 1.33 tiles
The number of hits necessary to get Super increased from 12 to 15 hits
Gus
Gus main attack damage increased from 1000 to 1040
Healing from spirits increased from 800 to 920
Gus’s Kooky Popper Gadget can now knock back enemies again
Gus’s Soul Switcher Gadget no longer makes Gus lose any health and now makes his next attack also drop a spirit when he hits an obstacle
Bonnie
Health increased from 3000 to 3200 while in her alternate form
Janet
Main attack damage increased from 980 to 1020
Reload speed increased from 1.5 to 1.3 seconds
Surge
Main attack damage increased from 1180 to 1230
Increased base movement speed from 650 to 700
Surge’s To the Max! Star Power reworked from making his main attack split when hitting walls to making his main attack split upon reaching max distance or when hitting walls every 5 seconds
Kit
Main attack damage increased from 800 to 840
Health increased from 3000 to 3200
Kit’s Cardboard Box Gadget duration reduced from 5-3 seconds, but he can now charge his super 100% faster while moving instead of while stationary
Kit’s Cheeseburger Gadget healing reduced from 40% to 35%, but it can now also be used when Kit is attached to an enemy to heal himself
Kit’s Power Hungry Star Power reworked from making Kit get 200% power from Power Cubes to Mega Modifiers: Kit gets 140% power from all modifiers (Power Cubes, 8-Bit’s Damage Booster, Ruffs’ Supply Drop, etc.)
Kit’s Overly Attached Star Power reworked from making Kit attach to friendly brawlers for 5 seconds longer to giving him an 25% damage reduction shield when attached to enemies
BTW, I really liked your Penny, Chester, and Gus ideas👍
I’ll have to come back and read through this I can’t go through all of this and give my thoughts without seeing what interactions they would change. But just from skimming through them I really agree with the Colette, Willow, piper, mico, and kit changes.
@@Natics_BS Ok, sure. Thanks for your feedback! My Willow change was based off of your video since I thought it would make sense for her.
@@Natics_BS Let me know when you’ve read through these changes. I would really like to hear your opinion.
I’m currently working on the Hank and surge videos coming up so I will look over them after I get done with them 👍🏿
5:39 surge is literally a snowball character
Could you do ash next? He has a amazing neish of steamrolling the enemy team but now he is a bottom 5 brawler
Ash is going to be on the poll later today, but the next 2 videos will be the previous poll winner Hank and Surge.
@@Natics_BS please Ash is my main brawler and i really love him
For every like this comment gets, I will do 5 pushups
LIAR!
I like the concept to scale with kills, like Sion from league of legends
Yeah I actually based it on Sion/Nasus and the stacking items in Pokémon Unite.
Please natics, talk about barley's current situation. He is just so useless in this meta rn.
He’s on my list to do in the future 👍🏿
@@Natics_BS thank you. I often find it hard to talk abt it with other people
Their answer is aways "uuuuuhhh..no cuz.....unbreakable walls"
I guess to them hypercharged and assassins don’t exist 💀
This video really needs an update now
This is actually a good rework
ken would disagree
Yeahhhhh baby, Frank for the W
I like the rework idea
Now that Doug is B tier at least with the buff he got frank now is the worst by far :(
Also great video
And 1 question will u ever do q video with ur own voice??
Thanks and yeah. I don’t currently have a good mic which is why I use the AI voice, but when I do get one I will switch to my actual voice.
@@Natics_BS nice dude
Nice vid. But i think, that your idea of rising power during the game is too unique to be added to old epic brawler. Supercell rather prefer to make new brawler with this thing. But other changes are great by themselves.
Honestly Frank, despite being complete trash, is my legitimate least favorite brawler to fight in the game besides bo, unless you have a stun or knockback at the ready, which a lot of brawlers don’t have, even if a lot of brawlers do, your basically helpless against his stun, especially since it’s probably the longest stun in the game with a wide radius. Which unless you have a direct counter for (even if they are decently common nowadays), is just frustrating to play.
I think that’s apart of why he never got buffed, simply put, if he’s good, these factors would possibly make him so toxic that even tick or L and L might look tame
I think if he wants to be meta, and not make newer metas look tame by comparison in toxicity, his stun needs to be changed to not be so long. If 1 second of stun is too long on someone like nita or fang, then Frank’s being double that wouldn’t fly if he wasn’t the worst brawler in the game.
I think Frank definitely needs a rework, but we need to be very careful about his super since it’s stun is way more potent than any other in the game
Yeah that was definitely an oversight on my part. I’ve always ran with the idea that his stun was ok as it is a super, while other stuns are only gadgets. But maybe a nerf to his stun duration along with my proposed changes might work. Maybe a decrease to 1.5 seconds.
@@Natics_BSI can understand that, considering buzz’s stun is pretty balanced outside of hyper charge, the big difference for me is that Frank’s super radius is ginormous, compared to buzz where you have to make sure to hit your shot.
The duration nerf hopefully should be enough though, as long as it’s shorter in some way it should be much more manageable
DID EVERYONE FORGET HANK??
I’m doing Hank in the next video. And Frank has been bad for far longer.
Cool! Thanks
what are you takking about hank was a top brawler at one point
@@antonynfn8260 Hank was only broken for 5 days before he got nerfed and got his glitches fixed. He then proceeded to be killed off by more nerfs he would receive 2 weeks later. Ever since then he has been a bottom 3 brawler in the game, but compared to how long Frank has been there it’s been a pretty short time.
Good ideas but I don't like making him able to move while attacking that's the only unique thing about him instead decrease the duration of his attack and/or buff it's range
Another goated rework
I’ll try to keep them coming 🫡
Frank's super should obviously hit brawlers mid-air for his rework.
But it’s a ground shockwave
@@Natics_BSchange the visual effect to the super making rock spikes when shaking the ground so hard due to him making a massive hammer slam to the ground to make sense with that logic
@@Natics_BSnot just that, just removes some counterplay. (Like jumping over his super is now impossible.)
algorithm boost
Thanks goat 😎
Very very good video
Maybe they haven't touched Frank yet because they have some bigger rework planned.
Yeah but it’s been almost 3 years since he has received a real balance change.
@@Natics_BS True, really been enjoying these rework videos. Keep it up
Maybe when he gets a hypercharge he will get a rework aswell
@@TheImmortal2705 I’ll try to man, but I go back to college for a few weeks next week. So the uploads will slow down for a bit until the summer.
@@Natics_BS Sorry I didnt mean to pressure you.
He rocks in brawl ball i alwys play him there
At 600 tr yeah