

Chuck
"Once a brilliant maestro, now a train conductor, Chuck traded the symphonies of the concert halls for the cacophonies of the Ghost Station, all in the hope of discovering the next big thing in music!"
Class: Controller
Rarity: Mythic
Trio: Ghost Station with Gus and Shade
Best skin: Desert Scorpion Chuck
Mastery title: "The Maestro"
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Chuck is a brawler with high potential mobility that requires a large amount of setting up. He automatically charges his super very fast, as it is the backbone of his kit. However, the rest of his kit, especially his main attack, are very lackluster, and he is limited to only a select few modes and situations.​
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Health: 4700 to 9400
Movement speed: Fast​​​​​​
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Trait: Charges super automatically. Takes 5 seconds to fully charge.
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Main Attack: Steam Engine
"Shoots a cloud of steam from Chuck's hat, piercing and damaging enemies. Deals more damage the closer Chuck is to an enemy."
Maximum Damage: 3 x 540 to 1080
Minimum Damage: 3 x 270 to 540
Range: Normal
Reload Speed: Slow
Chuck has easily one of the most underwhelming main attacks in the game, shooting 3 puffs of steam at a relatively short range with a slow projectile speed, making them hard to hit. They can do decent damage up close, however they deal less damage the farther they travel. Additionally, his attack also has an incredibly slow unload and reload speed, giving him low burst and sustained damage throughout the game.​
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Super: Choo-Choo!
"Dash to the nearest Post in line of sight, damaging enemies on the way. While no Posts are in line of sight, throw a new Post to the ground."
Post Damage: 400 to 800
Post Range: Very Long
Post Count: 3
Dash Damage: 1750 to 3500
Dash range: Normal
Dash Damage Reduction: 50%
Chuck automatically charges his super very fast, in only 5 seconds. He can also charge it normally like most other brawlers by hitting his super or main attack. If manually aimed or if auto aimed while Chuck isn't near a post, Chuck's super throws down a post at a very long range that deals low damage and has knockback. The post can only be destroyed at the end of a round, such as Knockout, or if Chuck goes over the maximum posts, removing the first ones placed.
If Chuck auto aims near a post, he will dash to the post, dealing a large amount of damage to enemies in the way. He can place down up to 3 posts, and you often want to have them connected to travel as far as you can across the map. Chuck also gains a large amount of damage reduction while dashing, only taking 50% damage. You can see if Chuck is in range to dash to a post while aiming his super, however post-to-post connections extend longer than the indicator shows.​​If connected, the posts also point to the next post Chuck will go to.
Overall, Chuck's super requires a large amount of setup to get down properly, but can allow for him to have some of the most mobility in the game, although it is very predictable, as enemies can see where your posts are.
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Gadget 1: Rerouting
"Chuck removes the nearest Post and recharges his Super."
Cooldown: 10 seconds
This gadget can be useful to quickly adjust Chuck's setup if it ends up not working right. It also instantly recharges Chuck's super, which can be useful at the end of a Heist match to quickly finish of the safe. However, it can't be used if Chuck already has his super, which he will often have due to it automatically charging extremely fast. It will also not be used very often throughout the match, as it only provides a benefit at the end of a match or when you mess up with your setup.
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Gadget 2: Ghost Train
"Chuck's next Super can go through walls!"
Cooldown: 17 seconds
This is a very useful gadget for Chuck, giving his dash a lot more potential and unpredictability, as he will go in a different pattern than his normal super if set up correctly. However, it has a relatively long cooldown, making it hard to use more than once per engage.
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Star Power 1: Pit Stop
"Increase the maximum amount of Posts by 1."
This is a great star power for Chuck, giving him more potential map coverage and mobility with his dashes. He can travel much further along the map, allowing for better post setups. However, it can take longer to both set up and readjust his setups, so keep that in mind.
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Star Power 2: Tickets Please!
"Dashing through enemies with his Super will also steal 33% of their ammo."
This star power allows Chuck to steal 1 ammo from brawlers he hits with his dash. It can be good against bad opponents, as they will often not be paying attention to Chuck's posts and get hit by his super more often. However, Chuck's main attack is so bad that getting an additional ammo isn't that beneficial, and Chuck is often reliant on the 4th post from his other star power.
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Hypercharge: Full Steam Ahead!
"Chuck has unlimited range on his next dash and leaves clouds of damaging steam behind him!"
Charge rate: 3 and 1/3 supers
Chuck has easily one of the worst hypercharges in the game both in ability and charge rate. Having infinite range on his next dash is only really good to activate right from spawn, and the puffs of steam deal almost no damage and get no value. He also doesn't charge his hypercharge through his trait, meaning he can only charge it through hitting shots, which Chuck doesn't often do. Overall, this hypercharge should only be bought if you have too many coins on your account due to the fact it takes forever to charge and gets almost no value.​​​​​​​
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Gear selection:
Health is Chuck's best gear overall due to him having relatively high health, and it helps him recover health faster before dashing in. Damage is also useful for Chuck for the general damage boost and due to him being able to deal a ton of damage to brawlers he dashes through when it is active
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Best build:
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Other good abilities to buy:
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Best Matchups:
Chuck can do good against brawlers with low burst damage and crowd control, as they have no way to stop his super and can't pre-fire their shots against him very well. Brawlers such as Gene, Mr. P and Brock don't do very well into Chuck due to him as they can't burst down or control Chuck very well, and Chuck's dash takes out a ton of their HP.
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Best Counters:
Doug is best countered by high burst damage brawlers that can immediately take him out once he finishes dashing. Brawler such as Bull and Clancy get fed from Chuck due to his short range, and can easily destroy him every time he tries to dash in. Cordelius is also a great counter to Chuck due to Chuck not being able to use his super in the shadow realm, and getting put into the realm also cancels his current dash. Sprout is also a solid counter to Chuck on Heist due to his walls being able to block Chuck's dash from getting to the safe.
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Best Game Modes:
Chuck is one of the best brawlers in the game for Heist, as he can just place a post on the safe and constantly dash on it, dealing a ton of damage with the dash and his main attack. It's the only mode he's consistently good in, however he can be decent in Hot Zone due to being able to constantly dash on the zone, and Knockout when the gas closes in.​
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Tips and Tricks:
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At the start of a game/round, focus on getting your full post setup done. Chuck's posts still persist even if he dies, so it's fine if you die a few times before you get it set up.
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Chuck's posts light up if you are in dash range, and his super button also changes, so pay attention to these indicators when you want to go in as to not waste his super and place a post in a bad spot accidentally.
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The knockback from Chuck's posts can occasionally be useful when dealing with brawlers close up, however it will likely mess up your setup, making you have to reset all of your posts unless you use his Rerouting gadget.
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If the enemy team is holding control on the map well, dash up to where your current posts are, use Rerouting to get rid of your end post, then replace it farther up the map. Chuck can throw his posts very far away, allowing you to potentially reach close to the other side of the map. You can replace the destroyed post later on.
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In Heist, try to engage and disengage on the safe as fast as possible, as this will allow you to deal extra damage since his dash deals so much damage. However, be mindful of your health, and try to get back to full HP before going back in.
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In Heist, try to place your final post can be placed behind the safe. This can allow for Chuck to hit the safe twice in one super if he is standing directly on the safe, allowing for huge damage. There are also specific setups on maps that allow you to hit the safe 3 or more times, however this is incredibly hard to set up, and you often don't have access to the setup from spawn.
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Try to get one post as close to spawn as possible, as you can dash up the map with the invincibility shield if it is close enough, which can block a huge amount of damage.
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Try to know where you will set up your posts ahead of time as to not waste time in game trying to figure out where to place them. Testing them in friendly battles is a good idea for this.​
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Try not to use Doug's super when low on ammo, as it makes it very hard to cycle his super through both his healing or damage.
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If you are extremely close to your super with Doug, you can take some damage and then heal yourself up with his Self Service star power to get the necessary super charge.
Overall ranking: A






















