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Ruffs

"Ruffs is a loyal, highly disciplined space colonel who runs a tight ship and does everything by the book. But deep down, he just wants to be a good boy!"

Class: Support

Rarity: Mythic

Trio: Starr Force with Squeak and Eve

Best skin: Teen Ruffs

Mastery title: "Colonel"

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Ruffs is a support brawler that can also output decent damage with his bouncing. He gives great buffs to his team and is also an amazing synergy brawler with his hypercharge and wallbreak star power.

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Health: 2800 to 5600

Movement speed: Normal​​​​​​

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Main Attack: Double-Barrel Laser

"Ruffs' twin-laser bounces off walls multiple times. They can hit opponents behind cover."

Damage: 2 x 600 to 1200

Range: Long

Reload Speed: Fast

Ruff's main attack can output a surprising amount of damage with good aim, as he unloads and reloads his ammo very fast. The bounce makes him good on maps with lots of walls, but the fast projectile speed also makes his main attack good on open maps as well.

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Super: Supply Drop

"Ruffs calls down a supply drop that damages any opponent it hits, and leaves a power-up for friendly Brawlers to pick up. The power-up increases health and damage. Multiple power-ups do not stack, and you lose the power-up if defeated."

Damage: 1000 to 2000

Damage Boost: 20%

Health Boost: 700

Range: Long

Ruff's super is a great support ability, being able to give you and your team extra health and damage. It often isn't used for its damage, as it is relatively easy to dodge the super. If you are able to get multiple teammates powered up, it can make it almost impossible for the enemies to push into your team. Interestingly, the health boost remains the same for all brawlers and power levels, essentially giving it more value on brawlers with less HP.

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Gadget 1: Take Cover

"Ruffs throws down 3 sandbags as cover. Each one has 35% of Ruffs' max health."

Cooldown: 16 seconds

This gadget is mainly used for countering single-target brawlers, as the sandbags do nothing except tank shots. The fact that there are 3 of them that have almost 2000 health at max level means it can absorb many projectiles, wasting several ammo from single shot brawlers. However, it does nothing against brawlers with splash damage, making it situational.

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Gadget 2: Air Support

"Ruffs calls a barrage around the nearest opponent, dealing 1200 damage with each hit."

Cooldown: 15 seconds

This gadget calls down several rockets down on the nearest enemy, exploding and knocking them back if any of them hit. It covers a huge area, however it is very easy to dodge due to it having a very long delay between the indicator and when the meteor lands. The gadget is still useful for area control however, and can be used off cooldown effectively.

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Star Power 1: Air Superiority

"Supply Drop now includes a bomb that adds 120% more damage to the drop and also allows it to destroy walls."

This star power actually doesn't add that much damage to Ruffs's super, but it still allows it to deal very solid damage if it hits. However, the most useful part of this star power is the wallbreak, allowing Ruffs to effectively open up the map to synergize with his teammates or counter the enemies.

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Star Power 2: Field Promotion

"Friendly Brawlers have their maximum health increased by 30 every second they are in range of this ability while it's active."

This is a very unique star power, not healing allies but increasing their health pool. However, it resets whenever they die. This makes the star power incredibly situational, as dying results in the star power getting almost no value. It is only really useful in Bounty/Wipeout, as these modes are incredibly passive, allowing the health boost to stack very high, potentially doubling your allies' health.

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Hypercharge: The Goodest Boy

"Ruffs' Super deals 25% more damage and his power-up fully charges a Hypercharge."

Charge rate: 2 and 1/2 supers

Ruffs's hypercharge can be incredibly powerful when used correctly, as the full hypercharge is often a game changer for your team. It depends on the meta for which hypercharges are the best, but Ruffs's hypercharge is always great to allow them to make a game changing play. It does often require teamwork and communication both in draft and in game, so it is best used when playing in a team.​​​

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Gear selection:

Ruffs's best gears are shield and damage, as they help with his overall below average health and damage. Ruffs' Super deals 25% more damage and his power-up fully charges a Hypercharge. Vision is also a great choice for gears due to his attack having multiple projectiles, a fast reload speed, and being able to extend its range by bouncing.

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Best build: 

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Other good abilities to buy:

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Best Matchups:

Ruffs is mainly a synergy brawler, so he isn't made to necessarily counter a specific brawler or composition. However, he is still a great matchup into Rico due to his main attack also being able to bounce, and his Take Cover gadget is great at tanking some of Rico's shots. His wallbreak can also be used to semi-counter the enemy composition if they have multiple throwers or tanks. Ruffs's Take Cover gadget is also great at brawlers who are very reliant on getting their first supers, as the sandbags can delay them from getting any super charge for a long time. Stu and Surge are great examples of brawlers that struggle against the sandbags.

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Best Counters:

Ruffs is countered pretty easily by assassins, as he doesn't have much health and has limited ways to defend himself if he gets jumped. Buzz and Kaze are 2 brawlers who can easily get on top of Ruffs and shut him down. Carl is also a great counter due to him being able to pierce through Ruffs's sandbags, and also being able to assassinate him with his gadget and super combination.

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Best Game Modes: 

Ruffs is a great brawler for Gem Grab, as his hypercharge allows his team to make a potential game-changing play and steal away the game even if they are losing. Ruffs is also a very good, but situational Bounty brawler with his Field Promotion star power, allowing him and his team to stack up health and become nearly impossible to kill in the final seconds. His super also plays a great role in both of these modes, as a fully boosted team is incredibly hard to push into with the conventional picks on these modes.​

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Tips and Tricks:

  • Ruffs's Air Support gadget is great to spam off cooldown, as it has a large activation range and can provide solid area denial.

  • Ruffs's bouncing main attack is great when used on enclosed areas to get his attacks around walls and extend their range.

  • Ruffs can unload his shots very fast, allowing him to quickly shoot brawlers down at close range.

  • Use Ruffs's super combined with Air Superiority to break open key walls on the map, allowing your team to dominate more easily.

  • Ruffs's super is also a great defensive tool for him against assassins, as it deals a lot of damage and knocks enemies back, allowing for Ruffs to also connect additional main attacks.

  • Try to combine Ruffs's hypercharge with brawlers that have take a long time to charge their hypercharge, as Ruffs can allow them to get their hypercharge when they otherwise would not have.

  • If a teammate has already picked up a power up from Ruffs, they cannot pick up his hypercharged drop, so make sure to either use it after they die or on another teammate.

  • You can also use Ruff's hypercharge and wait until the duration runs out, then pick it up again to use another hypercharge. You can only do this once, however, as you cannot pick up the hypercharged drop if you already have a power up.

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Overall ranking: A

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