
Darryl
"Darryl put on the pirate captain's hat in a bid to avoid work, but now he's forced to defend his ship! Who knew being in charge took actual effort?"
Class: Tank
Rarity: Super Rare
Trio: Pirate with Tick and Penny
Best skin: D4R-RY1
Mastery title: "Pirrrate!"
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Darryl is a great tank/assassin combo that has great mobility and survivability. He can also charge his super automatically over time, making him viable in more passive modes. However, he doesn't do the most damage against enemy brawlers compared to other brawlers with similar range as him.
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Health: 5300 to 10600
Movement speed: Fast
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Main Attack: Double Deuce
"Darryl's double barrel shotguns fire two staggered blasts of heavy close-range damage."
Damage: 10 x 240 to 480
Range: Normal
Reload speed: Normal
Darryl's main attack shoots out 2 short ranged shotgun shots with 5 pellets each and a short delay in between. They cover the exact same area despite being fired from different sides. It can deal a lot of damage, but only at point blank range. Other than that, they don't deal much damage.
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Super: Barrel Roll
"Darryl rolls forward inside his barrel knocking back enemies, reducing incoming damage and bouncing off walls. His Super recharges over time!"
Damage: 400 to 800
Range: Long
Damage reduction: 50%
Uses: 2
Darryl's super makes him extremely mobile, as he has 2 long ranged rolls. He also gains solid damage reduction during his roll. This is a great super for dribbling in Brawl Ball, getting up close to enemies, or escaping when necessary. It can also bounce off walls to get to enemies behind cover. Note: If you die with 1 super left, you will respawn with no super. Make sure to try to use both before you go down.​
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Trait: Charges super over time. Takes around 30 seconds to fully charge.
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Gadget 1: Recoiling Rotator
"Darryl spins around and sprays a barrage of shots in all directions. Each shot deals 600 damage and recharges his Super by 25% if it hits enemies!"
Cooldown: 12 seconds
This is an okay gadget for Darryl. It shoots out 15 pellets that don't deal much damage, but it can charge a lot of his super if multiple connect. However, it takes a while to fully unload, and he can't use any other attack during the gadget.
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Gadget 2: Tar Barrel
"Darryl creates a slowing area around himself for 5 seconds."
Cooldown: 15 seconds
This can be a good gadget for Darryl, as he can only deal damage if he is right next to the enemy. The slow can help him close the gap on enemies, which may not seem useful, but can be for Darryl. This is because his damage drops off significantly if enemies are more than 1 tile away from him, giving this gadget decent value sometimes. Overall, however, both of Darryl's gadgets are relatively lackluster.​
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Star Power 1: Steel Hoops
"After Barrel Roll all damage Darryl takes is reduced by 25% for 2 seconds."
This is a great star power, giving Darryl more survivability when he needs it most. It prevents him from dying in multiple scenarios, and can even last for 4 seconds due to Darryl having 2 supers.
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Star Power 2: Meteor Rush
"When Darryl uses his Super, he doubles his reload speed for 5 seconds."
This seems like a good star power on paper, however extra reload speed is not what you need often with Darryl. He often just needs to survive his engage to get value, making the other star power more valuable. However, this star power can make Darryl do an insane amount of damage with his main attack on the Heist safe.
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Hypercharge: Barrel O' Bullets
"Shoots his shotguns around himself during a Barrel Roll. Each shot does 600 damage."
Charge rate: 3 and 1/3 supers
Speed buff: 25%
Damage buff: 5%
Shield buff: 25%
Darryl has a pretty bad hypercharge, as the pellets don't often hit, and even when they do, they don't do much damage. However, the hypercharge does charge automatically similar to his super. The pellets fired also charge his super, making it easier to chain. It's still a pretty bad hypercharge though, and is mainly used for its stat buffs.
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Gear selection:
Darryl's best gear overall is damage gear, as he has high HP and often needs extra damage to finish off kills. Speed and health are great 2nd gear options, with both providing good value. Use speed on bushy maps and health on non-bushy maps.
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Best build:
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Other good abilities to buy:
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Best Matchups:
Darryl does best into marksmen or other long squishy brawlers that can't stun or push him away, or don't deal the most damage. Belle is a great example of this, as she doesn't deal the most damage, has low HP, and has no way to get Darryl off her once he supers in. He can also do good against Tick, as even though he has knockback in his super and gadget, Darryl can actually use his rolls to bypass the knockback, leaving Tick as a sitting duck with his slow attacks and low HP. Darryl is also an amazing counter to Carl, as Carl can't really kill Darryl unless he decides to go in on him, and Darryl can easily cancel Carl's super with his own, and there is no way for Carl to kill Darryl at close range without his super.
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Best Counters:
Otis is probably the best counter against Darryl, as Darryl can get around most tank/assassin counter with his insane mobility. However, Otis can shut down his mobility very well with his mute and render him completely useless. R-T is also an amazing counter due to the sheer amount of damage he can do when he is split. If Darryl decides to roll on R-T, he will guaranteed die or take a lot of damage. Cordelius is also an amazing counter to Darryl for similar reasons to Otis, as he has a gadget that can mute him and his super also makes Darryl unable to use his rolls. He can also shred down Darryl at close-range interactions(not point blank).
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Best Game Modes:
Darryl is one of the few close range brawlers to be good in Knockout, as his super and hypercharge charge overtime without needing to hit any enemy. He is great in the endgame because of his HP and killing power against squishy brawlers. He is also great in Heist, as he can get on the safe easily with his rolls and output a lot of damage on the safe.
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Tips and Tricks:
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Try to hit Darryl's super at the end of its range, as enemies knocked up there will be unable to attack you back for a short period after you stop rolling.
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Play passive in the starting engagements with Darryl and build up your super. After your first super, make sure to pressure the squishy brawlers and cycle your super effectively.
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If you know you are going to die and have already used 1 super, make sure to use his other one as he will respawn with no super charge if you die with 1 super remaining.
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You can double hit enemies with Darryl's super if you hit it against a wall and hit the enemy twice. This results in the enemy being knocked up for longer, meaning they can't hit you back.
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You can use Darryl's super to tank incoming projectiles, as it has a good damage reduction and negates most knockback effects.​
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There is also a way to double hit enemies with Darryl's super without bouncing it off a wall, however this is very luck-based and will almost never happen on purpose.
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There is a way to get all of the projectiles from Recoiling Rotator to hit the heist safe, but this is very hard to pull off. Activate the gadget when you are slight up and left of the safe, then rotate clockwise around the safe for the duration of the gadget.
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Darryl's super is great for dribbling in Brawl Ball. You can pass the ball, super, repeat, then pass the ball in. You can also do it once and then super shot the ball. You also knock back all brawlers in the path, making this a very good and consistent way to score goals, or just get the ball up the map.
Overall ranking: C
