

Carl
"Carl is a mining robot who's fascinated by rocks and stones of all kinds. Don't let him get started on his latest obsession: the effects of Gems!"
Class: Controller
Rarity: Super Rare
Trio: Mining with Dynamike and Jacky
Best skin: Sultan Carl
Mastery title: "The Geologist"
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Carl is a very versatile damage dealer with has good range and HP. He can do good ranged damage with his main attack and first gadget, good melee damage with his super, and has great mobility with his second gadget, allowing him to become a pseudo-assassin.
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Health: 4000 to 8000
Movement speed: Normal
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Main Attack: Pickaxe
"Carl throws his Pickaxe like a boomerang. After he catches the returning Pickaxe, he can throw it again."
Damage on hit: 740 to 1480
Range: Long
Reload speed: Slow
Carl's attack is essentially a long ranged boomerang. He doesn't have a reload speed, and can only attack again when his pickaxe returns to him. It can deal good damage since it can hit enemies going out and coming back.
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Super: Tailspin
"Carl goes into a crazy spin for a few seconds, flailing around and damaging nearby opponents."
Damage per swing: 500 to 1000
Range: Short
Duration: 3 seconds
Time between swings: 0.25 seconds
Carl's super is great at dealing with enemies that come up close to you, as it has 4000 DPS, and he also gains a massive speed boost during the super. However, he can't use his main attack, so you should only use your super if the enemy is close to you. It is also cancelled by any knockback or stun, so be wary of the opponent's abilities.
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Gadget 1: Heat Ejector
"The next pickaxe Carl throws will drop a trail of hot rocks behind it! Opponents that touch them are set on fire and receive 600 damage per second."
Cooldown: 17 seconds
Fire duration: 4 seconds
This is a great gadget for Carl, as it can help him deal even more damage with his main attack. Enemies can also step onto the fire twice, leading to them 7 ticks of fire damage. It can also be used to force enemies out of an area on the map, and it also makes them unable to heal for a long time due to the damage over time.
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Gadget 2: Flying Hook
"Carl's next attack makes his pickaxe pull him to the farthest point of the attack."
Cooldown: 19 seconds
This gadget is also great for Carl, as it allows him to be an assassin. He can go up to squishy brawlers or throwers, use his super, and get an almost guaranteed kill. Both of Carl's gadgets being strong in different matchups are what makes Carl a versatile and strong brawler.
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Star Power 1: Power Throw
"Carl throws his Pickaxe with 10% more speed, allowing it to travel and return faster."
This is a decent star power, as it is essentially a permanent reload speed buff for Carl, which increases his overall damage. However, his second star power is far better.
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Star Power 2: Protective Pirouette
"During Carl's Super, all damage he receives is reduced by 35%."
This is an amazing star power for Carl as he is most vulnerable when he uses his super, as he can't use his main attack and is often up close to the enemies. The damage reduction allows him to survive longer, which might allow him to survive and get kills he wouldn't have been able to get without this star power.
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Hypercharge: Flamespin
"Carl gains a flame trail while using his Super. The trail burns on contact, causing damage over time."
Charge rate: 2 supers
Speed buff: 25%
Damage buff: 15%
Shield buff: 15%
Carl's hypercharge effect is alright, but it is not what makes his hypercharge strong. His super now acts similar to his Heat Ejector gadget, leaving rocks on the ground that burn the enemy over time. It can do a lot of damage, but Carl's super already does enough damage to get the kill. However, the hypercharge provides great stat boosts and cycles very fast, making Carl's hypercharge good.
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Gear selection:
Carl has several good gear option. Damage is overall the best, but pretty much every other gear is great as a second choice.​
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Best build:
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Other good abilities to buy:
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Best Matchups:
Carl has a lot of matchups he can work into. However, his best matchups are against brawlers who don't have much HP and can't knock him out of his super. This leads to him being a good counter to generalist brawlers like Amber, Squeak, and Janet, who both sit at mid range, don't deal too much damage, and can't knock Carl out of his super. Carl can counter many more brawler archetypes, however it takes more skill to counter them effectively.
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Best Counters:
Carl's best counters are brawlers who can knock him out of his super with a stun or knockback. These are mostly tanks and anti-tanks. Surge, Darryl, and Buzz are brawlers that almost always have abilities to render Carl's super useless, and they can out damage him when he doesn't have his super.
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Best Game Modes:
Carl can be used in pretty much every game mode, just don't use him on maps that are too open. His best modes is probably Gem Grab, as he can maintain control and potentially assassinate the enemy gem carrier to make a turnaround play, and this is also the mode where his best matchups are often picked. He also does well in Hot Zone, Brawl Ball, and even Heist, as his super and Heat Ejector gadget can do a lot of damage. ​
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Tips and Tricks:
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You can also use your super's speed boost to escape if the situation calls for it.
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You can speed up Carl's reload speed by hitting your pickaxe against a wall, allowing for it to come back faster.
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Try to use your main attack before you use your super to allow for more cycling potential and damage.
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You can hit people behind walls with Carl's attack if you move in a way to that your attack hits enemies behind walls on the way back.
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You can use Carl's Flying Hook gadget to effectively dribble the ball in Brawl Ball.
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You don't necessarily have to hit Carl's Heat Ejector gadget, as even if you miss, it can provide area control.
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Carl is a high-skill brawler, as you need a lot of game sense to know when to use his abilities at the right time. You can't go in when you know the enemies will kill you or interrupt your super.
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Overall ranking: A
























