Every gadget, star power, hypercharge, gear, main attack and Super in Brawl Stars — 744 abilities in total — plotted on a single four-axis design map. Damage sits opposite Sustain (healing, shields, revives); Movement sits opposite Space (walls, zones, range, holding ground). The further a dot sits from the centre, the stronger the effect. Abilities that blend two neighbouring axes — a slowing damage projectile, say — sit between them. An ability with a second, opposite effect gets a second, hollow dot: pin it or hover it to see the link. A dotted reach ring marks an attack that goes over or through walls. A dashed ring marks abilities that reveal or hide.

This is the method I sketched out in 2012 during World of Battles: define your fundamental gameplay axes, plot what you have, look at the gaps. The plot is the prompt. Here, you can see how clustered or thin each axis is across the game's 105-brawler roster — and where, if you were adding a new brawler, the open ground sits. What this map says about the roster, layer by layer, is written up in Reading the Brawl Stars Roster.

The Brawlers view collapses each brawler into one portrait, placed by peaks rather than averages. On each axis the brawler keeps the strongest thing it has there: health ranked across the roster as Sustain, speed as a nudge toward Movement for the fast ones, then the attack, the Super, the hypercharge, and the gadgets and star powers at a discount. The portrait sits as far out as its strongest axis, in the direction the whole profile pulls. It shows what each brawler is for, and which corners of the map no brawler calls home.

Search for a brawler, or click a dot or a portrait, to pin it: pinned brawlers stay bright in both views and travel in the link. The columns on the right slice by ability type, brawler class, attack range and how an attack travels. Scroll to zoom, drag to pan, hover a dot for the ability's text and its Power 11 numbers. Every placement follows written rules and was reviewed by hand; disagree with a dot and it can move.

2 4 6 8 10 Damage Movement Sustain Space