Brawl Stars New Brawlers Guide: How to Play Thunder Frogs, Rey and Ruby
The November 2026 Brawl Stars update introduces three Brawlers who approach fights differently. Thunder Frogs pressure opponents with electrified triangles, Rey builds marks for stronger attacks, and Ruby controls space with a Super that grounds enemies.
This guide explains their announced abilities and offers starting points for using them. Loadout and strategy suggestions are early recommendations, not proven best builds. Check the in-game schedule for each Brawler’s availability.
Which New Brawler Suits You?
| Brawler | Rarity and class | Strength | Key skill to learn |
|---|---|---|---|
| Thunder Frogs | Legendary Artillery | Area pressure and controlling routes | Placing triangle edges and Super landings |
| Rey | Mythic Marksman | Sustained ranged pressure | Maintaining sightlines and following up on marks |
| Ruby | Mythic Damage Dealer | Area control and punishing enemies caught in her Super | Learning projectile paths and Super placement |
Thunder Frogs: Turn the Map Into a Triangle
Thunder Frogs are Zap, Zee and Volt, three frogs fighting together as one Artillery Brawler. Their attacks reward players who pay attention to where enemies are likely to move, not only where they stand.
How the attack works
Triangle Trick sends a frog to a chosen location, dealing area damage. After the second frog jumps, electricity connects the three frogs in a triangle. Its edges deal more damage than its interior.
On a narrow route, try placing an edge across the path an opponent wants to take. On open maps, opponents have more room to avoid it, so predicting their movement becomes more important.
Super and Hypercharge
Frogzilla! combines the trio into one giant frog that can jump up to three times. Each landing deals area damage, with more damage at the center; the third jump has the largest area.
You can use an early jump to pressure an opponent into moving, then aim a later landing at their new position. Avoid committing every jump to a chase if the target can easily escape your reach.
With Triple the Tricks, the Hypercharge adds a damaging triangle between the three Super landing positions. Plan the shape as well as each individual landing.
Gadgets and Star Powers
- Double Jumpers: Sends out two frogs at once. It requires full ammo and consumes all of it, so prepare before using it.
- Soothing Shock: Makes the next attack triangle heal allies inside it for 2,000 health.
- Leech Landing: Heals Thunder Frogs for 50% of the damage dealt by their Super jumps.
- Swamp Stomps: Slows enemies on the edges of the main attack triangle by 15% for two seconds.
Starting idea: Try Swamp Stomps if you want to practice controlling chokepoints. Leech Landing may suit a more aggressive style built around landing Super jumps. Learn the regular attack first before committing all your ammo to Double Jumpers.
Rey: Build Marks Before Going for Damage
Rey is a Mythic Marksman who becomes more threatening as he marks his opponents. His kit favors deliberate target selection and good positioning.
How marking works
Marked for Greatness fills a mark meter on enemies as Rey attacks. His attacks deal more extra damage as that meter fills.
Look for opponents you can keep in sight and pressure again. Switching targets can still be necessary, but repeatedly abandoning a marked opponent may leave some of Rey’s damage potential unused.
Super and Hypercharge
Endgame lets Rey aim for up to three seconds. During that time, he gains a 30% shield and marks enemies; he then fires at each visible enemy in range. Activate the Super again to fire early.
The shield gives Rey some protection while aiming, but it does not make an exposed position safe. Consider nearby cover and whether opponents can move out of sight before you commit.
His Hypercharge, Winning Position, lets the Super reveal invisible enemies and apply stronger hyper marks.
Gadgets and Star Powers
- Queen’s Gambit: Fires five queens in a cone, pushing back enemies they hit. It can help when opponents get too close.
- Rey Lopez: Throws a knight that fully marks an enemy and slows them by 20% for two seconds.
- Clock Management: Slows enemies being marked by Rey’s Super by 15%.
- En Passant: When Rey hits a fully marked enemy with his main attack or Super, the closest enemy in range also receives a full mark.
Starting idea: Rey Lopez and Clock Management both create slower targets, giving you opportunities to follow up. If enemies frequently fight close together, try En Passant to apply pressure to another nearby opponent.
If Rey doesn't feel smooth to use in combat, it might be due to latency issues. Try GearUP Mobile to optimize your route.
Ruby: Make Opponents Fight for Space
Ruby is a Mythic Damage Dealer whose main attack rewards accurate positioning. Her Super is particularly useful around areas enemies want to enter or hold.
Learn where the projectiles meet
Draw Two sends a Club and a Diamond along a figure-eight path. Hitting the same target with both at the same time adds damage.
Practice at different distances and angles to learn where the projectiles overlap. Moving closer is not automatically the best answer if it makes the double hit harder to land or puts Ruby in danger.
Super and Hypercharge
Royal Flush creates an area lasting four seconds. Enemies inside are grounded, while shots moving through the area deal damage based on their maximum health.
Use it where opponents need to pass through or contest an objective. Grounding can interfere with mobility-based escapes, but the interaction with individual abilities should be checked in play rather than assumed.
Her Hypercharge, All In!, enlarges the Super’s area and causes enemies hit by its shots to release additional shots. A well-placed zone matters more than activating it without a clear target area.
Gadgets and Star Powers
- Shuffle and Cut: Fires a Heart that splits into five, healing allies for 800 or dealing 15% of an enemy’s maximum health as damage.
- Stack the Deck: Fires four bouncing Spades that damage and knock back enemies.
- Lucky Number: Adds seven extra shots to Ruby’s Super.
- Double or Nothing: When both main-attack projectiles hit together, the target loses 5% of its maximum health per second for three seconds.
Starting idea: Use Stack the Deck if you need help keeping aggressive opponents away. Once you can land double hits consistently, try Double or Nothing for additional damage. Lucky Number is worth exploring when teammates can help keep opponents inside Ruby’s Super.
Should You Play Rey and Ruby Together?
Their Power Couple trait gives them a reason to cooperate:
- Rey: His main attack heals an allied Ruby for 800 health, and he moves 10% faster toward her.
- Ruby: Her main attack heals an allied Rey for 400 health, and she moves 10% faster toward him.
The bonuses can help the pair support each other while taking space. They do not mean both must always be picked together. Consider the map and the rest of your team first: a lineup may still need a frontline Brawler, wall-breaking ability or another role more urgently.
What Should You Practice First?
- Thunder Frogs: Place attack edges across routes and think about the triangle formed by your Super landings.
- Rey: Choose targets you can pressure repeatedly, then find a protected position for your Super.
- Ruby: Practice landing both projectiles and placing Royal Flush where opponents have a reason to stay.
Their announced kits show what each Brawler is designed to do, but long-term strength will depend on matches across different maps and modes. Start with the playstyle you enjoy, then adjust your loadout as you learn.
About The Author
The End