Brawl Stars Tick Guide is about turning Tick’s kit into repeatable decisions, not memorising a build. Tick currently has 2400 health, 750 movement speed and is classed as an Artillery. The October 4 all-map snapshot records 2.1M picks at a 61.6% win rate and 1.33% use rate. Those numbers show how Tick is performing in aggregate, but learning this Brawler’s spacing and timing matters far more in an individual match.
The core mechanic is Minimines: three 680-damage mines, an 8.67-tile throw range and a very slow 2.4-second reload. The Super, Headfirst, has a 1,600-health seeking head that explodes for 2,000 damage and returns 50% Super charge when it connects. The rest of this Brawl Stars Tick Guide focuses on how those pieces connect to positioning, ammo, objective timing and matchup choices.
Brawl Stars Tick Guide: the game plan in one table
| Fact | Current value | Why it matters |
|---|---|---|
| Role | Artillery | Play the lane according to the kit, not the label alone. |
| Health | 2400 | Use Tick’s health total to count how many enemy shots can land before a commit becomes unsafe. |
| Movement speed | 750 | Use Tick’s movement to preserve the preferred range rather than simply chase damage. |
| Main attack | three 680-damage mines, an 8.67-tile throw range and a very slow 2.4-second reload | This defines Tick’s preferred spacing. |
| Super | a 1,600-health seeking head that explodes for 2,000 damage and returns 50% Super charge when it connects | This is Tick’s main fight-swinging tool. |
| Current sample | 2.1M picks, 61.6% win rate | Useful live context, but map and matchup still decide the pick. |
That is the practical core of Brawl Stars Tick Guide.

How to use Minimines properly
Minimines has three 680-damage mines, an 8.67-tile throw range and a very slow 2.4-second reload. For Tick, the number that matters most changes with the situation, but every ammo spend should still answer a question. With Tick, decide whether that shot is building Super, forcing a dodge, denying a route, saving an ally or taking the elimination. For execution, tick is strongest when each ammo covers a different escape route; Stacking all three attacks on one tile creates a large number but often gives the enemy an obvious safe path around the whole pattern.
Do not measure a good attack only by immediate damage. Tick pressure that forces an enemy off an objective or into the next shot is often worth more than raw chip. The important point for Brawl Stars Tick Guide is to make the choice before the fight, not after the bad matchup has already started.
How to use Headfirst without wasting it
For execution, Headfirst has a 1,600-health seeking head that explodes for 2,000 damage and returns 50% Super charge when it connects. For execution, headfirst is both pressure and self-defense; Sending it down an empty lane for damage can leave Tick without the one tool that stops an assassin from walking through the mine field. A useful Tick Super has a clear before-and-after state: before it the enemy owns a lane or escape, and after it that option is gone.
The repeatable sequence in this Brawl Stars Tick Guide is: place one mine pattern on the enemy’s current tile, the second on the obvious retreat and save the third for the route toward the objective; send Headfirst only after the mines make dodging awkward, then use Mine Mania to seal the escape. If Headfirst cannot change the objective, the elimination odds or Tick’s survival, holding it can be stronger than firing it. Used this way, Brawl Stars Tick Guide becomes a decision guide rather than a list of buttons.
Ammo, reload and tempo
The attack timing in this Brawl Stars Tick Guide is anchored by three 680-damage mines, an 8.67-tile throw range and a very slow 2.4-second reload. Avoid emptying all of Tick’s ammo simply because a target appeared. Keep one Tick shot when the enemy has a movement ability available or a teammate may need help in the next second. That reserve ammo is what turns pressure into an actual punish.
When Tick wins a trade, use the reload window to take space, not to stand on the same tile waiting for full ammo. This is where Brawl Stars Tick Guide should change with map geometry and the enemy draft.
Positioning and the right range
Tick is strongest on closed or semi-open maps where walls let Tick attack safely and choke points force enemies to cross overlapping mine zones. That sentence should determine where you stand before the fight starts. The safest Tick position is not always the furthest back; it is the tile that threatens the next objective interaction without exposing the Brawler to a counter for free.
If the enemy repeatedly forces Tick into the wrong range, rotate lanes instead of trying to outplay the same bad geometry. A strong Brawl Stars Tick Guide setup turns those numbers into a repeatable plan.
Gadget and Star Power timing
For Tick, the first Gadget option is Mine Mania: makes Tick’s next attack fire six mines instead of three on a 15-second cooldown; the alternative is Last Hurrah, which gives Tick a 50% shield for 1 second before bursting for 1,360 damage, on a 15-second cooldown. For Star Powers, Well Oiled lets Tick start natural healing 2 seconds faster when he is not taking damage or attacking, whereas Automa-Tick Reload cuts Tick’s reload time by 9%. In a practical Brawl Stars Tick Guide, these are timing tools, not passive text, so save the Gadget for the interaction it changes instead of pressing it on cooldown.
If the enemy has not yet used the movement, stun, knockback or burst that threatens Tick, keeping the Gadget available can be stronger than a small early advantage. The next layer of Brawl Stars Tick Guide is recognising when the default recommendation stops being the correct one.
Best modes and map shapes
Tick fits naturally into Knockout, Bounty and Wipeout, especially on closed or semi-open maps where walls let Tick attack safely and choke points force enemies to cross overlapping mine zones. Map shape is the important Tick filter because the same mode can contain a wide-open sniper map and a compressed wall maze. Pick Tick only for a lane the kit can actually play.
A useful pre-match rule from this Brawl Stars Tick Guide: trace the route from spawn to the first meaningful fight. If that route exposes Tick’s weakness before the kit can do anything, choose another lane or another Brawler. Keeping that rule in mind makes Brawl Stars Tick Guide much more reliable across different modes.
How to play the favorable matchups
- 8-Bit: slow movement makes it difficult to cross repeated mine patterns without taking damage; when piloting Tick, keep the fight in that favorable pattern.
- Poco: wide support formations give Tick multiple predictable routes to zone; when piloting Tick, keep the fight in that favorable pattern.
- Bo: Tick can attack over cover and pressure mine positions without walking into the traps; when piloting Tick, keep the fight in that favorable pattern.
The point with Tick is not to sprint at a favorable target. Hold Tick’s favorable range or angle and make that target spend resources to escape it. The value of Brawl Stars Tick Guide comes from connecting the kit to the actual win condition.
How to survive the bad matchups
- Mortis: Mortis can dash across mine gaps and force Tick to spend Super defensively; with Tick, react before that advantage is established.
- Edgar: Edgar can jump directly onto Tick and bypass most of the zoning pattern; with Tick, react before that advantage is established.
- Mico: Mico’s advantage is that jumps over the mine timing and can reach the low-health artillery body; with Tick, react before that advantage is established.
- Kenji: Kenji’s advantage is that mobility and invulnerability windows let him cross the lane without paying the normal mine tax; with Tick, react before that advantage is established.
- Leon: Leon’s advantage is that invisibility removes the information Tick needs to pre-place safe mine zones; with Tick, react before that advantage is established.
Against these Tick counters, the correct adjustment is usually earlier positioning, lane swapping or saving a defensive tool. Trying to repair a bad Tick matchup after the counter has reached its preferred range is much harder. That trade-off is central to Brawl Stars Tick Guide in real matches.
Mistakes that lose games with Tick
- Tick mistake to review: dumping all three ammo onto the same square and giving the enemy one easy dodge.
- Tick mistake to review: sending Headfirst for chip when an assassin is holding an engage tool.
- Tick mistake to review: standing directly behind the same wall for several attacks and making the dive angle predictable.
- Tick mistake to review: using Mine Mania into open space instead of a choke, revive point or retreat lane.
Those Tick errors share one theme: a limited resource gets spent before the decisive moment. A disciplined Brawl Stars Tick Guide keeps ammo, Super, Gadget and position tied to the objective. Read this part of Brawl Stars Tick Guide as a trigger for a decision, not as a rigid tier list.
Practice checklist for Tick
- Track the Minimines range before every lane fight.
- Name the purpose of Headfirst before pressing it.
- Keep one ammo when an enemy engage tool is still available.
- Rotate if the lane geometry repeatedly forces the wrong range.
- Practice the sequence: place one mine pattern on the enemy’s current tile, the second on the obvious retreat and save the third for the route toward the objective; send Headfirst only after the mines make dodging awkward, then use Mine Mania to seal the escape.
- After every Tick death, identify whether the mistake was range, ammo, timing or matchup rather than blaming the build.
Run that checklist for a handful of games and Brawl Stars Tick Guide becomes much easier to apply under pressure. This final check is what keeps Brawl Stars Tick Guide useful after the loading screen.
The final test for Brawl Stars Tick Guide is simple: can you explain what changes when the map, lane or enemy draft changes? If yes, Brawl Stars Tick Guide is doing real work rather than copying a static loadout.
