
Null's Brawl v69.252 Update: Cosmo, Vince & Brawler Blast
Supercell’s official August 2026 release notes (published September 1, then updated again with a September 16 maintenance pass) are out. Meanwhile, the Null’s Brawl v69.252 update mirrors that build: two new brawlers, a full rework of how brawlers get unlocked, and an official balance patch. Here’s what’s actually in it, straight from Supercell’s own patch notes rather than a mirror site’s summary. Below, you’ll also find where Null’s Brawl’s own build currently stands.

What’s New at a Glance
The headline list for the Null’s Brawl v69.252 update, straight from Supercell’s official release notes:
- Cosmo (Mythic Controller) arrived with the Royal Academy season on September 1; Vince (Mythic Damage Dealer) is officially slated for the October Brawl-O-Ween season — but Null’s Brawl’s own private-server build already ships both together.
- Brawler Blast replaces Starr Road entirely — unlocking a brawler is now a shooting-gallery mini-game instead of a fixed points track.
- Six brawlers — Poco, El Primo, Amber, Gus, Chuck, and Shade — got full Buffies reworks to their Gadgets, Star Powers, and Hypercharges. Chuck’s Super was rebuilt from scratch.
- Two new official balance passes — the September 1 launch patch and a September 16 maintenance follow-up — covering close to 40 brawlers between buffs, nerfs, and Brawl Arena-only scaling changes.
- New Hypercharges for Nori and Wendy, a Brawl Stars × Duolingo community event, a new Hide & Seek mode, and two full seasonal skin lines (Royal Academy and Brawl-O-Ween).
Want everything unlocked the moment it’s available? Get Null’s Brawl — every brawler, skin, and gadget is free from the start, no grinding required.
Null’s Brawl’s own Telegram channel announced v69.252 as live on September 16, 2026, with Cosmo and Vince both unlocked from day one — the same pattern as the last update, where Nori and Wendy shipped together instead of staggered. The private-server team also mentioned 18 new Buffies plus their matching skins going in alongside the two brawlers.
This site’s own Android and iOS builds haven’t been sourced and scanned yet — the mod page’s current attached build is still v68.279. We only publish a file here once it’s passed a local ClamAV scan, so there’s no fixed date until that’s actually done. Check this mod’s page for the current build and scan status.
| Cosmo | Vince | |
|---|---|---|
| Role | Mythic Controller | Mythic Damage Dealer |
| Available | Royal Academy season (already live officially) | Brawl-O-Ween season (October, officially) |
| Playstyle | Long-range orbiting projectiles that grow as they travel, plus a Super that drags the whole team’s fire onto one target | Mid-range coffee attacks with a caterpillar-to-moth resource loop that powers bonus damage and healing |
| Strengths | Zone denial, team-focused burst via Gravitational Pull, strong at range | Sustained pressure, self-healing through his own trait, rewards active map movement |
| Best for | Players who like setting up kills for a whole team rather than landing them solo | Players who want a damage dealer with a built-in sustain mechanic instead of a pure glass cannon |
That’s the practical breakdown — if you’d rather just pick a favorite, vote for Cosmo or Vince instead.

Cosmo is the lead astronomer at Starr Park’s Observatory. Between teaching visitors about the universe, he spends his time gazing at the stars, searching for something. He’s a Mythic Controller with no trait.
Main Attack — Orbit
Cosmo fires three projectiles that orbit outward in a circle. The farther they travel, the more they spread apart — and the bigger and harder-hitting they get. It rewards landing the far edge of the spread rather than point-blank shots.
Super — Gravitational Pull
Cosmo fires a magnet that attaches to an enemy. While it’s attached, every projectile his team fires — not just his own — gains extreme homing toward that target, turning a scattered team fight into a focused one.
Gadgets
- Planetary Pushback — knocks enemies back from a targeted area.
- Telescope Trap — reveals an area for 6 seconds, including invisible enemies, and locks out their movement abilities (dashes, jumps, teleports) while they’re inside it.
Star Powers
- Precession — orbit speed on the main attack, +25%.
- Ammo Attractor — hitting an enemy with the Super reloads 2 ammo.

Vince tends to both the espresso machine and his many-legged friends at his Creepy Café, much to his customers’ dismay — he walks slowly around it, careful not to step on any of his beloved bugs. He’s a Mythic Damage Dealer.
Trait — Caterpillar Collection
Caterpillars periodically spawn near Vince. Hitting one with a coffee attack, or just walking over it, turns it into a moth for his collection. Getting defeated costs him half of whatever he’s collected.
Main Attack — Espresso Shot
Vince serves up a fresh cup of coffee at range, dealing damage.
Super — Barista Barrage
A single projectile that inflicts a Caterpillar debuff. Main attacks against a debuffed enemy deal bonus damage, so the Super is less about the hit itself and more about setting up everything that follows it.
Gadgets
- Hot Coffee — an explosive cappuccino thrown for area damage.
- Metamothosis — turns every nearby caterpillar into a moth at once, adding one moth to his collection per caterpillar converted.
Star Powers
- Come to Papa — nearby caterpillars crawl toward Vince on their own.
- Bug Bandage — turning a caterpillar into a moth heals Vince for 1,200.
Worth flagging: Supercell’s own release notes place Vince in the October Brawl-O-Ween season, not this one. Null’s Brawl unlocking him already, in the same build as Cosmo, is the private server running ahead of the official rollout — same thing it did with Nori and Wendy last update.
Starr Road is gone, replaced by Brawler Blast — a shooting-gallery mini-game. Credits still cost the same per rarity (160 for Rare up to 5,500 for Ultra), but instead of walking a fixed track, you fire at up to 10 unowned brawlers of your next rarity, and the last one standing is the one you unlock. While you’re shooting, the game can also reveal Gem Fragments, which convert into Power Levels, a random Gadget, Gear, Star Power, Hypercharge, or Buffie for whichever brawler you end up with — capped at one of each per opening. There’s also a 50% chance the game offers you a choice between 2 to 4 brawlers instead of picking for you.
None of this changes anything about how Null’s Brawl itself works — every brawler here is already unlocked and maxed out from install, so there’s no Credits grind or shooting-gallery mini-game to sit through in the first place. This section is here because it’s the single biggest system change in the official update, not because it affects this mod.
These numbers come straight from Supercell’s own release notes, across both the September 1 launch patch and the September 16 maintenance follow-up that shipped alongside it on the same page.
Six Brawlers Got New Buffies
Poco, El Primo, Amber, Gus, Chuck, and Shade each got a full Gadget/Star Power/Hypercharge rework, plus a Buffied version of most of those abilities that adds an extra effect once unlocked through Brawler Blast. Poco’s healing gadget became a 3-pulse heal instead of a flat one; El Primo’s grab gadget now suplexes and slams; Amber can deploy two oil barrels instead of one; Gus’s spirits can now knock back or heal depending on the gadget; and Shade’s gadgets got rebalanced so all of his options are worth picking. Chuck is the biggest change of the six — see below.
Chuck’s Super Rework
Chuck no longer charges his Super over time. He now starts every match with a full Super and 4 charges baseline — placing a Pole or using a dash each spends one charge instead. Knockback on placing Poles is gone, Super Dash damage drops from 1,750 to 800, and his main attack lost its damage falloff in exchange for more range and faster projectiles. The trade is a shorter setup phase and more consistent early trading, at the cost of the old single-dash burst.
New Hypercharges
Nori and Wendy both got their first Hypercharge: Nori’s Master Fisherman pulls in every nearby enemy before dealing area damage when he dives underwater, and Wendy’s Green Energy boosts her Shield Generator’s health and pushes its damage absorption up to 90%.
Buffs
- Eve — Super Hatchlings 3 → 4; Super charge from Super +17%.
- Tara — Black Portal shadow HP 3,400 → 4,000, damage 800 → 1,000; Healing Shade shadow HP 3,000 → 4,000, healing 400 → 600.
- Buster — Utility Belt heal 450 → 600; Blockbuster bonus damage 15% → 20%.
- Bea — Rattle Hive cooldown 24s → 20s; Super damage 100 → 130.
- Melodie — health 3,800 → 4,000; Perfect Pitch cooldown 14s → 10s, speed 25% → 35%, range 60% → 70%.
- Jae-Yong — main attack heal 650 → 750; The Crowd Goes Mild speed boost 10% → 15%.
- Leon — Clone Projector clone range 5 → 25, damage 200 → 800, speed now matches Leon’s own.
- Hank — health 5,200 → 5,500.
- Janet — main attack damage 1,000 → 1,100. Jessie — Super Turret damage 260 → 300. Bo — main attack damage 640 → 700. Dynamike — Fidget Spinner damage 1,200 → 1,400. Ollie — main attack damage 900 → 1,000. Willow — reload 2,000 → 1,800, health 3,300 → 3,600. Juju — health 3,100 → 3,500, Super charge rate 65 → 75. Pam — Super turret health 3,040 → 3,300, Super healing 500 → 600.
Nerfs
- Wendy — Super Charge Rate −20%; Shield Generator health 3,500 → 2,500, damage reduction 75% → 60%. (Health itself was raised from 2,000 to 2,500 in the Sept 16 pass, partly offsetting the shield nerf.)
- Nori — health 3,800 → 3,500; main slash damage 1,100 → 1,000; Sushi Snack cooldown 12s → 18s; main attack max charge time +25%; Hypercharge rate 50 → 28.
- Max — Super Charge Rate −8%; both mobility Gadgets’ cooldowns 15s → 18s.
- Rico — Robo Retreat max speed 60% → 50%; Multiball Launcher cooldown 19s → 22s, damage 980 → 900.
- Griff — Coin Shower cooldown 15s → 18s; Super charge from Super 88 → 70.
- Shade — Super Charge near enemies −15%; Long Arms cooldown 18s → 20s; Jump Scare fear radius 1,000 → 600; Hypercharge bonus damage 75% → 30%.
- El Primo — Asteroid Belt cooldown 16s → 20s and its Super-charge-from-projectiles halved; Meteor Rush speed-boost duration 4s → 3s, shield 20% → 15%.
- Amber — Fire Starters barrel health 1,750 → 1,300; Wild Flames oil-trail duration 3s → 1s; Hypercharge burn damage 500 → 240.
- Gus — Knockback Spirit cooldown raised to 18s; Health Bonanza healing increase 100% → 75%.
- Ruffs — Super Charge Rate −20%. Bolt — acceleration speed −15%. Meg — Repurpose cooldown 22s → 25s; Force Field shield 40% → 30%. Brock — Hypercharge damage 60% → 40%; Rocket Laces cooldown 20s → 22s; Super charge from Super 80 → 70. Lumi — main attack recall damage 900 → 800. Ash — tank-trait Super charge from taking damage −15%.
Brawl Arena Only
Separate scaling-only tweaks that don’t touch standard modes: damage scaling up for Crow, Mortis, and Melodie, down for Colt (a survivability-oriented change); damage scaling down for Bolt, Wendy, 8-Bit, Nori, Brock, and Jessie, plus health/reload scaling down for Emz and Wendy.
Royal Academy season: Head Coach Hank (plus two Brawl Pass chromas), Principal Nani (plus two chromas), Drum Major Najia, Academy Ollie, Academy Mandy, and Trash Goblin Darryl.
Brawl-O-Ween season: Fortune Teller P. (plus two chromas), Cursed Shade (plus two chromas), Dr. Bellenstein, Bellenstein’s Monster Piper, Flame Rider Chuck, and Terrornaut Damian.
Outside the two seasons: Xenomech Max, a run of Supercell MAKE community skins (Gravestone Griff, Jörmungandr Doug, Bone Collector Alli, Twilight Queen Lily), Moon Festival skins for Lola and Eve, and new True Gold/Silver skins for Nori and Wendy.
Straight from the official patch notes: respawn shields are now removed the moment you take an action instead of only on a dash or jump; a Club-creation bug that could double-charge the 1,000-Coin fee is fixed; Eve’s Hypercharged Super now correctly spawns 4 hatchlings; and Cosmo’s own main attack now travels the same path on mirrored maps and both map sides. Several older fixes landed too, including corrected Hypercharge damage boosts for Larry & Lawrie and Leon’s decoy, a fix for Kit’s possessed-attack aim indicator, and audio fixes across a long list of skins.
Is the Null’s Brawl v69.252 Update Safe to Download?
Once it’s live, yes — we scan every downloadable file on this mod’s page locally with ClamAV before publishing it. The mod page shows the scan verdict, the signature database version, and the file’s hash for every build, so you can check them yourself instead of taking our word for it.
Is Vince Really Already in Null’s Brawl Before Supercell’s Own Release?
That’s what Null’s Brawl’s own Telegram announcement says, yes. Supercell’s official release notes still place Vince in the October Brawl-O-Ween season, so if that’s accurate, Null’s Brawl is unlocking him roughly a month ahead of the official game — the same thing it did with Nori and Wendy in the previous update.
Will I Lose My Progress When I Update?
No, as long as you link your account with Null’s Connect (in Settings) before updating. Sign back in with the same Null’s Connect credentials afterward and your brawlers, resources, and unlocks all carry over.
Do I Need to Unlock Cosmo and Vince Myself?
No. Null’s Brawl unlocks and maxes out every brawler automatically, including both of these, as soon as the matching update lands — no Brawler Blast, no Credits, no grinding.
Ready for unlimited gems, every brawler, and every skin unlocked? Download Null’s Brawl — the moment the v69.252 build passes our scan, Cosmo, Vince, and their Buffies will be live, unlocked and maxed out the instant you install.
