Glowbert Brawler: The Marine Biologist from Brawl Stars

Look, when I first heard about this new Glowbert character in Brawl Stars, I thought we were getting another generic support hero. Boy was I wrong. This marine biologist from Starr Park’s aquarium turned out to be one of the most interesting additions to the game in early 2026, and honestly? He’s pretty creepy once you see him in action.

The thing about Glowbert is he doesn’t play like your typical support character. Yeah, he heals teammates and disrupts enemies, but there’s something genuinely unsettling about how he does it. That fish costume? It’s not cute. It’s designed to freak people out, and when he reveals his face during his Super ability, enemies literally run away in terror. That’s not just game mechanics—that’s psychological warfare.

Who Is This Guy Anyway

glowbert brawler

So Glowbert works at the Starr Park aquarium as a marine biologist. The lore says he’s “obsessed with sea life” and wants to share his passion with as many visitors as possible. Sounds harmless, right? But anyone who’s played against him knows there’s something off about this dude. He was introduced in Update 65 back in December 2025, arriving as a Mythic Support brawler alongside Pierce, who’s a Legendary sniper.

What makes Glowbert stand out isn’t just his backstory or creepy design. It’s how his whole kit revolves around control rather than pure damage output. He’s not gonna delete enemies in two shots like some brawlers can. Instead, he slowly drains opponents while keeping his team alive, making fights drag out in his favor. I’ve been on both sides of this, and trust me—fighting a good Glowbert player feels like being stuck in quicksand.

The developers really leaned into making him feel different from other supports. While characters like Byron or Pam focus heavily on burst healing or damage, Glowbert is all about sustained pressure and crowd control. His playstyle rewards patience and smart positioning way more than flashy plays. If you’re new to Brawl Stars and trying to understand how support characters work, Glowbert represents a more advanced approach to the role.

According to most guides and player experiences, Glowbert officially released on February 5th, 2026. You can unlock him for 1,900 credits or 349 gems, though some players grabbed him early through the Early Access Pack that dropped on January 23rd.

Breaking Down That Glowbeam Attack

Alright, let’s talk about his main attack because it’s honestly genius from a design perspective. Glowbeam fires this long-range beam that tethers to whatever it hits—enemies or allies. When you connect to an enemy, you’re dealing damage over time at about 10 ticks per second. Hit a teammate instead, and you’re healing them for roughly 90% of what you’d be damaging an enemy.

Here’s where it gets wild: you can maintain TWO beams simultaneously. One on an enemy, one on an ally. So you’re literally draining health from opponents and funneling it into your teammates in real-time. I first pulled this off during a Hot Zone match, and the enemy team just couldn’t push through. Every time they tried to damage my teammate holding the zone, I’d top them back up while also damaging their tank.

The catch? Line of sight matters. A lot. If your target ducks behind a wall for more than about 2 seconds, the tether breaks. If they get too far away, it snaps. The beam will flicker when it’s about to disconnect, giving you a brief window to reposition. This means you can’t just sit in the back spamming heals—you gotta actively manage your angles and positioning.

What surprised me most was how the healing charges his Super faster than dealing damage does. The game literally rewards you 1.2x more Super charge for healing compared to dealing equal damage. So smart Glowbert players aren’t trying to maximize damage output; they’re keeping their squishier teammates alive to farm that Super meter quicker.

One thing most players don’t realize at first is that the tether actually applies an initial burst of damage when it first connects, then continues with the damage-over-time effect. At max level, that’s 500 damage on contact followed by 1,000 damage per second while connected.

That Super Is Genuinely Disturbing

Okay so his Super is called “Creep from the Deep” which already tells you everything. When you activate it, Glowbert reveals his face (which is apparently horrifying under that fish costume) and shoots out this wide cone-shaped blast. Anyone caught facing him gets hit with three effects at once.

First, they take damage—not huge, but it adds up. Second, they’re forced to run AWAY from Glowbert for 2 seconds. They can’t attack, can’t use their Super, can’t even activate Hypercharges. They’re literally fleeing in panic. Third, their projectiles get slowed down, making it even harder to fight back if they somehow survive.

I’ve used this to completely shut down enemy pushes in Gem Grab. Their whole team would be advancing, gem carrier in the middle, and I’d just pop the Super right in their faces. Suddenly their coordinated push turns into three people scrambling backwards while my team picks them off. The fear effect is no joke—it’s 2 seconds of total vulnerability.

The only ways to end the effect early are killing Glowbert or waiting it out. So good teams will focus fire him when they see the Super coming. But here’s the thing: if you’re positioned correctly, by the time they realize what’s happening, half their team is already running and your teammates are mopping up.

One thing I learned the hard way—the fear ONLY works if enemies are facing you when it hits. So if someone’s got their back turned or looking away, they just get slowed instead of feared. You gotta time it when enemies are actively looking at you, which usually means they’re trying to push forward.

Gadgets That Actually Change How You Play

Glowbert has two gadgets, and honestly both are useful depending on what you need. Slippery Savior is probably my go-to most of the time. It lets you dash in whatever direction you’re facing, and when you land, both you and nearby allies get healed for 2,500 HP. That’s substantial at any power level, but especially early on.

I’ve used this gadget to escape assassins more times than I can count. Mortis diving you? Dash away and heal yourself 2,500. Edgar jumping on you? Same deal. But it’s not just an escape tool—you can dash INTO fights to heal multiple teammates at once. The healing radius is about 3.33 tiles, so positioning matters when you land.

The other gadget, More Lumens!, doubles your tether damage and healing for 2.5 seconds. So instead of your normal tick rate, everything happens twice as fast. This is insane during objective fights where every second counts. Pop it when you’ve got both tethers active, and you’re effectively dealing double damage while healing your carry at double speed.

The problem with More Lumens is the duration. 2.5 seconds goes by FAST, and if you lose line of sight even once during that window, you’re wasting the gadget. So it requires way more precision than Slippery Savior. I find myself using Slippery Savior about 70% of the time because the mobility and instant heal are just more reliable.

Star Powers and What They Mean

For Star Powers, you’ve got two options that play completely differently. Parasitism is the simpler one: whenever you tether an enemy, you heal yourself for 50% of the damage you deal. This turns you into a drain tank basically. You’re siphoning health from enemies to sustain yourself, which makes you way harder to kill in extended fights.

I ran Parasitism for my first week with Glowbert and it’s genuinely strong if you’re solo queueing or playing with randoms. You don’t need coordination—just tether enemies and you’ll naturally stay healthy. Combined with More Lumens gadget, you can burst heal yourself by doubling the damage (and thus the heal) for those 2.5 seconds.

Biotic Ecosystem is the other option, and it’s more technical. When you’ve got BOTH tethers active simultaneously (one enemy, one ally), the enemy deals 20% LESS damage while your ally deals 20% MORE damage. This is absolutely busted in coordinated play. You’re basically nerfing one enemy while buffing one teammate at the same time.

The problem is maintaining both tethers requires perfect positioning and line of sight on both targets. In solo queue, this falls apart constantly because teammates don’t understand they need to stay visible to you. But in organized play with voice comms? It’s probably better than Parasitism because you’re amplifying your team’s damage output while making enemies weaker.

For Gears, most experienced players recommend running Shield Gear and Gadget Cooldown Gear. The Shield Gear gives you an extra 900 HP as a consumable shield (regenerates in 10 seconds when at full health), which helps compensate for Glowbert’s relatively low 6,800 HP at max level. Gadget Cooldown reduces the time between gadget uses, letting you dash more frequently with Slippery Savior.

Game Modes Where He Actually Shines

Hot Zone is where Glowbert feels borderline unfair. You tether teammates who are sitting in the zone, healing them constantly while they contest. Then you use your Super to fear away anyone trying to push them out. I’ve held zones single-handedly with this strategy, just standing at max range keeping my tank alive while they occupy the objective.

Gem Grab is another strong mode for him. Your job is protecting the gem carrier, and Glowbert does that better than almost anyone. Tether them for constant heals, fear away divers with your Super, and use Slippery Savior to reposition if things get dicey. Players are ranking him as A-tier in Gem Grab specifically because of how well he protects the gem carrier.

Brawl Ball works too, but it’s trickier. You need teammates who understand you’re not gonna score goals—you’re there to keep THEM healthy so they can score. Use Super to fear away defenders when your striker is making a run, or tether your ball carrier as they push up. The problem is if your teammates expect you to carry on offense, you’ll disappoint them because your damage output just isn’t there.

Duo and Trio Showdown are surprisingly decent for Glowbert. Unlike solo mode, you’ve got teammates to tether and support, which is where his kit really works. Pair up with a tank or aggressive brawler, keep them healthy, and let them do the heavy lifting.

Modes You Should Probably Avoid

Solo Showdown is rough. Like really rough. Your DPS is so low that opening boxes takes forever, and you can’t really 1v1 most brawlers efficiently. I tried grinding Solo Showdown with Glowbert and it was honestly miserable. Every fight took way too long, and anyone with burst damage would just delete me before the tethers mattered.

Heist is also pretty bad. You don’t deal enough damage to threaten the safe, and while you CAN keep teammates alive, you’d be way more useful on a brawler who can actually pressure the objective. I’ve won Heist matches with Glowbert but it always felt like winning despite my pick rather than because of it.

The consensus from competitive players is pretty clear: avoid modes where sustained support doesn’t matter as much as raw damage output. If the objective is destroying something (Heist safe, Siege bot, etc.), Glowbert struggles.

Stats You Should Know About

Power LevelHealthBeam Damage (initial + per sec)Beam Heal/SecSuper Damage
13,400250 (500/sec)450750
54,760350 (700/sec)6301,050
96,120450 (900/sec)8101,350
116,800500 (1000/sec)9001,500

So at max level you’re sitting at 6,800 HP which is actually pretty squishy for a support. Your beam hits for 500 initially then 1,000 damage per second while tethered, and you heal for 900 per second. The Super caps at 1,500 damage which isn’t gonna one-shot anyone but it’s not meant to.

What’s more interesting is how the healing scales. At lower power levels, the gap between your damage and healing is bigger. At level 1, you heal for 450/sec but only damage for 500/sec plus the initial 250. By level 11, you’re healing for 900/sec while damaging for 1000/sec plus 500 initial. The healing stays at 90% of damage output, but both scale up together as you level.

Team Comps That Actually Work

Glowbert pairs best with tanks and bruisers who can sit on objectives. Frank is probably my favorite partner—he’s got tons of health, wants to be in the thick of fights, and benefits massively from constant healing. Tether Frank while he’s stunning enemies and you’ve basically got an unkillable frontline.

Bull works great too, especially in close-range maps. Same logic—tons of health, wants to brawl up close, and your heals let him stay in fights way longer than he should. I’ve also had success with Ash, Draco, and Hank for similar reasons. They all want extended fights, and that’s exactly what Glowbert enables. Speaking of tanks, Buster is another solid pick since his shield combines well with your sustained healing.

For DPS partners, anyone who can stay at medium range works well. Belle is solid because she can mark enemies for your whole team while you keep her healthy. Max works because she’s mobile enough to maintain line of sight while you tether her.

Aggressive assassins like Kenji, Kaze, or even Mortis can work if they dive smart. You tether them from range, they stay alive longer during their dive, and enemies they’re fighting get weakened if you’re using Biotic Ecosystem. The trick is they need to understand you’re supporting from behind, not diving with them.

Here’s a comparison of brawlers that synergize well versus ones that don’t:

Good SynergyWhyPoor SynergyWhy
FrankHigh HP, wants long fightsMortisToo mobile, breaks tethers constantly
BullTank that benefits from sustainEdgarDives too deep, you can’t follow safely
BelleMedium range, solid damageCrowFlies around, hard to maintain tethers
MaxMobile but not too mobileDynamikeJumps constantly, breaks line of sight
KenjiBenefits from heal during divesFangToo dive-heavy, hard to support reliably

How to Actually Play Him Well

Positioning is EVERYTHING with Glowbert. You need angles that let you maintain line of sight on both an enemy and an ally simultaneously. This usually means playing at medium range—close enough that your beams reach, far enough that assassins can’t instantly delete you.

I’ve found the best positioning is slightly behind your frontline but not in the back with your snipers. You wanna be able to tether your tank who’s pushing forward, while also reaching the enemy tank they’re fighting. If you’re too far back, you can only heal. Too far forward, and you die to focus fire.

Watch for walls constantly. The second your target ducks behind cover, your beam starts flickering. You’ve got maybe 2 seconds to reposition for line of sight or the tether breaks completely. I can’t tell you how many fights I’ve lost because I didn’t notice my heal target duck behind a wall and the tether snapped right when they needed it most.

Your Super is best used reactively rather than proactively in most cases. Wait for enemies to commit to a push, then fear them back and collapse on them while they’re running. Using it to ENGAGE rarely works because smart players will just back up before you get value. But using it to counter-engage or peel for teammates? That’s where it really shines.

Here’s some practical tips that helped me improve:

  • Always prioritize healing damaged allies over damaging healthy enemies
  • Farm Super charge by healing rather than dealing damage when possible
  • Use walls and obstacles to your advantage for cover, but never lose sight of tether targets
  • Save your Super for when multiple enemies are facing you for maximum fear value
  • Dash with Slippery Savior toward teammates who need help, not just away from danger

Common Weaknesses You Need to Know

Despite how strong Glowbert can be, he’s got some real vulnerabilities. First off, he’s proximity-dependent. Without his Super charged, assassins can dive him and there’s not much he can do besides dash away with his gadget. Once that’s on cooldown, you’re pretty much toast against a good Mortis or Edgar.

Second, the Super has that weird limitation where enemies need to be FACING you when it activates. I’ve whiffed so many Supers because enemies happened to turn around or were already retreating. It’s not like other crowd control abilities that just hit everyone in range regardless of direction.

Third, and this one frustrates me the most, is how dependent you are on line of sight. Other supports like Byron can heal through walls or Pam can drop a healing turret. Glowbert needs constant vision, which makes him vulnerable to being wall-camped by smart opponents. Understanding these weaknesses is crucial whether you’re learning all the brawlers or specializing in support roles.

Is He Actually Worth Unlocking

If you like playing support and have teammates to coordinate with, absolutely yes. Glowbert is one of the stronger supports in the game right now when played correctly. He’s not gonna carry matches by himself, but he’ll make your teammates carry way harder than they could without you.

For solo queue players, he’s more questionable. You CAN make it work, but you’re relying on randoms to play around your tethers and line of sight requirements. Half the time they won’t even realize you’re healing them, and they’ll break line of sight constantly. It’s frustrating but not impossible.

Compared to other Mythic supports like Byron or Gene, Glowbert is more situational. Byron can burst heal from any range and deals solid damage. Gene can pull enemies and has decent damage output. Glowbert doesn’t do either of those things as well, but he provides sustained healing and crowd control that neither of them match.

If you’re new to the game or working with limited resources, I’d probably upgrade other brawlers first unless you specifically want to main support. But if you’re committed to the support role and have some gems or credits to spare, he’s worth picking up.

Final Thoughts Before You Jump In

Glowbert isn’t for everyone, and that’s honestly fine. He’s a specialist brawler who excels in specific situations with specific team comps. If you’re looking for a versatile character who works everywhere, this ain’t it. But if you want to master a unique support playstyle that genuinely feels different from anything else in Brawl Stars game, he’s your guy.

The learning curve is real though. You’ll spend your first dozen matches just figuring out positioning and line of sight management. Then another dozen learning when to use which gadget. Then even more time mastering Super timing and tether prioritization. But once it clicks? You’ll be controlling entire matches from the backline without your enemies even realizing how much impact you’re having.

Also, just… prepare yourself for that character design. The fish costume is one thing, but when he uses his Super and reveals whatever’s under there? It’s genuinely unsettling in a way Brawl Stars characters usually aren’t. I’ve had teammates who refuse to play with Glowbert on the team purely because they find him creepy. Which, honestly, is kind of the point. If you enjoy that darker aesthetic in games, you might also appreciate some of the best horror games available right now.

Look, I’ve been playing Brawl Stars since 2019, and I’ve seen a lot of brawler releases. Some are overpowered on launch, some are trash until they get buffed, and some just… fit perfectly into the meta from day one. Glowbert’s somewhere between the second and third category. He’s not dominating ladder right now, but in the right hands with the right team comp? He’s genuinely scary to play against.

If you do pick him up, start in casual modes first. Don’t jump straight into ranked because you WILL feed until you learn the positioning. Practice maintaining both tethers simultaneously in lower-stakes games. Get comfortable with the Super range and cone width. Learn which angles work best for maintaining line of sight in popular maps.

And for the love of everything, please don’t play him in Solo Showdown. I know some of you are gonna try it anyway because you’re stubborn (trust me, I get it), but just know you’re making your life way harder than it needs to be. Save yourself the frustration and stick to team modes where he actually functions.

Glowbert’s not the flashiest brawler in Brawl Stars game. He’s not gonna give you sick montage clips or insane outplays. But he’ll win you games through sheer attrition and control, slowly suffocating enemy teams while keeping yours alive. And sometimes? That’s exactly what your squad needs.

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