When you kill a brawler, you gain a temporary 400 hitpoints. Once you lose these hitpoints, they cannot be regenerated.
Barley: Shattering Bottles
Barley’s attacks do an additional 250 damage upon impact (including Super).
Bea: Killer Bees
When Bea hits a target with her Super, the bees stick around and do an additional 100 damage per second for 3 seconds.
Bibi’s Super charges in 1 less hit, and slows enemies down by 15%.
The spread of Bo’s arrows is reduced by 15%.
Brock: Predator Missile
When Brock has full ammo, he gains a charge bar that charges over 20 seconds. If fully charged, his next shot launches a missile that will seek out the nearest enemy (similar to Nita’s Bear), but will explode after 5 seconds if it doesn’t hit a target.
While hiding in a bush, Bull’s Super charges 3% per second.
Carl: Oiled Wheels
Carl’s movement speed is increased by 10%.
Colt: Full Metal Jacket
Colt’s bullets can pierce walls, but doing so reduces their remaining range by 33%.
Crow: Quick Throw
Crow throws his daggers 20% faster.
Darryl: On a Roll
Darryl’s Super range is increased by 50%.
Dynamike: Incendiary Grenades
Dynamikes sets the ground on fire. Enemies in the area take 400 damage per second! Lasts for 2 seconds.
El Primo: Wrong Weight Class
For every difference of 100 hit points between El Primo and the brawler he is attacking, he deals an additional 1% damage.
Emz: Toxic Fumes
Brawler’s caught in Emz’s super deal 25% less damage.
Frank gains a charge bar that charges when he has full ammo over the course of 4 seconds. When this bar is full, the delay before his attack is reduced by .35 seconds (applies to super).
Gene: 3 Wishes
When Gene has full ammo, his next attack can heal an ally for 700 hit points if it hits them, or 100 per projectile after it splits.
Jessie: Charge Up
Everytime Jessie’s shot bounces, it deals an additional 20% damage.
Leon: Powerful Throw
Leon’s damage drop-off is decreased by 33%
Max: Forceful Shots
Max’s shots do an extra 13.5% damage.
Mortis’ attacks reload 25% faster.
Nita: Fracturing Rupture
Nita’s Rupture attack sends out 2 shockwaves instead of 1.
Pam shoots two additional pieces of scrap with her primary attack.
Penny: Explosive Finish
When Penny’s cannon is destroyed, it explodes in a 3 tile radius, doing 1500 damage.
Piper: Mind Your Manners
If Piper has been hit by a brawler within the last 5 seconds, she deals an additional 15% damage on her next shot against that brawler.
If Poco lands 3 attacks in a row, his next shot does an additional 400 damage. If he uses his Super next, it heals an additional 400 damage.
Rico: Bump Stock
Rico’s bullets travel 15% faster.
Rosa: Forest Canopy
When in a bush, Rosa begins to charge a bar. After 5 seconds, she gains a shield that reduces damage by 20% (does not stack with Strong Stuff). You lose this shield when you leave the bushes.
Sandy: Stinging Sands
Sandy’s Pebble Blast does an additional 140 damage.
Shelly: Sawed-Off Shotgun
Shelly’s attack has its range decreased by 2 tiles and its spread increased by 10%, but it deals an additional 30% damage.
Spike: Cactus Garden
The radius of Spike’s super increases by 1 tile.
Tara: 4 Suits
Tara now throws 4 cards instead of 3.
Tick: Head Cannon
Tick now launches his Super straight with a range of 4 tiles, either exploding upon impact or dropping to the ground and seeking out a target. In addition, it now travels 15% faster.
This is the last batch of Star Powers that I have posted to Reddit first. After this, I will post here first, than to Reddit.
Please leave feedback on how to improve the Star Power, not just "it's over/under-powered."