Brawl Stars Wiki

"Ruffs fires twin shots of lasers that bounce off walls. His Super is a supply drop that can damage enemies in the drop zone and leaves a power up for your team to use."
Colonel Ruffs Portrait.png

Colonel Ruffs is a Chromatic Brawler who could be unlocked as a Tier 30 reward in Season 5: The Starr Force! Brawl Pass, or can be obtained from Brawl Boxes after reaching Tier 30 in the Season 5 Brawl Pass. He has moderate damage and a fast reload speed, but has low health. He attacks by firing two parallel lasers that can bounce off walls. With his Super, he calls a supply drop from the sky, which deals damage to enemies and leaves behind a power-up on the ground. Upon picking up the power-up, allies gain a damage boost as well as additional maximum health. His first Gadget, Take Cover, spawns three sandbags that block non-piercing enemy fire. His second Gadget, Air Support, summons a barrage of missiles near the closest enemy, dealing damage within a large scattered area. His first Star Power, Air Superiority, allows his Super to destroy obstacles and deal more damage. His second Star Power, Field Promotion, increases the maximum health of allies near Ruffs every second.

Attack: Double-Barrel Laser

"Ruffs' twin-laser bounces off walls multiple times. They can hit enemies behind cover."

Colonel Ruffs fires two lasers simultaneously parallel to each other. They can bounce off of walls, increasing their range by 1 tile up to 3 times, similarly to Rico's attack. Each laser's bounce is independent of the other.

Super: Supply Drop

"Ruffs calls upon a supply drop that can damage enemies in the landing area and leaves a power-up for friendly brawlers to pick up. The power-up increases health and damage. It does not stack and is lost on death."

Colonel Ruffs throws a beacon that summons a supply drop after a short second delay. An indicator shows the area-of-effect of the supply drop that damages and knocks back enemies in a 2.33 tile radius. A power-up in the shape of a small badge appears, which both Colonel Ruffs and allies can pick up, boosting their basic attack damage (and healing and Super damage if applicable) by 20% and their maximum health by 700 health (and instantly healing them by 700 health in the process). Only one power-up at a time can be active on the field, and using your Super again when there is already a power-up on the field will remove the power-up currently on the field. However, there can be multiple buffed teammates. A team mate cannot pick up more than one power-up.

Buffed allies will glow a pinkish-purple tone, regardless of any Brawler. These buffs stack with other buffs other than Ruff's power-up like 8-BIT‘s Super additively but Power Cubes multiplicatively. These buffs disappear when allies are defeated, a round is over in Knockout, or a goal/point is scored in Brawl Ball, Volley Brawl, or Basket Brawl.


Take Cover

"Ruffs throws down 3 sandbags to cover himself. Each one has 2000 health."

Colonel Ruffs spawns three immobile sandbags in a triangle formation around him, each having 2000 health. They block non-piercing or bouncing/splitting narrow enemy fire. Auto-aim prioritizes enemies over the sandbags.

Air Support

"Ruffs calls a barrage around the nearest opponent, dealing 700 damage with each hit."

When this Gadget is activated, 9 scattered indicators target the nearest enemy within a 10-tile radius of Ruffs in quick succession. A missile-like projectile lands at each indicator 2.5 seconds after the indicator's appearance, each dealing 700 damage and knocking back enemies in a 1.67-tile radius. These projectiles do not destroy obstacles and are fired in order of their indicators' appearance, with the previous indicator disappearing after the projectile hits the ground, similarly to El Primo's Asteroid Belt Gadget.

Star Powers

Air Superiority

"Supply Drop now includes a bomb that adds +1000 damage to the drop and also allows it to destroy walls."

Ruffs' Super now deals an additional 1000 damage to hit enemies and destroys obstacles.

Field Promotion

"Friendly Brawlers have their maximum health increased by 30 every second they are in range of this ability while it's active."

Colonel Ruffs increases all allied Brawlers' maximum health in a 3.33 tile radius around him by 30 health per second. This doesn’t apply to Colonel Ruffs himself, and if any affected allies die, their maximum health is reset. This Star Power will reveal the location of Colonel Ruffs if he is invisible or inside a bush. This health acts as bonus health and it does not affect Colette's mechanics.


  • When aiming Ruffs' Super, try to aim it near a place where allies can obtain the power-up fairly easily and where enemies are knocked back. This can be ignored in Solo Showdown or Lone Star after you get your first boost; instead, use his Super for area denial or a knockback. In both Solo and Team events, getting your Super quickly is essential.
  • Ruffs' attacks can be utilized like Rico's attacks since they bounce off walls, and his attack shoots two projectiles, so he can hit enemies without coming under fire himself due to his relatively low health. This can be handy when playing in maps with many walls, such as Cavern Churn. In order maximize your chances of hitting the enemy with both of your shots, utilize manual aim wherever possible. If you aim correctly, Ruffs can offer a lot of offensive power. His Double-Barrel Laser can deal moderate damage as well as his Super. The offensive power of Colonel Ruffs increases if he is buffed by a power-up or using his Air Superiority Star Power.
  • If you are in danger, use the Take Cover Gadget, as he is able to protect himself (and allies) while being able to shoot over the sandbags. The sandbags won’t protect against piercing attacks or bouncing attacks though (even less so against Penny, Surge, Belle, or Jessie) so be cautious when a Brawler with such attacks comes at you.
  • In any mode with teammates, make sure each of your allies receive a power-up from Ruffs' Super, allowing you and your team to have an advantage. The immediate heal from a power-up offers some protection to low-health Brawlers. If the teammate in question is not behind cover, saving a power-up for more vital situations is more effective. If you have a Super ready and everyone on the team is buffed by it (they've all picked up a power-up each), you may also throw the Super near your team's respawn point, so that should someone get defeated, they can immediately pick up a power-up and get back into action.
  • His Field Promotion Star Power is very good in Duo Showdown. Standing near high-health Brawlers like Frank and El Primo can drastically increase their health, which will help in later game. However, the boosted health is circumvented by Colette due to her increasing damage with more health. It can also be used in Bounty to help lower-health Brawlers like Tick to survive at least one more attack.
  • Colonel Ruffs' Air Superiority Star Power allows his Super to break obstacles and defeat enemies quicker, and even without the Star Power, Ruffs' Super can be used over walls to attack enemies behind cover, in which his Super be very useful while playing Brawl Ball. You’ll want to use Air Superiority rather than Field Promotion in Brawl Ball unless you don't have the former because you won't often be near your teammates in this event (due to the dangers of team-wiping) and the slow action of this Star Power won’t be quick enough in a fast-moving event like Brawl Ball, unlike in slower-moving events like Bounty and Duo Showdown. Also, you cannot miss the advantages of Air Superiority (to break walls and team-wipe the opposition) for the other 's rather ineffective power. It’s also vital to note that after scoring a goal, power-ups are lost so power-ups may not be very useful, but his Air Superiority Star Power is still beneficial as it can knock enemies from the ball and destroy cover (especially goal barriers), so you need to strategically aim your Super to give extra benefit.
  • An interesting use of Ruff's Field Promotion Star Power in Heist is to camp near your spawn area with both teammates for about 1 minute. If the enemy team tries to attack, the offensive power of your teammates will easily defend the safe. Moreover, camping for 1 minute will give an advantage of 1800+ health. Paired with the 700 health and damage buff from Ruff's power-up, it can increase the health of low-health Brawlers like Tick and Crow to around 6000 health, making them even more difficult to counter.
  • Colonel Ruffs' Air Support can be used to force enemies into or out of a choke point where they can easily be defeated or it helps your team otherwise. It can also be used as extra damage on Siege Bots and the enemy IKE in Siege, and the safe in Heist.

Voice Lines

Spawning In The Lead Receiving Damage Defeating An Enemy Defeated Attacking Activating A Super
"When the going gets rough, Ruff gets tough!"


  • 01/02/21:
    • Colonel Ruffs and his Ronin skin were added to the game. Neutral
  • 24/02/21:
    • Colonel Ruffs' Field Promotion Star Power was added. Neutral
  • 07/04/21:
    • Colonel Ruffs' health was decreased to 2800 (from 3000). Nerf
    • His main attack delay was increased to 200 milliseconds between shots (from 50 milliseconds). Nerf
  • 16/04/21:
    • The Marshal Ruffs skin was added. Neutral
  • 15/07/21:
    • Colonel Ruffs' Air Support Gadget was added. Neutral
  • 01/03/22:
    • Colonel Ruffs' main attack damage was increased to 560 (from 500) per projectile. Buff
    • His True Silver and True Gold skins were added. Neutral