Quick Answer
Mina and Ziggy are two Mythic brawlers added in the Brawl Stars Subway Surfers crossover update. Mina is a Damage Dealer with a three-hit combo attack that dashes her forward on each strike and heals on the third hit with her top star power. Ziggy is a Controller who fires delayed lightning strikes and creates a traveling electrical storm for zone control. Both are at Power 11 with all gadgets, star powers and hypercharges active in Nulls Brawl. No event progress or purchase required.
Mina

Mina is a Mythic Damage Dealer and one of the more mechanically layered brawlers added in recent updates. Her attack is not a standard single-shot system. It cycles through three distinct hits with different hitboxes, ranges and damage values, and each hit dashes her forward in your movement direction. That mobility is her biggest strength and the thing that takes the most practice to control well. At max level her health sits at 7,200, which is solid for a brawler built around closing distance and trading at short range.
How Mina's Attack Works
The Capoeira Combo runs through three phases. Hit one: a long-range sandal throw with a small hitbox and low damage. Hit two: a mid-range tambourine strike with a medium hitbox and balanced damage. Hit three: a short-range wind cone with a large hitbox and the highest damage of the three. Each hit moves Mina 1.83 tiles in her movement direction. A clean full combo lands around 9,000 total damage. The combo resets if you wait longer than 1.35 seconds between attacks, so the first two hits are really a delivery system to position yourself for the third hit where the damage actually lives.
Mina's Super: Furacão 3000
The super launches a hurricane that knocks all enemies airborne and deals heavy damage. The knockup disrupts anything enemies were mid-action on: chases, reloads, super charges. What makes it especially useful in team fights is that it resets Mina's attack timer on hit, so you land the super and immediately start a fresh combo with the full payoff available from the first strike. Against a grouped team, super into a fresh third hit follow-up creates a burst window that most Mythic brawlers at this rarity cannot match.
Gadgets and Star Powers
| Ability | Name | Effect | Recommendation |
|---|---|---|---|
| Gadget 1 | Windmill | Creates a wind wall blocking all projectiles for 3 seconds | Strong on open maps and against throwers |
| Gadget 2 | Capo-What? | Next Super recharges instantly if it hits, enabling two Supers in quick succession | Best in team fights where you can reliably land both |
| Star Power 1 | Zum Zum Zum | Third combo attack heals for 50% of damage dealt | Run this in almost every situation. 73% pick rate at high level |
| Star Power 2 | Blown Away | Super roots enemies after landing instead of just knocking them up | Better in coordinated team play where teammates follow up immediately |
| Hypercharge | Triplecane | Super becomes three bouncing hurricanes in a cone formation | Massive area increase. Use it to clear a full zone in one activation |
Best Game Modes for Mina
| Mode | Rating | Why |
|---|---|---|
| Hot Zone | S-Tier (60.6% win rate) | Zone fights cluster enemies perfectly for the super knockup into combo follow-up |
| Gem Grab | Strong | Mid-lane pressure and third-hit healing sustains through gem mine trades |
| Knockout | Strong | Burst combo plus super matches the mode tempo well |
| Bounty | Good | First and second hits keep her outside most counter-ranges; third hit closes for the finish |
| Brawl Ball | Average | Close-range fights near goal suit her, but dash direction in tight corridors takes practice |
| Heist | Weak | No siege tool; reaching the safe without a front-liner is too exposed |
| Showdown | Situational | Late game she dominates forced grouping. Early when enemies are spread the super charges slowly |
Counters and Weaknesses
The gap between hits is Mina's main vulnerability. Fang, Mortis and Edgar can punish the brief window after her clip before the combo resets. On maps with open sightlines, Piper and Belle keep her at bay before she gets close enough for the second hit. Sandy's sandstorm removes her positioning advantage in corridors. The practical fix is using walls to reset the combo safely and not chasing into open ground when you are mid-reload.
Mina Team Compositions
- Frank or Rosa in front covers her reload gap by absorbing pressure while she closes for the third hit
- Max's super repositions Mina between combo cycles and cuts the punish window significantly
- Gene's pull is a clean setup for the third hit and super chain on enemies trying to stay at range
- Sandy's sandstorm hides her approach and masks the gap between hits from opponents
- Avoid double damage dealer lineups. Mina needs teammates who create space, not more damage output
Ziggy

Ziggy is a Mythic Controller and genuinely one of the harder brawlers to pick up in this class. His attack requires prediction, not tracking. You aim at where the enemy is going to be, not where they are right now. That 0.8-second delay between firing and the lightning landing is the entire skill expression of the character. When your reads are right, Ziggy puts out more damage from range than most controllers can manage. When they are wrong, you are firing into empty ground repeatedly. It takes around 10 to 15 matches before the timing starts to feel consistent.
How Ziggy's Attack Works
Ta-Da! places a targeting indicator on the ground. Lightning strikes 0.8 seconds later in a 1.5-tile splash radius. Opponents can see the indicator before impact. Against experienced mobile players that is a real weakness. But against enemies crossing a chokepoint, fighting a teammate or pinned against a wall, the delay stops being relevant because they have nowhere to move. Slow reload means every shot matters, so getting good at finding those forced positions is more important than raw aim speed.
Ziggy's Super: Fantastical Storm
The super launches a large electrical storm that travels across the map. It moves fast when no enemies are inside it, then slows when opponents get caught in it. The slow-on-contact mechanic is what makes it strong for zone control: enemies inside the storm take sustained damage and lose movement speed, but the storm keeps pushing so they cannot stand still and outlast it. For Hot Zone and Gem Grab specifically, the ability to deny large ground areas with a single super is rare at this rarity tier.
Gadgets and Star Powers
| Ability | Name | Effect | Recommendation |
|---|---|---|---|
| Gadget 1 | Electric Shuffle | Strikes nearest enemy with lightning every second for 5 seconds without costing ammo | Best in most situations (58% pick rate). Free damage while keeping ammo for prediction shots |
| Gadget 2 | Now You See Me | Teleports Ziggy to the location where his next lightning strike lands | High skill ceiling. Powerful for repositioning but easy to misplace under pressure |
| Star Power 1 | The Great Ziggini | After hitting an enemy, next attacks deal 18% more damage | Default choice (56% pick rate). Consistent damage amp that rewards landing the first hit |
| Star Power 2 | Thunderstruck | Super slows enemies caught inside by 20% for 1 second | Better in coordinated teams where teammates can use the slow window |
| Hypercharge | The Grand Vortex | Super returns to Ziggy at max distance with a 35% multiplier | Enables looping the storm for sustained zone control on large maps |
Best Game Modes for Ziggy
| Mode | Rating | Why |
|---|---|---|
| Hot Zone | S-Tier (64.8% win rate) | Highest win rate of any mode. Storm zone and objective zone overlap creates an almost uncontestable area |
| Gem Grab | Strong | Delayed strikes punish crowding around the gem mine; storm controls mid-lane movement |
| Knockout | Strong | Zone denial with the super removes safe positions between team super uses |
| Bounty | Good | Long range and prediction-based attack punish stationary or pattern-repeating snipers |
| Brawl Ball | Average | Fast-moving targets toward goal make delay prediction harder to land consistently |
| Heist | Average | Storm provides area denial but direct damage output against the safe is limited |
| Showdown | Weak | Direct one-on-one tracking fights are the one situation where the delay is a pure disadvantage |
Counters and Weaknesses
Assassins are Ziggy's worst matchup. Mortis, Fang and Leon can close distance while staying mobile in ways that make delay prediction nearly unworkable. Throwers like Barley and Dynamike match his area range without requiring prediction at all. On open maps with no walls to funnel opponents, his low health means any brawler that reaches him before he lands multiple hits will win the trade. He needs walls and chokepoints consistently to perform at his best.
Ziggy Team Compositions
- A front-liner like Bibi or Frank forces enemies into fixed positions where the 0.8-second delay stops being a liability
- Gene's pull chains with the super for a zone-and-pull combination that removes all movement options at once
- Crow's poison slows opponents in advance, giving Ziggy more of the delay window to land cleanly
- Avoid pairing with other prediction-based brawlers. Ziggy needs teammates who create forced positions, not more zone coverage
- With Hypercharge active, a support brawler helps maintain the looping storm while Ziggy stays protected at range
Mina vs. Ziggy: Which One Fits Your Playstyle
Both are Mythic rarity and both perform best in Hot Zone, but they demand completely different things from the player. Mina rewards execution. If you can time a three-hit combo and redirect dashes mid-fight, she delivers results from the first session. Ziggy rewards game reading. If you can track movement patterns and predict where an opponent is going 0.8 seconds from now, he can out-range nearly every damage dealer in the same tier. Neither is objectively better in all situations. The best brawler guide for each class has more detail on how Controllers and Damage Dealers compare across modes.
| Aspect | Mina | Ziggy |
|---|---|---|
| Class | Damage Dealer | Controller |
| What it rewards | Combo timing and dash direction | Movement prediction and positioning reads |
| Best mode | Hot Zone (60.6% win rate) | Hot Zone (64.8% win rate) |
| Playstyle | Aggressive close-range combos | Defensive zone control from long range |
| Top star power | Zum Zum Zum: self-heal on third hit | The Great Ziggini: 18% damage amp after first hit |
| Hypercharge | Three bouncing hurricanes in a cone | Super returns at max distance with 35% boost |
| Easier to start | Yes, mechanics click faster | No, prediction takes 10-15 matches to feel natural |
| Solo queue rating | High | Medium, benefits from team coordination |
Nulls Brawl has both Mina and Ziggy at full Power 11 with every gadget, star power and hypercharge unlocked from the first login. No Subway Surfers event progress needed. Test both in the same session before deciding which to focus on in the official game. [Download Nulls Brawl for Android](https://dnull.xyz/latest_bs).
How to Test Mina and Ziggy in Nulls Brawl
In the official game, Mina and Ziggy were tied to the Subway Surfers crossover event. Depending on when you started playing and whether you opened enough event boxes, you may not have both at useful power levels with the gadgets and star powers needed to form a real opinion on them. Testing whether Mina's Zum Zum Zum healing changes her Hot Zone survivability, or whether Ziggy's Grand Vortex hypercharge actually loops the storm the way it sounds on paper, requires having those abilities unlocked. That costs resources.
After downloading Nulls Brawl, both brawlers are in the selection screen at Power 11 from the moment you open the app. Every ability is active with no unlock steps. You can test Capo-What? for back-to-back super timing, then switch to Zum Zum Zum healing math in the next match. You can run Ziggy with Now You See Me for the repositioning playstyle, then switch to Electric Shuffle in the same session with no resource cost. Installing Nulls Brawl takes under five minutes on Android.
- Mina at Power 11 with both gadgets and star powers ready
- Ziggy at Power 11 with both gadgets and star powers ready
- Triplecane and Grand Vortex hypercharges both active
- No event progress or box opening required
- All builds switchable between matches at no cost
- Available from the first login, no account progression needed
Frequently Asked Questions
Are Mina and Ziggy in Nulls Brawl?
Yes. Both are in the current Nulls Brawl build at Power 11 with all gadgets and star powers. They were added in the Subway Surfers crossover update and are part of the full roster in v68.279.
What is Mina's best star power?
Zum Zum Zum in most situations. It heals Mina for 50% of the damage her third combo hit deals, which creates a loop where aggressive play also keeps her healthy. It runs at 73% pick rate at high level. Blown Away is worth considering in coordinated three-player setups where your team can follow up the root immediately.
How do you aim with Ziggy?
Aim at where the opponent will be 0.8 seconds after you fire, not where they are now. Against enemies crossing a chokepoint or engaged with a teammate, lead slightly in their movement direction. Against retreating enemies, aim just ahead of their escape path. The targeting indicator shows where the strike lands, so experienced opponents move off it. The counter is finding situations where they cannot move freely: walls, teammate pressure or the zone forcing them into a fixed position.
What update added Mina and Ziggy to Brawl Stars?
They were introduced in the Subway Surfers crossover update in September and October 2025. Mina's event ran from September 18 to 28, Ziggy followed from October 18. Both are part of the permanent roster now. The current season context is covered in the [Season 53 update post](/blog/nulls-brawl-v68-279-season-53).
Is Mina or Ziggy better in Hot Zone?
Ziggy has the higher win rate at 64.8% versus Mina's 60.6%. His storm is especially suited to objective denial on the hot zone itself. Mina's super knockup is better for point clearing when enemies are already contesting. In solo queue, Mina is more consistent since her mechanics execute without team coordination. Ziggy's ceiling is higher with a coordinated team.
What is the best gadget for Ziggy?
Electric Shuffle for most players. It fires lightning at the nearest enemy every second for five seconds without using any ammo, giving Ziggy a free damage window while he holds ammo for prediction shots. Now You See Me is the higher-skill option that teleports him to his next strike location. Powerful for repositioning but easy to activate in the wrong spot under pressure.

