The submarine tank grumbles into the arena like a grumpy shrimp that has had its morning coffee stolen. Hank, the Epic Tank Brawler from Brawl Stars, does not rush. He lets the water balloon swell inside his tank, a round little threat that sulks and grows while enemies count the seconds. Then... pop. The blast rips through cover, pierces bodies, and punishes anyone who thought a wall was a permanent friend. In the 2026 meta, where zone control and burst damage still decide matches, Hank remains a strange, stubborn force: part mascot, part mobile artillery. 🎈

Who Is Hank?
Hank is an Epic Tank-class Brawler, and he can be obtained through Starr Road using Credits or through Starr Drops earned from matches, events, and the Brawl Pass. His stat line is simple but loud:
| Stat | Value |
|---|---|
| Rarity | Epic |
| Class | Tank |
| Health at Level 11 | 11,200 |
| Max Damage at Level 11 | 4,200 |
His trait is the quiet engine behind his game plan: Hank charges his Super by taking damage from enemy Brawlers or spawnables, and the charge rate depends on how much damage those enemies deal. In other words, every hit against him is a little loan that he eventually repays with a school of fish torpedoes. 🐟
Balloon Blast: The Attack That Makes Enemies Count
Hank’s main attack is Balloon Blast. He begins inflating a water balloon from his tank, and it explodes when he releases fire or after six seconds. The longer the balloon is held, the deadlier the blast becomes, with maximum area damage reached at three seconds. Hank has only one ammo slot, but it recharges quickly, similar to Amber. No sweat—his rhythm is different from most tanks, and that is exactly the point.

The balloon can pierce multiple enemies and hit targets behind walls. That makes Hank a pressure point rather than a simple front-line wall. He can stand near cover, let the balloon grow, and force enemies to move before they are ready. The blast is not just damage; it is a question that every opponent has to answer.
Fish Torpedo: The Super That Swims Everywhere
Hank’s Super deploys fish torpedoes in all directions around him. They keep traveling until they hit a target or a wall, causing small area damage. Hank also heals for 50 percent of his missing health. Six torpedoes are fired around him, and at point-blank range they can deal devastating damage because more of them can connect.

The Super has three clean jobs:
-
Catch grouped enemies off guard. Even if they are not hugging Hank, the torpedoes can still clip several targets.
-
Zone enemies away. The torpedoes do not have to hit to create space. The threat alone makes enemies reposition.
-
Ambush from a bush. Hank can hide, fire the Super at close range, and follow up with a charged Balloon Blast.
Here’s the thing: Hank does not need to chase every fight. Sometimes the best play is to let the torpedoes swim first and let the enemy make the mistake.
Gadgets, Star Powers, and Hypercharge
Hank’s tools give him more than raw stats. They give him timing.
| Tool | Effect | Cooldown |
|---|---|---|
| Water Balloons Gadget | The next Balloon Blast slows enemies’ speed for 3 seconds | 11 seconds |
| Barricade Gadget | Grants a temporary shield that reduces all damage by 40 percent for 3 seconds | 15 seconds |

His Star Powers push him in two different directions:
-
It’s Gonna Blow: When Balloon Blast is charged over 80 percent, Hank gains 10 percent extra movement speed.
-
Take Cover: Hank takes 20 percent less damage from enemies when he moves near walls.
Trust me, a wall is more than decoration when Take Cover is online. Hank can hug cover, charge the balloon, and make every approach feel expensive.

His Hypercharge, Home Fish-iles, upgrades the Super so the Fish Torpedoes home in on targets. It also increases Speed by 24 percent, Damage by 5 percent, and Shield by 25 percent for a few seconds. That is the moment when Hank stops being a slow tank and becomes a guided problem. 🐠
Best Game Modes for Hank
Hank is not a one-mode specialist. He is a versatile tank who can hold space, punish crowds, and survive long enough to matter.
| Mode | Why Hank Works |
|---|---|
| Hot Zone | His high health and heavy primary attack make him excellent at locking zones and pressing enemies off the point. |
| Brawl Ball | Balloon Blast clears paths, while the Super disrupts enemies and creates openings for teammates in both 3v3 and 5v5. |
| Showdown | Bush-heavy maps let him surprise enemies, and his sustainability helps him survive longer fights. |
| Knockout | He can play safe, wait for the right moment, and punish over-aggressive opponents. |
Best Partners for Hank
Hank likes teammates who buy him time or set up his charged attack. Jae-yong, the support Brawler, works well in modes like Knockout. Byron can make Hank feel almost unkillable when the Supers are timed well. Gene’s pull sets up a perfect charged blast. In open maps, Piper covers Hank from behind with long-range shots while he holds the middle.
Best Gears for Hank
The right gear depends on the player and the match, but two choices stand out:
-
Health Gear: Recovers Health 50 percent more effectively, improving Hank’s sustainability as a Tank.
-
Damage Gear: Grants a 15 percent damage boost when HP drops below 50 percent, making a wounded Hank even more dangerous.

Final Tips and Tricks
Hank’s story in a match is rarely about nonstop action. It is about patience, pressure, and one well-timed explosion. Players should charge the Super by taking hits, use the Super to zone or ambush, and avoid holding the balloon so long that the enemy simply walks away. The tank grumbles. The balloon swells. The torpedoes swim... and then the battlefield opens up. 💥
Comments