Brawl Stars Coloring Pages at ColoringPagesOnly.com brings together 70+ free pages covering the game’s full brawler roster – individual character pages for Shelly, Colt, Nita, Penny, Tara, and more, crossover skin pages from the Godzilla and SpongeBob events, seasonal holiday group compositions, and action scene spreads. Download any page as a PDF to print, or color online in your browser. The individual brawler collection for Colette is available separately. The full Games collection is at Games Coloring Pages.
What is Brawl Stars?
Brawl Stars is a real-time multiplayer action game developed by Supercell – the Finnish studio behind Clash of Clans and Clash Royale – globally launched in December 2018 for iOS and Android. The game is a top-down team battle game where players select from a roster of playable characters called Brawlers, each with unique attacks, Super abilities, and Gadgets, then compete in short three-to-five-minute matches across multiple game modes.
The game’s core format is intentionally accessible. Matches are short. The control scheme – one joystick to move, one to aim and shoot – is simple enough for younger players. But the meta layer underneath – rarity tiers, Star Powers, Gadgets, Hypercharges, counter-picking for specific modes, and trophy-based matchmaking – gives competitive players something to engage with at depth. This combination of easy entry and high skill ceiling is why Brawl Stars has sustained a player base across multiple age groups for over six years.
The core game modes include Gem Grab (collect and hold 10 gems), Showdown (solo or duo battle royale), Brawl Ball (soccer with combat), Hot Zone (area control), Bounty (earn stars per kill), and several rotating special modes. Each mode rewards different brawler classes – long-range snipers perform differently from close-range brawlers, and meta viability shifts with each balance update.
Brawl Stars currently has over 101 Brawlers organized in rarity tiers, from the starting brawler Shelly through Trophy Road, Common, Rare, Super Rare, Epic, Mythic, and Legendary tiers. The collection grows with every season update, typically adding two to four new brawlers every few months alongside seasonal events, crossover collaborations, and esports-linked skin releases.
The Brawl Stars esports scene – including the Brawl Stars World Finals – generates significant viewership and has produced champion skin releases that are among the most recognizable in the community. The game has also collaborated with major franchises, including SpongeBob SquarePants, Godzilla, Stranger Things, and Subway Surfers, integrating crossover skins that appear in several tiles in this collection.
Character Guide – By Rarity
Brawl Stars characters are organized by rarity tiers. The coloring pages in this collection cover the starting, Trophy Road, and early rarity brawlers, alongside select higher-rarity and crossover characters primarily.
Starting Brawler
Shelly is every new player’s first brawler and has been the game’s entry-point character since launch. She is a young woman with purple braided hair, a tank top, jeans, and a sawn-off shotgun. Her color palette is primarily purple and teal – purple in her hair and key accessories, with the shotgun and outfit accenting in darker tones. Her Super fires a large, explosive blast of pellets that destroys terrain. The description on her Fandom page reads: “Shelly’s the perfect ranger: reliable, tough, and terrific with her shotgun.” She functions as the game’s introduction to close-range aggressive gameplay.
Trophy Road Brawlers
Colt is a gunslinger/outlaw character – tan and brown outfit with a red bandana, black hair, and the scar on his chin referenced in his title name. He fires two parallel streams of bullets at long range. His red bandana against the warm brown and tan of his outfit is the defining color relationship in his design – when rendering Colt pages, the bandana red needs to be a clear, vivid red against the warmer, more muted outfit tones.
Nita is a young woman with dark hair and a teal/dark outfit, drawing on a Native American aesthetic. Her Super summons Bruce, a large bear who fights alongside her. Her tile in the collection (Nita with Bear) is one of the more compositionally complex individual character pages because it places a human figure and a large animal in the same frame – managing the size relationship and keeping both subjects clearly defined is the main coloring challenge.
El Primo is a massive luchador wrestler – enormous build, red and blue wrestling outfit, mask. His scale relative to other brawlers is his defining visual characteristic. Color priorities on El Primo pages: the wrestling outfit red needs to be a pure, saturated red. His skin tone is a warm medium brown. His mask is typically blue with red accents.
Penny is a pirate character – orange hair, a pirate hat, coins, and a cannon as her weapons. Her signature element is the bag of gold coins she carries. Her orange hair is the most distinctive color element: it is a bright, warm orange, not red-toned. The gold of the coins against the warmer orange of the hair requires enough value separation to read as distinct materials.
Higher Rarity Brawlers
Tara is a tarot card reader/mystic character – dark purple dress, flowing dark robes, tarot cards as her weapon. Her aesthetic is the most overtly mystical in the cast. The tile in the collection shows her Mummy skin variant, which replaces the dark purple with a bandaged/beige wrapped mummy texture while keeping the eye-on-head accessory that makes this skin recognizable.
Mortis is the game’s gothic antagonist archetype – pale skin, dark grey and black outfit, a shovel as a melee weapon, and a bat motif throughout his design. He is consistently one of the most popular brawlers for fan art and competitive play. His color palette is deliberately restrained: near-black for the primary outfit, pale grey-white for skin, with subtle dark purple accents in shadow areas. Rendering Mortis correctly means keeping the overall palette very dark and cool – any warmth in the shadows undermines the character’s gothic register.
Spike is the game’s most recognized Legendary character – a round green cactus with a small face, a pink flower on top of his head, and small twig-like arms. His color palette is a clean complementary pairing: cactus green body, pink flower. The green should be a warm medium green (not lime, not forest), and the flower pink should be the clearest, most saturated pink in the composition. Spike’s design is one of the simplest in the roster in terms of shape complexity, which makes him accessible to younger colorists and deceptively challenging to render with real depth.
Leon is the original legendary brawler, a young teenager with purple/violet hair who wears a chameleon-patterned jacket in teal and green. His Super makes him temporarily invisible, referencing his chameleon jacket’s camouflage motif. His purple hair is a vivid violet-purple – not blue-purple, not red-purple, but a clear medium violet. His jacket is the teal-to-green spectrum of the chameleon, which means the jacket is one of the most textured coloring challenges in the collection if the chameleon pattern is visible on the page.
Crow is a legendary bird-like character – dark/near-black body with yellow feathers at the collar, a helmet, and knives that apply poison. He is one of the most competitive brawlers in the meta. His color palette is primarily dark grey-black with yellow accent feathers. The yellow feathers against the dark body create the strongest contrast relationship in his design.
Amber is the fire-themed legendary – a young woman with orange-amber hair and a fire spout weapon. Her entire design references the amber color spectrum: orange, gold, warm red. She is the warmest-palette legendary in the game.
Crossover Skin Pages
Godzilla Buzz – the Buzz brawler in his Godzilla crossover skin, released during the Godzilla event. Buzz is a lifeguard/surfer character in his base form. The Godzilla skin replaces his design with a Godzilla-themed aesthetic: dark green scales, dorsal fin details, and the Godzilla color register. The Godzilla crossover skins are no longer obtainable in the game (the event ended in March 2025), making these coloring pages one of the few ways fans can still interact with the crossover content.
Mecha Tick Ghidorah – the Tick brawler in his King Ghidorah/Godzilla universe crossover skin, similarly from the Godzilla event. Tick’s base design is a small mine-dropping robot. The Ghidorah skin applies the three-headed golden dragon’s color palette – rich gold and yellow throughout – to the mechanical robot form.
SpongeBob in Brawl Stars – SpongeBob SquarePants rendered in the Brawl Stars art style, from the SpongeBob crossover event. SpongeBob’s canonical yellow and the Brawl Stars art style’s slightly more angular character design combine in an immediately recognizable result. His canonical yellow (#FFD700 range) must be the dominant color, with the white-grey of his shirt and the brown of his pants providing contrast.
Coloring Tips
The Brawl Stars art style is optimized for instant recognition at a small screen scale. Every design decision in Brawl Stars – the relatively simple shapes, the saturated color palettes, the strong silhouettes, the large heads relative to bodies – traces back to the fact that these characters need to be identifiable as 64-by-64-pixel sprites on a mobile screen during a fast-paced match. Coloring Brawl Stars pages well means working with this legibility logic, not against it.
Silhouette first, details second. Each brawler’s most important visual information is their silhouette shape and primary color block. Before adding shading or detail, establish the major color areas at full saturation: Shelly’s purple hair, Colt’s red bandana, Nita’s teal outfit, Spike’s green body, and pink flower. If those primary color blocks are correct and distinct, the page reads as the character at a glance. Details – the texture of Mortis’s outfit, the individual scales on a Godzilla skin, the chameleon pattern on Leon’s jacket – are secondary.
Use pure, saturated colors for the primary costume elements. Brawl Stars character designs use very clean, clear colors for their primary palette – not muddy, not desaturated, not subtly shifted. Shelly’s hair is a clear medium purple, not blue-purple or red-purple. Spike’s body is a clear medium green, not yellow-green or blue-green. Penny’s hair is a clear orange, not red-orange or gold-orange. If you have a color swatch reference from the game’s official art, match it before starting.
For Mortis specifically: His palette is the exception to the saturation rule. Mortis’s appeal is built on restraint – a near-black outfit, pale grey skin, minimum color. The visual interest in his design comes from value contrast (dark outfit against pale skin) rather than color contrast (two different hues). Adding more color to Mortis’ pages – purple shadows, blue accent lighting – moves him toward looking like a generic dark character rather than specifically Mortis.
For crossover skin pages (Godzilla Buzz, Mecha Tick Ghidorah): These pages present a unique challenge because you’re coloring one character’s body with another franchise’s color palette. The priority is the skin’s color palette, not the base brawler’s. Godzilla Buzz should read as Godzilla (dark grey-green), not as Buzz in a costume. The transformation is meant to be complete, not a costume layer – color accordingly.
For group composition pages (Christmas scenes, action spreads): Apply each brawler’s canonical color first across the entire group before adding any shading or background elements. This lets you check the overall compositional balance – whether two similarly-colored brawlers are adjacent, whether the overall palette reads as harmonious – before committing to details. If two brawlers in a group page are in the same color family (both in warm tones or both dark), push them to different ends of their respective spectrums to maintain visual separation.
For Spike pages: Spike’s simplicity is a coloring trap. Because his design is so simple, there’s very little visual information to fall back on – wrong colors immediately read as wrong. His green needs to be warm, his pink flower needs to be clean and saturated, and the small facial features need to be executed with precision. A rushed Spike page reads as a generic cactus. A careful Spike page is immediately recognizable.
For skin pages vs. canonical pages: Several tiles in this collection show brawlers in special skins (Tara Mummy, Godzilla Buzz, Mecha Tick Ghidorah) rather than their default appearance. When coloring these, research the specific skin’s color palette rather than applying the brawler’s default colors. The entire point of a skin is that the character looks different – coloring a Godzilla skin in the brawler’s default colors defeats the purpose.
5 Activities
Color the complete roster in canonical palettes as a visual reference chart. Print one individual character page for every brawler in the collection. Before coloring any of them, research each brawler’s canonical color palette from the Brawl Stars wiki or official game art. Create a small color swatch for each brawler – the three or four main colors in their design – and match your coloring medium to those swatches before starting. This is a legitimate professional exercise: character designers at Supercell created explicit color guides for every brawler to maintain visual consistency across the game’s art, merchandise, and marketing. Replicating that process manually, from research through execution, is how you develop the color eye that separates careful fan artists from casual ones.
The rarity spectrum display. Print one brawler page from each rarity tier: Shelly (Starting Brawler), Colt or Nita (Trophy Road), a Super Rare, an Epic, Mortis or Tara (Mythic), and Spike, Leon, Crow, or Amber (Legendary). Color each in the canonical palette and arrange in rarity order. Notice the design patterns across the tiers: starting brawlers tend to have simpler, more accessible designs with cleaner color relationships; higher-rarity brawlers – Mortis’s gothic restraint, Leon’s chameleon pattern, Amber’s full-spectrum fire palette – tend to have more complex or more distinctive design solutions. The rarity tier progression is visible in the design vocabulary, not just the drop rate.
The crossover skin before-and-after study. If the collection includes both a brawler’s canonical page and their crossover skin page (such as Buzz’s default and Godzilla Buzz), print both. Color the canonical version in the brawler’s standard palette, then color the skin version in the skin’s palette. Display them side by side. This exercise makes the crossover skin’s design logic visible: what elements of the original brawler’s design are preserved in the skin, and what is completely replaced? Godzilla Buzz keeps the brawler’s body proportions and pose vocabulary while replacing the color and surface texture entirely. Identifying this separation between preserved structure and replaced surface is the same analytical skill used by concept artists when developing skins.
Color a group action scene as a game mode composition. Print one of the group scene or action spread pages. Before coloring, identify which brawlers are in the composition and what game mode the scene references. Color each brawler in the canonical palette, then add a background that references the specific game mode’s map aesthetic – Gem Grab’s crystaline, gem-filled environment; Showdown’s poison cloud encroaching from the edges; Brawl Ball’s arena with goal posts. The goal is a composition that reads as a specific moment from a specific Brawl Stars game mode, not a generic character lineup.
Design a custom brawler following Supercell’s design conventions. On a blank page, create an original brawler concept following the visible rules of Brawl Stars character design: a single primary color that reads from a distance, one distinctive silhouette element (Leon’s chameleon jacket, Spike’s flower, Mortis’s shovel), a name that directly references their ability or identity (Shelly shoots shells, Spike is a cactus with spikes, Crow is a crow), and a rarity tier assignment based on how complex or distinct the design is. Write one sentence describing their attack and one sentence describing their Super. This activity mirrors the conceptual brief format that character designers at Supercell work from during brawler development – the tight constraint of “simple enough to read at small scale, distinctive enough to be immediately identifiable” is the fundamental challenge of the entire game’s character design language.
