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Part 10
Brawl Stars

Part 10

Dive deep into Zelda's powerful ground and aerial attacks, devastating throws, and essential special moves like Din's Fire and Farore's Wind in this comprehensive Brawl Stars guide.

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Dive deep into Zelda's powerful ground and aerial attacks, devastating throws, and essential special moves like Din's Fire and Farore's Wind in this comprehensive Brawl Stars guide.

Walkthrough
  1. 1
    Ground Attacks:
    • Forward Smash: High damage, good range with magical burst.
  2. 2
    Up Smash: Effective against aerial foes, hits with a magic ring.
  3. 3
    Down Smash: Small hit area, useful against rollers.
  4. 4
    Forward Tilt: Pops enemies up for follow-up attacks (Up Smash at low %, Up Aerial at high %).
  5. 5
    Up Tilt: Covers a large area, good for pushing enemies away.
  6. 6
    Down Tilt: Tripping move at low %, pops enemies up at high % for follow-ups.
  7. 7
    Jab & Running Attack: Good for pushing enemies away with a magical burst.
  8. 8
    Aerial Attacks:
    • Forward & Back Aerials: Extremely dangerous with high knockback, can kill early. Hits with the tip of the foot cause a special effect and electrocution.
  9. 9
    Up Aerial: Creates an explosion above Zelda, good for KOs against aerial approaches.
  10. 10
    Neutral Aerial: Wide hit area, a safe option.
  11. 11
    Down Aerial: Sends foes straight down, useful for spikes but has a small hit area.
  12. 12
    Grabs & Throws:
    • Back Throw: An option for very hurt opponents.
  13. 13
    Down Throw: Can lead into a down aerial follow-up.
  14. 14
    Up Throw: Good for mid-percentages, can lead into Up Aerial follow-ups.
  15. 15
    Up Smash Out of Shield: Useful against opponents trying to land behind Zelda.
  16. 16
    Special Moves:
    • Farore's Wind: Excellent for recovery, covers large distances, can be used for relocation. Practice positioning for unpredictable use.
  17. 17
    Nayru's Love: Can act as a reflector but has too much delay to be effective. Generally a bad move, only for quick all-around hits.
  18. 18
    Din's Fire: Directable, can be detonated at will. Effective keep-away move, can lead to KOs off-screen at high percentages. Use from the ground; aerial use results in helplessness until landing.
  19. 19
    Movement:
    • Cannot wall jump, wall cling, or crawl.
  20. 20
    Has one midair jump.
  21. 21
    Roll is above-average speed.
  22. 22
    Spot dodge is a little slow.
  23. 23
    Matchups:
    • Advantage: Lightweights approaching from the air (Jigglypuff, Kirby, Meta Knight). Also good against Toon Link and Mr. Game & Watch due to kill potential.
  24. 24
    Struggle: Heavy, slow characters who can kill Zelda easier than she can kill them.
  25. 25
    Intense Fights: Ness and Lucas, due to their projectile counters and high kill potential.
Tips
  • Abuse Zelda's aerial forward and back attacks heavily for kills.
  • Use Din's Fire frequently from the ground to control space and force opponents to approach.
  • Practice Farore's Wind for effective and unpredictable recovery.
  • Up Smash out of shield is a great tool against opponents trying to get behind you.

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