Recycled Brella 24 Mk II
A Brella with a very flimsy canopy that regrows fast, plus a tight, powerful shotgun blast (up to 90 damage). The canopy isn't a shield for tanking hits. The basic idea is to keep launching canopies quickly to soak up enemy attention and shots, then strike first and go for a two-shot splat (or a combo with Angle Shooter on the Mk I).
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | B -1.2 | B -0.9 | B +0.3 | B -1.5 | — |
| Tower Control | B -1.5 | B -1.9 | B -0.7 | B -2.2 | — |
| Rainmaker | B +0.7 | B +0.3 | A +1.2 | A +0.2 | — |
| Clam Blitz | D -4.1 | D -3.9 | D -3.5 | D -5.0 | — |
| Turf War | — | — | — | — | C -4.6 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- The pellets cluster on one spot, so hitting the full 90 damage is easy, and it still does high damage at max range or with arcing shots
- The canopy comes back very fast at about 2.2 seconds and launching it costs little ink, so you can send canopies out again and again
- It has the fastest open-to-launch of any Brella, and the launched canopy leaves a thick paint trail you can use as a decoy, a path or to stall
- Even the fragile canopy can block one big hit like a bomb or a fully charged Charger shot, making enemies waste ink
- High object damage, so it's great at dealing with Splash Walls, Big Bubblers and Wave Breakers
Watch out for
- Before launching, the canopy is even weaker than the Undercover Brella's and gets popped easily by fast-firing weapons
- Its solo time-to-kill is slower than a typical frontline weapon, and because the pellets are so tight, damage swings a lot if your aim is off
- When several enemies surround you, the canopy can't regrow fast enough
- The Mk I's sub and special don't paint, and its main weapon doesn't paint much either
Tips
- Keep launching canopies to pull enemy attention and bait mistakes. But if you overdo it, you won't have a canopy (or ink) when a fight starts
- Land 90 damage first, then pop the canopy open for a moment to block their return fire, and shoot back right away
- Use opening and closing the canopy against short-range weapons, Blasters and Dualies, and launches against long-range weapons, Chargers and Splatlings
- Don't launch from behind a teammate (a bomb thrown at your canopy can splat them with its blast)
Common gear
Ink Saver (Main), Run Speed Up, Swim Speed Up, Quick Respawn, Comeback, Stealth Jump, Quick Super Jump, Ink Resistance UpThis kit
A close-range kit: Toxic Mist slows enemies so your main lands more easily, and after closing the gap with canopy launches, Triple Splashdown blasts away everyone nearby.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 8)
- 11.3.0: Special change, Triple Splashdown: invincibility starts about 10/60 of a second sooner, blast radius reduced by about 9%, fist throw distance increased by about 9% (Recycled Brella 24 Mk II) (source 9)