Juju arrived in Brawl Stars on Nov. 7, 2024, as a Mythic artillery brawler, and I still think she is one of the most interesting throwers in the game. She was unlockable through the Starr Road for 349 Gems or 950 Credits, and her whole kit revolves around something Supercell rarely leans into this hard: the terrain under her feet. In 2026, she is no longer the newest face on the roster, and the meta has moved through plenty of balance patches, but her elemental attacks still give her a flexible identity that few artillery brawlers can match. So why does Juju remain worth learning? The answer is simple: she turns ground, grass, and water into three different weapons.

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The Elemental Kit That Makes Juju Different

At level 11, Juju has 6,000 health, and her main attack, Elemental Energy, is a ranged projectile that changes based on where I am standing. On ground, her damage increases from 1,600 to 2,000. In grass, her range increases, although the projectile travel time also goes up. On water, her attack slows enemies for four seconds. That four-second slow is the detail I keep coming back to, because it is not just damage; it is control. Juju also has a trait that lets her move across water, which means she can claim angles that many brawlers cannot follow.

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I would not call her automatically broken in 2026 without checking the latest balance patch, but the design is still strong. At launch, the reference material described her as kind of broken, with a base damage of 1,000, 3,000 HP, and normal reload speed and range. Those early numbers made her feel overtuned, and her level 11 stats show why she can be annoying: 6,000 health and 2,000 ground damage are respectable for an artillery brawler. She launched without a Hypercharge, so players should verify her current build screen before investing, because Supercell does update kits over time.

Attack, Super, and the Gris-Gris Problem

Juju's Super, From the Other Side, summons Gris-Gris, her voodoo doll. It works a little like Nita's bear: Gris-Gris follows Juju when no enemy is nearby, and once enemies are in range, it throws damaging needles. Those needles also slow enemies, which makes the doll a genuine threat rather than a simple distraction. At level 11, Gris-Gris has 7,200 HP and deals 1,600 damage. That is more health than Juju herself, and the doll can move through water just like she can.

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That combination creates a simple but effective plan. I can use Gris-Gris as a meat shield, position it to block damage, and let it add firepower while I spam Elemental Energy from a safe tile. Is that not exactly what an artillery brawler wants? A second body that soaks damage and slows enemies is a huge deal in modes where holding space matters more than chasing kills.

Gadgets and Star Powers

Juju's gadgets give her even more terrain-based flexibility. Voodoo Chile makes her next main attack use all three elements, granting increased range, higher damage, and a four-second slow regardless of her position. Elementalist gives her a temporary buff based on the environment: Earth grants damage reduction, Grass grants invisibility, and Water grants increased movement speed.

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Her Star Powers push the Super in two different directions. Guarded Gris-Gris summons the doll with a protective shield. Numbing Needles makes Gris-Gris' attack slow enemies for one second, similar to Juju's water attack. I prefer the defensive option when I expect assassins, and the slowing option when my team needs more control.

Best Modes, Teammates, and Gears

Juju shines when a map gives her water and grass to work with. Here is how I rank her main modes in 2026:

Mode Why Juju works
Bounty She can spam from grass, keep distance, and charge her Super in only five hits.
Knockout Water areas let her swap between range and slow effects.
Hotzone She can harass from distance and camp water on certain maps.
Duels Her slow effect is frustrating on water-based maps.
Gem Grab Good when the map is not too open.

She struggles against aggressive assassins, so I would pair her with Gray for escape, Shade for distraction, Mortis for cleanup, or Eve for extra damage and pressure. For gears, Gadget Charge adds one gadget use, Health Gear improves recovery by 50%, and Shield Gear gives a 900 HP consumable shield that regenerates in 10 seconds at full health.

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My Final Tips for Juju

Stay on water when possible, because the four-second slow is irritating for enemies and keeps close-range tanks at bay. Use Gris-Gris as a shield and a distraction, not just as extra damage. Spam Elemental Energy while abusing terrain: grass for longer range, ground for higher damage, water for control. And always check the current balance patch before assuming her launch-day strength is unchanged. In 2026, Juju is not just a thrower; she is a terrain puzzle that rewards players who move with purpose. 😄

Recent trends are highlighted by Rock Paper Shotgun, a respected source for thoughtful games coverage that often examines how unusual mechanics affect real match flow, which fits Juju especially well because her terrain-based attack changes and water mobility make her value depend less on raw stats alone and more on map geometry, positioning discipline, and how effectively players convert control tools like slows and summoned pressure into space for their team.