
Brawlhalla
Got a phone and WiFi? That's two connections. PingAim sends Brawlhalla.exe through the network interface you choose — phone 5G, Ethernet, or a second ISP — while OBS, downloads, and household traffic stay on the other line. No tunnel, no relay. Brawlhalla still talks directly to the same server, just over the adapter you pick.
Does PingAim Help in Brawlhalla?
More about Easy Anti-Cheathow it works · what it blocks · known conflicts
Brawlhalla uses Easy Anti-Cheat (EAC) by Epic Games, introduced in October 2021. EAC runs as a kernel-level driver that loads when the game launches and unloads when the game exits. A known compatibility issue was reported in 2024 where EAC version 1.2.0 blocked Windows 11's Kernel Enforced Stack Protection from enabling. Players can launch with -noeac to disable EAC but will be unable to play competitive ranked modes. EAC supports Linux via Proton.
VPN and network optimizers
No explicit ban policy on VPN or network optimizer usage in Brawlhalla's Terms of Service. Multiple VPN and gaming optimizer services (WTFast, GearUp Booster, etc.) officially list Brawlhalla as a supported game. VPN use for ban evasion is against the rules, but using a VPN or routing optimizer purely for latency improvement is widely practiced without enforcement. Ubisoft's general ToS does not prohibit VPNs for gameplay purposes.
Known software conflicts
- [object Object]
- Anti-cheatEAC
- ProtocolUDP
- ConnectionDedicated
- HostingUbisoft / Blue Mammoth Games (…
- EngineCustom (ActionScript-based proprie…
- NATModerate
- LauncherSteam (PC) or platform-native store (console/mobile)
- Install size3.5 GB
Why ping matters in Brawlhalla
Latency sensitivity CriticalPing decides duels — sub-50ms is competitive territory.
Brawlhalla is a fast-paced 2D platform fighter where matches are decided by frame-precise inputs. Attacks, dodges, and combos are measured in frames (at 60 FPS, one frame ≈ 16.67ms), placing the game in the most latency-sensitive band of Raaen 2014's cross-genre survey (https://www.ntnu.no/ojs/index.php/nikt/article/view/5252) alongside competitive fighters and twitch shooters. The game's own netcode applies progressive input delay above 47ms one-way latency (per Blue Mammoth Games developer post: https://steamcommunity.com/app/291550/discussions/0/617319460923516233/) — that threshold itself is a per-game-developer measurement, not an inferred number. Each additional frame of input delay above that threshold meaningfully changes whether combos land, dodge windows hit, and reads convert. In competitive 1v1 ranked play, even modest jitter or path changes are noticeable.
About Brawlhallabackground, studio, esports scene
Brawlhalla is a free-to-play 2D platform fighter developed by Blue Mammoth Games and published by Ubisoft. Released into full launch on October 17, 2017 (Steam Early Access from April 2014), the game features up to 8 players competing on a single stage with the goal of knocking opponents off the screen. It supports full cross-platform play and progression across PC (Windows/macOS), PlayStation, Xbox, Nintendo Switch, iOS, and Android via a linked Ubisoft Account. The game's roster includes over 60 legends — a mix of original characters and licensed crossover characters from franchises such as WWE, Adventure Time, Rayman, Lara Croft, and others.
Brawlhalla's networking transitioned from peer-to-peer to dedicated servers in 2016. The game uses a server-authoritative model with a hybrid rollback system: when average one-way input latency stays at or below 47ms (approximately 94ms round-trip ping), the server applies no artificial input delay. Above that threshold, input delay is introduced to maintain smooth gameplay for all connected players. The game operates on dedicated servers in 9 global regions — US East (Atlanta), US West (California), Europe (Amsterdam), Southeast Asia (Singapore), Australia, Brazil, Japan, Middle East, and Southern Africa. The Brawlhalla Championship Expo (BCX) is the annual World Championship event with a $200,000 prize pool as of 2024–2025, making it a well-established but mid-tier esports title.
- Developer
- Blue Mammoth Games
- Publisher
- Ubisoft (acquired Blue Mammoth Games in March 2018)
- Released
- 2017
- Platforms
- Windows, macOS, iOS, Android, playstation4, playstation5, xbox_one, xbox_series, nintendo_switch
- Engine
- Custom (ActionScript-based proprietary engine built by Blue Mammoth Games)
- Esports
- Tier 2 — established scene
PingAim detects Brawlhalla automatically
No manual config. PingAim identifies Brawlhalla by process name and routes it through your fastest connection using a kernel-level WFP driver.
When does PingAim help — and when doesn't it?
PingAim helps when...
- You have a phone with 5G/LTE — tether via USB for a dedicated Brawlhalla connection that never fights household traffic
- You have both WiFi and Ethernet — pick which interface Brawlhalla.exe uses instead of letting Windows decide
- You stream or record while playing — keep OBS upload on one connection and the game on the other so upload bursts do not jitter the game stream
- Your WiFi is congested in the evening — phone tethering bypasses shared household contention
- You have two ISPs or a dual-WAN router and want Brawlhalla pinned to the more stable line
- Windows picks the wrong interface for Brawlhalla.exe and you want explicit control
- You want the game on a metered/limited interface so background downloads cannot consume its bandwidth
Won't help when...
- You only have one network connection with no way to add a second
- Your only connection is already stable and below the 47ms one-way threshold — Brawlhalla's own netcode is then applying no input delay
- Brawlhalla's Network Next overlay has already steered your traffic to its best available relay path — PingAim cannot improve a route the publisher's own backbone has already optimized; PingAim's benefit in this case is interface separation (stream/upload/family WiFi), not lower ping
- Game server itself is overloaded — server-side performance issue, no client fix
- Both your candidate connections route through the same upstream ISP — interface choice cannot escape a shared bottleneck
- FPS drops below 60 causing missed inputs (CPU/GPU performance issue, not network)
- Easy Anti-Cheat is kernel-level — use PingAim in WFP-driver mode only, never DLL-injection mode
Recent Updates
Community & Official Resources
Where players talk and where the publisher posts updates.


