Brawlhalla’s Patch 11.00 went live on 13 October 2026, and buried under the Ascended Teros announcement and a Katars/Hammer balance pass is a shop change with a much longer tail: the team lowered what the notes call “a large amount of Legend Gold prices in Mallhalla”, and stated that “the total amount of Gold to unlock Brawlhalla’s roster as a free-to-play player has decreased by approximately 33%.” Eight Legends dropped to 900 gold, nine to 2,300 and fifteen to 3,900. The same section adds one line that makes the rest readable as a policy rather than a clearance: “No Legend Gold prices were increased.”

That reshuffles the first-purchase question, which is what this piece is about. It is a spending guide, not a roster tier list: it answers what a new free-to-play player should do with their first 900 gold, and why the honest answer is almost never a 5,400-gold Legend. It also does not repeat the site’s cross-title purchase comparison — which fighting game to main between Street Fighter 6, Tekken 8 and Guilty Gear Strive covers that decision for paid titles, and Brawlhalla has not appeared here before, so the currency-gated free-to-play roster is the gap. Everything below assumes Patch 11.00, the balance lock the notes describe ahead of BCX 2026 on 13–15 November in Atlanta.

What this covers: the first Legend purchase in Brawlhalla, priced against the 900 / 2,300 / 3,900 / 5,400 gold ladder that Patch 11.00 left behind. Why it matters: 11.00 dropped eight Legends to 900 gold and thinned the total free-to-play unlock cost by roughly a third, so the old habit of saving 5,400 for a first character now just buys less. Who should care: free-to-play players, anyone arriving through the 11th Anniversary Event that opens on 4 November, and players weighing gold against the paid All-Legends route.

What 11.00 did to the price ladder

The wiki’s Legends page, read on 2 November 2026, lists a roster of 70 and prices every one of them: 11 at 900, 16 at 2,300, 20 at 3,900 and 23 at 5,400. No entry in that table is above 5,400. The patch’s own three lists name 32 Legends — eight to 900, nine to 2,300, fifteen to 3,900 — and every single one of them now appears at the announced price on that page. For a shop the notes never tabulate, that agreement between the primary source and the wiki is the cleanest cross-check available.

Gold costLegends at this price (wiki, 2 Nov 2026)What 11.00 didVerdict for a first buy
90011eight lowered into itthe shortlist; spend here
2,30016nine lowered into itsecond buy
3,90020fifteen lowered into ita third or fourth buy
5,40023untouched; recently released Legends kept their pricenot a first buy
7,200none listedthe opening price for a brand-new Legend, cut laternever a first buy

The 7,200 row is not a tier you shop in, it is a timer. The wiki’s Gold page states the rule directly: “The newest Legend will always cost 7,200 when they are initially added to the game. After two weeks, their price will be dropped to 5,400.” The Legends page phrases the same wait as “a few weeks”, so the two pages of the same wiki do not fully agree on the duration — the destination price, 5,400, is identical in both. The patch confirms the direction of travel by exempting recent Legends from the cuts rather than discounting them.

The notes also publish the reasoning behind which Legend sits where: choices were “based on Legend variety in a price tier, Weapon availability per price tier, complexity or difficulty of the Legend, and amount of Legends available in the price tier.” That is a shop organised around weapons and difficulty, not around power — which is the single most useful thing to know before you spend.

The rotation is the free test drive

Nine Legends are playable for free at any time, for seven days, and the wiki is specific about the schedule: the selection “will be switched out each week on Wednesday at 5am ET”, and “Rotations offer the same selection of Legends to everyone on every platform.”

Two consequences follow, and both argue for patience.

The first is that waiting a week is not waiting for access, it is gathering information. “Each rotation attempts to include Legends that provide the player with at least 1 of each weapon throughout their loadouts,” so across a few weeks the free nine should show you every weapon in the game — with the wiki’s own caveat that “sometimes, the occasional weapon will be missing from the rotation’s loadout.”

The second is that missions do not require purchases. The Missions page says plainly that “Daily Missions are always able to be completed using Legends from the free Legend Rotation,” which removes the strongest reason a new player feels to buy early. There is also a free laboratory the shop does not advertise: “All Legends are unlocked in Training mode,” per the Legends page. You can test a 5,400-gold Legend’s signatures against a dummy before deciding it is worth 5,400 gold.

What gold income actually pays

Gold, unlike Mammoth Coins, “can not be purchased with real-world money”, per the wiki’s currency page, so the only question that matters is how long a tier takes.

SourceGoldDetail from the wiki
Daily Mission250 eachthree active at a time, up to four held, refreshed at 5am ET
Brawl of the Week victory bonus300one or two wins, or a single 2nd place, depending on the mode
Tutorial100 / 150 / 200three stages, first completion only
Account level-up120every level, with account level capped at 100
Legend level-up120levels 2–20 also hand out colours and stances
Double Gold weekendsdoubledapplies to gold earned from playing
Matchesnot statedthe wiki gives no per-match figure, so none is claimed here

Read the first row and the ladder together. Three daily missions are available at a time and each pays 250, so clearing all three is worth 750 gold — the cheapest tier costs roughly a day’s missions, and a 5,400-gold Legend is about seven days at that rate. That is the whole argument against saving: a little over a week of missions clears the top tier, spent on something you could have been playing for free the week it rotated in.

The 900-gold roster, sorted by what it gives you

These are the eleven Legends at 900 gold as the wiki prices them today — the eight 11.00 lowered plus the three that were already there.

LegendWeaponsWhy it is on the list
SentinelKatars, Hammergot direct signature help in 11.00, see below
BödvarSword, Hammeralready at 900 before the patch; the poster Legend
BrynnAxe, Spearevery stat at 5 except Speed 7, no dump stat
EmberKatars, BowSpeed 7, Defense 3 — the glass option
PetraGauntlets, OrbOrb access at the floor price
RenoBlasters, Orbthe Blasters route into Orb
SidraCannon, Swordthe first Cannon Legend added to the game
TheaBattle Boots, Rocket Lancethe first Legend with a Speed stat of 9
MuninBow, ScytheScythe access at the floor price
ImugiAxe, Greatswordthe cheap Greatsword
Lord VraxxRocket Lance, Blastersranged pressure on a budget

Count the weapon column against the site’s own filter list — Axe, Battle Boots, Blasters, Bow, Cannon, Chakram, Gauntlets, Greatsword, Hammer, Katars, Orb, Rocket Lance, Scythe, Spear, Sword — and fourteen of the fifteen appear on at least one 900-gold Legend. Chakram is the one that does not. On weapon coverage alone, there is no first-purchase case for saving to the top tier unless Chakram is specifically what you want.

Three first buys, and the case against saving

Sentinel, 900. The most interesting entry in the patch. Patch 11.00 reduced Sentinel’s Neutral Katars total Recover time from 20 to 16 and its Neutral Hammer Minimum Charge time from 12 to 10, and increased the momentum allowed during both. Those are not the numbers that headline a balance patch, but they land on the two weapons the same patch reworked at weapon level: Katars had its Down Light damage cut from 11 to 8 and its Down Air maximum cut from 14 to 9 while Neutral Light went up from 12 to 14, and Hammer had Side Light raised from 16 to 17 and Down Light from 7 to 10. If you want to learn Katars and Hammer, the cheapest Legend holding both is also the one that received direct help in the current patch. The honest caveat: Sentinel’s buffs are to Recover time and charge time, and they arrived alongside Katars damage trims, so this is a convenience pick rather than a power pick.

Brynn, 900. Axe and Spear, with every stat capped at 5 except Speed at 7, so there is no dump stat in the line. Ember, at the same price, runs Speed 7 with Defense at a low 3 — if you would rather not start on a 3, the choice inside the floor tier is that simple. The 11.00 balance section works weapon by weapon through Katars, Blasters, Chakram and Hammer; Axe and Spear are not among those entries, so the weapon half of her kit is not being re-learned under you this patch.

Thea, 900. Battle Boots and Rocket Lance, and per her page “the first Legend in the game to have a speed stat of 9 (10 with stances)”, with low defense as the trade. She is the only 900-gold Legend holding Battle Boots at all, and one of two holding Rocket Lance alongside Lord Vraxx — so if either weapon is the one you want to keep, this is the cheap way in.

If none of those three describe what you want to do, the rotation is the better answer than a bigger purchase: nine free Legends a week, a different weapon pair each time, and every daily mission completable without owning anything.

Where gold is not the only route

Two facts complicate the free-to-play frame, and both are worth knowing before the first purchase rather than after it.

Legends can be bought with either currency — the Mallhalla page lists Legends among the items purchasable with Gold or Mammoth Coins. Mammoth Coins are the paid currency, approximately $0.05 each per the wiki’s Gold page, and that page also lists the “gold track of Battle Passes” as a source of them. Since Mammoth Coins buy Legends, a pass track is a second route to a permanent Legend that never touches your gold balance. And the Legends page notes that players “can also buy the All-Legends Pack DLC with real money to obtain all current and future Legends” — if you already expect to spend money on this game, 900 gold spent now is not a shortcut worth optimising.

The 4 November gold window

Patch 11.00 also opens the 11th Anniversary Event on 4 November. The mechanics that matter to a gold budget: Event Center Tickets and Chests are earnable from 4 to 25 November, there is then “an extra week to redeem previously earned Tickets”, and after that week “all unspent Tickets will be converted to Gold.” Logging in during the event also grants the “Berserker” Title for free, and the patch is described as the final balance work before BCX 2026, which runs 13–15 November at the Georgia International Convention Center with a $200,000 prize pool.

In practice: the patch says unspent Tickets convert to Gold rather than expiring, so nothing is lost by hoarding — but the week after 25 November is the last window in which a hoard can be turned into items you chose. Treat it as a gold top-up you get for playing, and treat the patch itself as the version this entire guide is priced against.

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