Although Griff can hit more banknotes with his Super at close range, the Super deals less damage at close range which results in less Super charge. Prioritize his Super on farther enemies to deal more damage, recharge more of his Super, and give a sufficient amount of time to reposition himself so that the banknotes hit enemies while they’re returning.
Griff struggles in long-ranged combat due to his slow unload speed. His attack does deal high damage, but its full potential requires Griff to be at close range. However, Griff can still be effective at long-ranged combat if he attacks enemies at the tip of his range, where he can hit most of or all of the coins.
Griff's Keep the Change Star Power offers him more protection against close-ranged Brawlers since he’s able to attack faster. Griff’s Super can be combined with his attack to defend against those Brawlers.
Griff's Super can force enemies out of where it travelled. You can use this for area denial such as blocking off the zones in Hot Zone, the Gem mine in Gem Grab, or the Bolt spawns in Siege.
Griff's attack and Super’s high damage output coupled with his reasonable reload speed make him viable in Heist. Griff's Keep The Change Star Power compensates for his slow unload speed, which allows him to consistently attack the safe, and his Piggy Bank Gadget is useful in defense and offense to knock enemies away from the team’s safe or to deal extra damage to the enemy safe.
If enemies are hiding and taking cover behind obstacles, you can use his Piggy Bank Gadget to destroy the obstacles and burst them down afterwards.
Griff’s Super has high burst damage regardless of range. Because of this, his Super can be used in a lot of situations such as using it to devastate enemies directly, keeping close-ranged enemies away from you, or to quickly defeat enemy Gem carriers in Gem Grab. Griff's Super is still active even if he is defeated, dealing a little more damage and allowing for some Super recharge after being defeated
Griff’s Business Resilience Star Power will heal you even when you’re attacking or taking damage. You can use this to heal while fighting, which makes it more difficult for enemies to defeat you, or to heal while working towards a mode objective as enemies will be attacking you while doing so.
Try to hit at least 2 or more opponents with his Super, as this will give Griff back more of his Super, and put most Brawlers into a range in which they can be finished off with Griff's main attack or another Super. This is rather easy to do due to the long range and wide spread of Griff's Super.
23/07/21 Griff became available in the Griff Challenge.
27/07/21 Griff became available to play in the Training Cave.
29/07/21 Griff became available in Brawl Boxes.
09/08/21 Griff's Business Resilience Star Power was added.
27/10/21 Griff's Business Resilience Star Power healing was increased to 10% of missing health (from 7%). His class was changed to Damage Dealer (from Fighter).
22/12/21 The Sleigher Griff skin was added. It was featured as a Brawlidays 2021 skin.
01/03/22 Griff's main attack damage was increased to 260 (from 220) per coin.
27/04/22 Griff's main attack unload time was decreased to 1 second (from 1.05). His Business Resilience Star Power healing was increased to 15% of missing health (from 10%). His Keep the Change Star Power unload speed decrease was decreased to 25% (from 35%).
29/06/22 Griff's main attack visual effects were slightly reworked.
31/08/22 Griff's Coin Shower Gadget was added. Griff's True Silver and True Gold skins were added.
12/12/22 The number of hits necessary to charge Griff's Super was increased to 16 hits (from 12). Griff's Super recharge rate was decreased by 10%.
18/01/23 The High Score Griff skin was added. It was featured as a Lunar New Year 2023 skin.
26/01/23 Fixed a bug where Griff's Super would glitch when traveling around the edge of the map.
28/02/23 Griff's class was changed to Controller (from Damage Dealer).
14/08/23 The Sunken Chest Griff skin was added. It was featured as a Cursed Pirates skin.
05/09/23 All Brawlers' health and damage were increased from 5% to 10% with each Power Level.