Brawl Stars players are currently exploiting El Primo’s gadget mechanics to force-cluster training bots into a singular coordinate point, a maneuver being gamified through social challenges and monetary incentives. This emergent behavior reveals critical insights into Supercell’s physics engine, specifically how the game handles entity collision and AI state machines in controlled environments.
Let’s be clear: this isn’t a “hack” in the traditional sense of memory injection or packet manipulation. We see a textbook case of emergent gameplay—where the intersection of a character’s displacement ability and the bot’s pathfinding logic creates a loophole. When El Primo utilizes his gadget to displace enemies, he isn’t just moving a model; he is overriding the bot’s current behavioral state. In the training arena, where bots are programmed with predictable, low-complexity AI, this creates a “gravity well” effect.
The “10,000 won” hook seen in recent viral clips is less about a formal reward system and more about the creator-economy’s obsession with “challenge” content. However, from a technical perspective, the ability to perfectly stack NPCs suggests a lack of rigorous “anti-overlap” constraints within the training mode’s physics layer.
The Physics of the Cluster: Collision Volumes and State Overrides
At its core, Brawl Stars operates on a high-performance mobile architecture that prioritizes fluidity over pixel-perfect collision. The game utilizes a simplified version of bounding box physics. When El Primo’s gadget triggers a displacement event, the engine calculates a vector and pushes the target entity along that path.

The “clustering” happens because the training bots utilize a basic A* pathfinding algorithm. When pushed into a corner or against another entity, the bot’s “avoidance” logic conflicts with the “displacement” force of the gadget. If the displacement force is applied faster than the bot’s tick rate can calculate a new path, the entities effectively “merge” or stack.
This is a classic example of a race condition between the physics engine (handling the push) and the AI logic (handling the movement). In a production environment, developers usually implement “soft collisions” to prevent this, but in the training ground—designed for low overhead—these constraints are often relaxed.
The 30-Second Technical Verdict
- The Exploit: Using displacement gadgets to override bot pathfinding.
- The Cause: Low-frequency AI tick rates and relaxed collision volumes in training modes.
- The Risk: Minimal to the server, but indicative of potential “desync” vulnerabilities in competitive play.
- The Verdict: A harmless physics curiosity that highlights the gap between “training AI” and “competitive AI.”
AI Behavioral Loops and the “Dumb Bot” Problem
The bots in the training arena are not powered by complex LLMs or deep reinforcement learning; they are governed by finite state machines (FSM). Their logic is binary: Idle → Detect Player → Move Toward Player → Attack.
When El Primo gathers them, he is essentially trapping them in a “Move Toward” loop while simultaneously applying a force that prevents them from reaching the target. This creates a feedback loop where the bots constantly attempt to correct their position, but because they are stacked, their collision boxes overlap, effectively locking them in place. This is similar to how early NPC AI in open-world games would get “stuck” in geometry.

“The tension between deterministic physics and heuristic AI often leads to these ‘clustering’ bugs. When you force multiple agents into a space smaller than their combined collision radii, the engine has to decide which entity takes priority. If the priority is poorly defined, you get a singularity.”
To understand the broader implications, we have to look at how this relates to Unity’s PhysX integration, which many mobile titles use. If a developer doesn’t implement a “separation force” (a vector that pushes overlapping entities apart), the entities will simply occupy the same space once the initial velocity is neutralized.
From Training Grounds to Enterprise Security: The “Edge Case” Lesson
While stacking bots for a YouTube challenge seems trivial, the underlying principle is a nightmare for cybersecurity analysts specializing in game economy and server-side validation. This is a “logic exploit.” If a player can force multiple entities into one space, they can potentially trigger “Area of Effect” (AoE) damage calculations that the server didn’t anticipate, leading to unintended damage multipliers.
In the wider tech war, this mirrors the struggle between Client-Side Prediction and Server-Side Authority. If the client tells the server “I have gathered all these bots,” and the server blindly accepts it without verifying the physics, you have a vulnerability. This is exactly how “duping” glitches occur in MMOs—by manipulating the state of an object’s position to trick the server into thinking it exists in two places at once.
| Feature | Training Bot AI | Competitive Player Logic | Technical Implication |
|---|---|---|---|
| Pathfinding | Deterministic/Simple A* | Adaptive/Human-driven | Bots are predictable and exploitable. |
| Collision | Relaxed Bounding Boxes | Strict Server-Validated | Clustering is possible in training, rare in rank. |
| Tick Rate | Low (Reduced CPU load) | High (Real-time sync) | Latency allows for “state stacking.” |
The Macro View: Why This Matters for the Meta
We are seeing a trend where “breaking the game” is more valuable than “playing the game.” The “10,000 won” incentive is a symptom of a digital culture that rewards the discovery of edge cases. For developers at Supercell, these videos act as free QA testing. They reveal exactly where the physics engine is “leaking.”

However, this also pushes the community toward a more analytical approach to gaming. Players are no longer just looking at “damage per second” (DPS); they are analyzing “hitbox manipulation” and “frame data.” This is the “professionalization” of the geek—where gaming becomes a study in software limitations.
If you want to dive deeper into how these systems are built, I recommend exploring the Open Source Game AI repositories on GitHub. You’ll find that the struggle to prevent “entity stacking” is a universal challenge in game development, from indie projects to AAA titles.
Final Takeaway: The El Primo bot-cluster is a charming glitch, but it serves as a reminder that no matter how polished the UI, the underlying code is always a series of compromises between performance and precision. When those compromises clash, you get a viral video and a very confused group of digital bots.