Guild Brawl
Brawl is a competitive content which pits 4 guilds against each other to capture territory through defeating the beastfolk that reside there.

Each season will comprise 4 cycles, with 5 rounds within each cycle. Each cycle will run up to 2 weeks, with 1-day strategy phases between 1-day rounds and a 4-day waiting cycle (14 days total).


Players have 1 attack per round to defeat as many monsters within 1 minute and 30 seconds. Similar to Stonehenge, you will be fighting infinite waves of these mobs, but they will get stronger with each progressive wave. Attacks can only be launched on islands that are next to territory occupied by your guild, or are currently occupied by your guild.

Guild leaders can also assign up to 5 players to be Honorary Knights, giving them an additional attack per round.

At the end of each round, scores will be tallied, and the guild with the most total kills while still meeting the minimum capture target within that territory captures it, having points assigned to them. Kill counts are not reset between rounds and guilds can attempt a capture of a territory again in the next round.
Brawl Enemies Summary
There are 4 different species of beastfolk, each occupying an island, with their own unique Element and gimmicks.
Black Wolves - Shock Element

These shock-type beastfolk have 3 gimmicks:
- 90% Magical Damage Reduction (Unaffected by Ignore Damage Reduction)
- A stacking debuff gimmick which applies a stacking DEF reduction debuff on your team for each kill while applying beneficial effects at various thresholds (ATK SPD, Crit Chance, ATK AMP, Additional Damage and Critical Damage)
- A gimmick that greatly reduces their DEF while increasing their ATK and ATK SPD for each debuff active on them.
Due to these gimmicks, the name of the game is to bring physical damage dealers, along with debuff cards/ auras, to shred their DEF. Chaos-type Physical DPS units like Lohengrin and Lisa will make short work of these wolfkin.
Misc. Information
Similar to Stonehenge, characters with very long skill animations, such as Ran, Palamedes, Morgan Le Fay and Tiamat are still very bad for this content. High-scoring teams are also expected not to use ultimates, which also take up a large amount of time. However, due to enemies getting tankier and stronger with each passing wave, there is some emphasis on using some time to buff yourself up between waves, or saving strong, damaging ultimates towards the end to eke out the last few kills.
As of the time of this guide, we do not know if players retain their enemies' stats between rounds, which may make subsequent rounds much harder. It may well open the way to more defensive teams.
