⚔️ Win battlefields, not just individual fights
Alliance Brawl brings 4 alliances together for 3 rounds. Each alliance faces the other three once in a round-robin format. Defeat opponents for Merits, but plan as a team: winning more battlefields wins the round and earns group points.
✅ Entry and event flow
Your alliance needs an Alliance building at Level 10 or above and at least 10 registered members, according to the supplied reference.
| Stage | Duration / format | What to do |
|---|---|---|
| Registration | 48 hours | Register enough members and confirm participation. |
| Matching | 4 alliances in the group | Check the opponents; the reference does not specify this stage's duration. |
| Preparation | 24 hours | R4/R5 review battlefield assignments and defensive lineups. |
| Combat | 3 rounds, 24 hours each | Fight the other three alliances once each. |
| Settlement | Ranking rewards | Final positions use total group points, then total Merits to break ties. |
🗺️ Battlefields and zone values
The event has 3 battlefields. Each battlefield contains 3 zones, from the center outward. Players are automatically assigned to battlefields based on lineup power (Arrest Squad Power), or R4/R5 can change the assignments during preparation.

| Zone | Position | Merits per defeated opponent |
|---|---|---|
| Level 3 | Center | 5 Merits |
| Level 2 | Middle | 2 Merits |
| Level 1 | Outer | 1 Merit |
These are zone-based Merit values, not the number of group points earned for winning a round. Do not confuse a zone with an entire battlefield.
🎯 Combat rules to know before attacking
- Each round lasts 24 hours.
- Each participant has 2 challenge attempts and 2 lives per round.
- Combat uses the Arrest format; Felon stat bonuses work in combat.
- You can challenge opponents only on your assigned battlefield.
- After defeating an opponent, you cannot challenge that same opponent again.
🥁 Use War Drums at the right time

Losing a challenge gives you a War Drum. Use it on an ally, including yourself, to grant Motivation for the next challenge. A player can have up to 2 stacks, and the effect is cleared after the next challenge.
🏆 What decides the standings?
| Result / ranking step | Rule in the supplied reference |
|---|---|
| Round winner | The alliance that wins more battlefields earns 3 group points. |
| Draw | Each alliance earns 1 group point. |
| Final ranking after 3 rounds | Based on total group points. |
| Equal group points | Total Merits decide the ranking. |
🔎 Show detailed guide
1. Prepare the roster before combat
- Meet both entry requirements: Alliance building Level 10+ and 10 or more registered members.
- R4/R5 should review the automatic battlefield assignments during the 24-hour preparation phase.
- Check lineup power and defensive lineups before combat starts.
- Assign targets and agree on which battlefields the alliance will contest.
Changing assignments during preparation is described in the reference. Do not assume players can freely switch battlefields after combat starts.
2. Balance Merit value and battlefield coverage
The supplied strategy prioritizes strong, active players in the Level 3 zone, then the next strongest in Level 2, while keeping Level 1 covered by active players who can find suitable opponents.
Use that as a planning principle, not a guaranteed formation. Central-zone wins are worth 5 Merits, but losing coverage elsewhere can hurt the alliance's round objective. The reference does not explain the complete formula for deciding each battlefield's winner; check the event's battlefield score display instead of inventing a conversion from Merits to battlefield points.
3. Plan each challenge
- Compare opponent power before committing an attempt.
- Prefer opponents your lineup can reasonably defeat.
- Remember that a defeated opponent cannot be challenged again by you.
- Coordinate important targets so limited attempts support the alliance plan.
- A player can only fight on the battlefield assigned to them.
The reference does not specify whether repeat challenges after a loss are restricted in any additional way. Follow the actual challenge options shown in the game.
4. Coordinate War Drums and Motivation
After a loss, use the War Drum on the player who can make the best use of the next challenge. This can be yourself or another ally. Motivation has a 2-stack limit and is cleared after that next challenge.
Use the effect for an important planned challenge rather than spending it on an easy target by accident. The poster does not state a numerical Motivation bonus or guarantee a win, so this guide does not assign a percentage to the effect.
5. Leaving and rejoining
| Situation | Consequence described in the reference |
|---|---|
| Leave the alliance during registration after registering | You must register again, whether you return to the original alliance or join another one. |
| Leave after registering and participating in combat | Your battlefield position is replaced by a bot. |
| Bot replacement | The bot does not actively attack. |
| Rejoin your original alliance | You can reclaim the bot's battlefield position, inheriting its HP and Motivation effects, and participate in later combat. |
Do not assume leaving and rejoining restores HP, refreshes attempts, or resets lives. Those benefits are not stated in the supplied reference.
6. Round and reward checklist
- Track all 3 battlefields, not only personal Merits.
- Aim to win more battlefields than the opponent in each round.
- Recheck the opponent and assignments for each new round.
- Keep track of attempts, lives, and the next use of Motivation.
- Review total group points after the third round.
- If group points are tied, compare total Merits.
The poster does not specify reward quantities or the settlement clock time. Check the event screen for current reward tiers and claim rules.