This guide’s information is relevant as of the Awakening Patch (see TL;DR)


The intention of this guide is to provide a simple understanding of the Brawler class, without needing an understanding of the underlying mechanics and mathematics of TERA. Due to the interests and scope of the author’s knowledge, this guide will focus on PvE aspects.
Brawler is an offensive ‘dps’ tank that offers little utility to the party. Their unique playstyle is based around the skill Growing Fury. This grants a buff that gives all damaging skills a frontal block effect. Hence while other tanking classes will generally use a dedicated block skill to block attacks, Brawler is able to block by using any offensive skills.

About~ I’m PurpleHeart/Nep, a Brawler main on Tempest Reach since the release of Dreadspire 3. I occasionally play Gunner (my previous main) too. I’m a casual elitist; I’d rather chill and enjoy my runs but I can’t resist the urge to min-max my gear and gameplay! I’ve been involved in the theorycrafting community, helping to make the new crit formula and spread the good news of maths. Irl, I’m a tea-drinker that spends too much time on my laptop.

Awakening TL;DR


You should never forget that you are primarily a Tank. As a tank, your priorities are:
1. Staying alive

2. Holding Aggro
If you struggle to hold aggro while playing Brawler you should use an aggro generation crystal, e.g. Fine Threatening Niveot until you feel confident in your dps. If you lose aggro, the skill Provoke will guarantee you aggro for several seconds – however this should not be relied on to hold aggro as it has a long cooldown.

3. Positioning the boss
As a tank you should try to position the boss in a way that makes it easier for the dps to maintain back-time. This comes with experience and depends on the boss. If the boss turns to attack a dps/healer, you should reposition to the new front of the boss to minimise turning. If the boss is in an inconvenient position for the party due to AoEs/wall/mechanics, use Provoke to guarantee aggro before repositioning to a better place.

4. Debuffing the boss
The skill Jackhammer applies a debuff to the boss that stacks up to 8 times and grants 1.5% endurance reduction per stack. This debuff has a 20 second duration and is refreshed upon hitting the boss with Jackhammer. You should aim for 99-100% uptime on this, which is generally easy as Jackhammer is a core dps skill.

5. Enraging the boss
The skill Infuriate will enrage the boss, which is generally beneficial as party members will deal increased damage and take reduced damage. In the current patch, bosses enrage naturally after 10% of their health has been done and this lasts for 37 seconds (after which 10% more of the boss’ HP will need to be dealt before it enrages again). Normally, Infuriate is used at the start of the fight and can be used again during fights if it comes off cooldown. Keep track of the boss’ HP – it is a waste to use Infuriate if the boss is already enraged or will enrage naturally soon.

After you are comfortable with fulfilling your tanking priorities, Brawlers should focus on their dps as they have little utility to the party. In addition, in higher geared parties with skilled players you may run into difficulties holding aggro if your dps is inadequate.
There are two factors that impact your dps. Your gear and your skill usage/rotation. The order of this guide is to first overview the various Brawler skills, go through gearing choices and finally look at skill priorities with optimal gear.


Here we’ll be going over all the important skills for Brawler and explaining some of the logic behind them.

Green colored glyphs are mandatory
Yellow colored glyphs are situational
Red colored glyphs are bad

Growing Fury (GF)

  • (4) Pumped Growing Fury – Increases power by 25 during the duration of effect.
  • (4) Threatening Growing Fury – Increases aggro by 20%.

Growing Fury is the skill that defines Brawler. On use it gives a buff that gives all offensive skills (and Bull Rush) a frontal block as well as increasing crit factor by 50, power by 45 and cooldown reduction by 30%, however it decreases attack speed by 10. The buff lasts until the rage bar is depleted, which takes 12 seconds at a rate of 250 rage decay per second. Maintaining the buff is generally easy as long as you are constantly using skills and have all of the rage generation skills glyphed. Losing the GF buff by dying or running out of rage isn’t the end of the world as it has no cooldown, nevertheless you should try to keep your uptime as high as possible and it takes time to generate full rage to use GF again.

Haymaker (HM)

  • (2) Brilliant Haymaker – Reduces MP cost by 100.
  • (4) Persistent Haymaker – 20% chance to eliminate cooldown.
  • (4) Empowered Haymaker – Increases skill damage by 25%.
  • (4) Carving Haymaker – Triples the chance to crit.

Haymaker is one of Brawler’s two core dps skills. Its base damage isn’t the highest, however it has an innate 5x crit factor modifier that gives it a high crit chance. In addition, Haymaker has the bloodlust effect where damage is increased the lower the boss’ HP, up to 78% additional damage. We’ll go over this additional damage part in the section dedicated to this.

Jackhammer (JH)

  • (3) Aggravating Jackhammer – Increases damage by 25% to targets suspended in air.
  • (3) Empowered Jackhammer – Increases skill damage by 25%.
  • (3) Carving Jackhammer – Doubles the chance to crit.
  • (2) Ardent Jackhammer – Generates an additional 1% Rage per successful hit.

Jackhammer is the second core dps skill with a low cooldown and high base damage. Jackhammer does not scale with attack speed. This skill is also your debuff so it’s important to keep this up, normally speaking this is not difficult at all because it’s part of your priority list but if you are required to stop dpsing, due to a long lasting mechanic, for a long period of time. It’s important to get this back up as soon as possible.

Roundhoudse Kick (RHK)

  • (3) Grounding Roundhouse Kick – Adds frontal defense effect to Jackhammer/Piledriver/Haymaker if the skill is used within 5 seconds.
  • (3) Energetic Roundhouse Kick – Decrease cooldown by 25%.
  • (2) Powerlinked Roundhouse Kick – Increases all skill damage by 15% for 3 seconds after a successful hit.

Roundhouse Kick has low damage, however it can be glyphed to give a buff on hit that grants +15% damage for 3 seconds. Careful use of this skill can result in a significant dps increase through high buff uptime. Also, RHK is a high priority ability and can be used to animation cancel along with Ground Pounder and Counterpunch, which is discussed in a later section.

Ground Pounder (GP)

  • (4) Energetic Ground Pounder – Decrease cooldown by 20%.
  • (1) Ardent Ground Pounder – Generates an additional 3% Rage per successful hit.
  • (4) Empowered Ground Pounder – Increases skill damage by 30%.
  • (4) Carving Ground Pounder – Triples the chance to crit.

Ground Pounder is a skill with a high base damage, but a long animation (the first two hits are an animation lock). Hence, it’s dps is not spectacular.

Counter Punch (CP)

  • (3) Energetic Counterpunch – Decrease cooldown by 25%.
  • (3) Empowered Counterpunch – Increase skill damage by 30%.

Counterpunch is a skill that can only be used within 6 seconds of blocking an attack, and has a very high chance to crit.

Piledriver (PD)

  • (3) Opportunistic Piledriver – 60% chance to eliminate cooldown for Roundhouse Kick upon successfully hitting a monster.
  • (1) Ardent Piledriver – Generates an additional 2% Rage per successful hit
  • (3) Empowered Piledriver – Increases skill damage by 25%.

Piledriver is a skill with low dps and is mainly a filler ability. Piledriver does not scale with attack speed unless used after Roundhouse Kick while the Grounding Roundhouse Kick glyph is active. As this glyph is unnecessary during growing fury, in practice Piledriver does not scale with attack speed.

Flip Kick (FK)

  • (4) Lingering Flip Kick – Increases effect duration by 50%.
  • (3) Aggravating Flip Kick – Increases damage by 50% to targets suspended in air.

Flip Kick has low base damage and no innate crit. It is the lowest priority filler for Brawler.


  • (3) Powerlinked Counter – 60% chance to increase all skill damage by 25% for 6 seconds after Perfect Defense.
  • (3) Empowered Counter – Increase skill damage by 30%.
  • (3) Carving Counter – Doubles the chance to crit.

Counter is Brawler’s manual block skill. It has no cooldown and does negligible damage. It can be glyphed to give a 60% chance on Perfect Block of granting a 25% damage buff for 6 seconds. This will be discussed in its own section.

Perfect Block

When a Brawler blocks an attack within 0.5 seconds of beginning to block with a skill or Counter, it is counted as a perfect block (indicated by the gold perfect block icon as opposed to the normal blue block icon). Perfect blocking results in a gain of 200 rage, as well as reflecting a portion of the skill used to block’s damage to the boss. This reflected damage is guaranteed to crit and is meant to be 40% of the skill damage, however this is only true for single hit skills; multi-hit skills have lower reflected damage ratios.
When there is an opportunity to perfect block, it is preferable to use Haymaker or Ground Pounder to maximise the reflected damage. If neither of these skills are available, it is not recommended to disrupt skill priority in order to get perfect blocks.

Perfect Blocking with Counter

Counter has a glyph ‘Powerlinked Counter’. This gives a 60% chance to gain a buff of 25% damage for 6 seconds when perfect blocking with Counter.
Note that Punch + Counter (Punch can be instantly chained into Counter) can also be used to perfect block an attack to proc this glyph.
Counter perfect block should only be used in the following scenario:

  • Buff not already active
  • Single hit boss attack
  • HM, GP on cooldown

Counter should be used if there is an animation cancel available. Punch + Counter should be used if there is no animation cancel available.

Power vs Crit Factor

The graph shows power (up) against crit factor (across), with the red line being without the Haymaker Glyph and the purple line with the glyph.
To optimise your gear, aim to lie on the line.


For the purposes of this guide it is assumed that you have access to all BiS gear, hence any comparisons between different options will look at the relative dps gains from BiS scenarios.


The BiS weapon is Stormcry. Is has one top-line and four bottom-lines. The choices for top-line are:

  • Increases damage by 9.3% when attacking enraged monsters.
  • Decreases skill cooldowns by 7.2%.
  • Increases Attack Speed by 9%.
  • Increases Crit Factor by 18.

You should use the enraged damage line in shorts fights with high enrage uptime (higher than 50%).
You should use the cooldown reduction line in long fights with low enrage uptime (lower than 50%) .

The choices for bottom-line are:

  • Increases damage by 9.3% when attacking enraged monsters.
  • Increases damage by 6%.
  • Decreases skill cooldowns by 7.2%.
  • Increases damage by 8.6% to the target with the most aggro toward you.
  • Replenishes 0.6% of total MP instantly when you use a skill.
  • Increases Attack Speed by 4.5%.
  • Increases Crit Factor by 14.
  • Increase Crit Power by 0.3.
  • Increases damage by 6.9% when attacking from behind.
  • Increases damage by 6.9% when attacking knocked-down targets.
  • 0.5% chance to replenish MP when combat starts.

You should use enraged damage, highest aggro damage, cooldown reduction and crit power bottom-lines.


The BiS armor is Stormcry. Is has one top-line that affects skills and four bottom-lines that affect your tankiness. The choices for top-line are:

  • Increases damage of Punch by 15%.
  • Decreases cooldown of Divine Wrath by 10%.
  • Increases damage of Jackhammer by 12%.
  • Replenishes 30 MP when Jackhammer hits a target.
  • Decreases cooldown of Roundhouse Kick by 15%.
  • Increases damage of Piledriver by 12%.
  • Increases damage of Ground Pounder by 10%.
  • Generates 2% Rage when Rampage hits a target.
  • Doubles the chance to crit when using Meat Grinder.
  • Reduces Rage cost of Invigorating Rage by 600.

The two viable options for top-line are Jackhammer damage and Roundhouse Kick cooldown reduction. Using the RHK CDR line requires a high priority of RHK usage within your rotation in order to utilise the lower cooldown. The RHK CDR line when used optimally is ~0.5% dps increase over the Jackhammer damage line as well as providing greater QoL.

The choices for bottom-line are:

  • Decreases damage taken by 6%.
  • Recovers 0.4% of total HP when skill hits target.
  • Decreases damage taken while knocked down by 6.9%.
  • Decreases damage taken from frontal attacks by 6.9%.
  • Decreases damage from enraged monsters by 10%.
  • Decreases damage by 8.7% from the monster with the most aggro toward you.
  • Healing skills affecting you increase by 6%.
  • Recovers 1.2% of total HP every 5 seconds.
  • Raises max HP by 8%.
  • Reflects 7.2% of damage to the attacker.
  • 0.3% chance to recover HP when combat starts.

All damage taken lines stack additively. Hence it is beneficial to use every possible damage taken line as there is already 34% damage reduction from using Hardy Dyads. Therefore, you should take the enrage/aggro/frontal/flat damage taken reduction lines.


The options for gloves are:

  • Increases Power by 5.
  • Increases your healing skills by 6%.
  • Increases Crit Factor by 9.
  • Recovers 0.2% of total HP when skill hits target.
  • Replenishes 1% of total MP every 5 seconds.
  • Increases Attack Speed by 2.25%.
  • Increases Endurance by 4.

Power, crit factor and attack speed lines should be used as these are the only options that increase dps.


The options for boots are:

  • Increases Endurance by 4.
  • Increases resistance to knockdown and stagger from boss attacks by 35%.
  • Increases Movement Speed by 6%.
  • Recovers 0.6% of total HP every 5 seconds.
  • Increases Balance Factor by 10.
  • Replenishes 2% of total MP every 5 seconds.
  • Decreases duration of slowing effects by 0.76.

Of these options, endurance is the only ones that increases tankiness and so is mandatory. Movement speed is also useful and mandatory. The third line is personal preference – HP regen should not be taken if you want to slay. Personally, I would recommend mana regenenration in PvE, as resistance to knockdown/stagger and slow reduction are both rarely useful in PvE.


When deciding what jewelry to use it’s important to note brawler has shifted from aiming for the Haymaker crit cap to adjusting your gear based on the graph. Almost all available Crit Factor or Power is in a 2 : 1 Crit Factor to Power ratio. So, in scenarios where more than one option is viable pick the option that places you closer to the line on the Crit vs Power graph.


This can be rolled for 8 crit factor or 4 power as required.


Marrow Brooch is the BiS brooch which is obtainable from Phase 4 of Harrowhold. If you are unable to obtain it, the next best is a Quatrefoil Brooch. The optimal rolls on both are 6 crit factor and 3 power. If you can’t obtain a quatrefoil and are working your way up, go for an Empowered Brooch.


The BiS belt is Stormcry and should be rolled for 6 crit factor and 3 power.


As power earrings have a slightly more efficient power : crit factor ratio than the other jewellery pieces, it is optimal to use two power earrings. The rest (necklace and rings) can either be crit or power as necessary. The optimal rolls on earrings are 4% HP and 4 endurance, necklace is 4 power, rings are 4 power and either 4 crit factor or 2 power as required.


You’ll want either the 24 Crit Factor or 12 Power because these are best in slot, with the Power one generally being cheaper than the crit.


Here we’ll talk about the different types of etchings you should run on Brawler

Weapon and Gloves

Energetic etches are very efficient on Brawler as they already have a high amount of CDR from GF. Due to the large amount of power and crit factor granted by GF, Pumped and Keen etchings are not worth using on Brawler. Brawlers should always use Energetic weapon and glove etchings.

Armor and Boots

As Brawlers have a low base endurance, their defence scales well with Grounded etchings. Block value is a flat amount, and is affected by endurance but not bonus health. Hence Brawler should use Grounded armour and boot etches.


For jewelry you want to use either Keen or Pumped etching as necessary.


For weapon crystals, Focused and Wrathful are mandatory as they increase crit power by a large amount resulting in a large dps gain. Below I will go into Carving vs Pounding but the general idea is that 2x Pounding is better.
1x Fine Wrathful Niveot
1x Fine Focused Niveot
2x Fine Pounding Niveot

Carving vs Pounding

Carving is not very valuable on Brawler as Haymaker and Counterpunch have ~100% crit chance. Hence Brawlers should use two Pounding weapon crystals.
For accessory crystals, Keen vyrsks (6 crit factor) or Power vyrsks (3 power) should be used.

Secondary Dyad effects

With weapon dyads, Poised secondary effects are very powerful due to the damage reduction, especially on bosses with high enrage uptime e.g. Vergos Phase 4. Relentless secondary effects provide flat HP and are a reasonable alternative.
For armour crystals, it is mandatory to use four Hardy crystals due to how damage reduction is additive. For armour dyad secondary effects, Brutal is the only one that increases damage, however this is rarely utilised as few bosses can be knocked down. One of the current bosses that can be knocked down being in Ruinuous Manor, this will definitely be a slight dps increase but it won’t be that big of a difference.
If you want more information on how to obtain Dyads then go to our Dyad Niveot Structure Guide.


There are two passive skills available from dragon/phoenix mounts that have a 10% chance on hitting a critical hit to grant a buff of 1.0 (common) or 2.0 (superior) crit power for 6s (60s cooldown). The 2.0 buff overwrites the 1.0 buff if already active, and the 1.0 buff cannot activate while the 2.0 buff is active. To min-max, a common and superior dragon/phoenix mount are both required.


Prime Battle Solution

This is mandatory. It gives a large boost in Crit Power, Power, Cooldown Reduction and Mana Regeneration

Strong Bravery Potion vs Strong Canephora Potion.
In general, it is better to use canephora rather than bravery on Brawler as the attack speed from bravery does not increase dps by enough to outweigh the extra damage from canephora. However, if you feel like bosses do too much damage to you (for example you take damage even though you’re blocking a blockable attack), a Bravery Potion might help because of the damage reduction it gives.

Lamb Bulgogi

Grants 20 crit factor and 3 attack speed. If this is not affordable, Floretta soup (10 crit factor) can be used. While this is a luxury item, it really does help your dps a lot because it means you can have additional power on your gear rather than the crit.


Normal noctenium infusions increase damage by 4-9%. Superior Noctenium is more expensive to use, but increases damage by 4-20%.

Root Beer

Increases attack speed by 20 for 10 seconds. This is useful in burns, especially at the start of the fight when none of your abilities are on cooldown. It’s also really nice to use when the boss gets enraged because that’s when you do the most damage.


These glyphs are the mandatory glyphs that you will want for almost every boss

Ground Pounder (GP)
  • (4) Energetic Ground Pounder – Decrease cooldown by 20%.
  • (4) Empowered Ground Pounder – Increases skill damage by 30%.
  • (4) Carving Ground Pounder – Triples the chance to crit.
Haymaker (HM)
  • (4) Persistent Haymaker – 20% chance to eliminate cooldown.
  • (4) Empowered Haymaker – Increases skill damage by 25%.
  • (4) Carving Haymaker – Triples the chance to crit.
Roundhoudse Kick (RHK)
  • (3) Energetic Roundhouse Kick – Decrease cooldown by 25%.
  • (2) Powerlinked Roundhouse Kick – Increases all skill damage by 15% for 3 seconds after a successful hit.
Piledriver (PD)
  • (3) Empowered Piledriver – Increases skill damage by 25%.
Jackhammer (JH)
  • (3) Empowered Jackhammer – Increases skill damage by 25%.
  • (3) Carving Jackhammer – Doubles the chance to crit.
  • (2) Ardent Jackhammer – Generates an additional 1% Rage per successful hit.
Growing Fury (GF)
  • (4) Pumped Growing Fury – Increases power by 25 during the duration of effect.

The remaining glyph points are quite flexible depending on situation.
These glyphs are recommended on bosses that attack frequently:

  • (3) Powerlinked Counter – 60% chance to increase all skill damage by 25% for 6 seconds after Perfect Defense.
Counter Punch (CP)
  • (3) Energetic Counterpunch – Decrease cooldown by 25%.
  • (3) Empowered Counterpunch – Increase skill damage by 30%.

These glyphs are recommended if you have difficulty maintaining GF or the boss attacks infrequently:

Ground Pounder (GP)
  • (1) Ardent Ground Pounder – Generates an additional 3% Rage per succesful hit.
Piledriver (PD)
  • (1) Ardent Pile Driver – Generates an additional 3% Rage per succesful hit.

Rage Generation

During Growing Fury, rage is lost at a rate of 250/s. Almost all skills provide more than 250/s, hence it should be simple to maintain Growing Fury as long as you are actively hitting the boss with skills. While most bosses have mechanics which temporarily require you to iframe/stop attacking, it takes 12s for the full 3000 rage to deplete which is longer than any of these mechanics. Even then it is often possible to maintain rage by hitting any available targets e.g. mobs/pylons etc.

Perfect blocks grant 200 rage, hence it is much easier to maintain Growing Fury on bosses that attack more frequently.

Some abilities also have long ranges which allows continued skill usage even when it is not possible to stand directly next to the boss (e.g. Lakan entering soul world). Ground Pounder has a huge range of >10m and Jackhammer has a range of ~8m (however it does move you forwards 2-3 metres).

The ardent glyph on Jackhammer is mandatory for maintaining Growing Fury. However, the ardent glyph on Ground Pounder is generally unnecessary due to GP’s long cooldown. If you are comfortable with perfect blocking and constantly using skills the ardent glyph on Piledriver can also be removed.

The ardent glyphs increase rage per hit, hence if you are hitting multiple targets the rage increase is much greater.

Haymaker Bloodlust

Haymaker and Jackhammer are the two highest priority skills by a significant margin. However, the damage dealt by Haymaker changes drastically over the course of a fight due to bloodlust (increased damage the lower the boss HP).

The graph shows the crit factor (across) at which Jackhammer and Haymaker have the same priority depending on boss HP (up). Above the line Jackhammer has a higher priority than Haymaker, while below the line Haymaker has a higher priority than Jackhammer. Look at the purple line if you use Haymaker crit glyph or the red line if you do not use the glyph.

A BiS Brawler will have between 270-300 crit factor, so the breakpoint is ~50% boss HP.

Skill Priority

The skill priority is as shown below (based off damage, cast time, crit chance and cooldown). The order of Jackhammer and Haymaker depends on boss HP, the breakpoint for which is ~50% in BiS gear.

The perfect block priority from earlier is summarised below:

Brawler Animations

All skills have a windup, attack, skill-lock backswing and move-lock backswing. The windup is the initial animation before the skill hits, and if the skill is cancelled at this point it will not go on cooldown, but it is still possible to perfect block with it. The attack is the animation where the skill first hits the boss and the skill goes on cooldown, till it last hits the boss. For single-hit skills this is very short/instant. During the skill-lock backswing it is normally not possible to cast skills and/or move. During the move-lock backswing, the skill animation can be cancelled by using any ability, however it is not possible to move.

Skill Queueing

Unlike most classes, Brawler skills feature innate skill queueing. If another skill (that isn’t a high priority skill) is pressed during the cast animation of a skill, it will be queued and automatically cast at the end of the skill-lock phase of the backswing.

Animation Cancelling

Brawler skills have an innate ability priority. This is useful as it allows time to be saved in the skill-lock backswing animations of skills. The skill priority tiers are as follows:

No priority:

  • Movement (W, A, S, D)
Low priority:

  • Haymaker
  • Flip Kick
  • Piledriver
  • Jackhammer
High priority:

  • Counter
  • Ground Pounder
  • Roundhouse Kick
  • Counterpunch
  • Quick Dash
  • Bullrush

High priority skills can cancel all skills at any point, even during the windup. Medium priority skills can cancel the skill-lock backswing, while Low priority skills can cancel move-lock backswing. Skills with no priority cannot be used until the full animation of the previous skill has ended.

The exceptions are:

  • Quick Dash and the first two hits of Ground Pounder, which are animation locks that cannot be cancelled.
  • After the 6th hit of Jackhammer, any skill can be used to cancel it.


Effects of FPS/Ping

Tera is an action combat MMO, and as such your ping to the game servers has a large effect on your dps. There is a delay due to ping before the cooldown packet reaches the client from the server. There is also a delay from ping and fps (as inputs are only sent on the next frame) before an input on the client reaches the server. Therefore, ping and fps can heavily impact dps. It is recommended that people with low fps disable screen shake, as many Brawler skills use this effect.
Skill queueing is affected by both ping and fps, while animation cancelling is only affected by fps not ping. Overall, Brawler is moderately affected by both ping and fps.


Desync occurs when there is a mismatch between the client’s and server’s information on player location due to ping when using any skill that moves the player. Hence desync is worse the higher your ping. Desync will cause your skills to rubber-band, pass through the boss, or teleport you often resulting in death or the boss turning. Brawler is the class most affected by desync as they are the target of most boss attacks (as a tank), and most of their skills include some movement.

Tips and Tricks

Frontcritting from back

Brawler has the unique ability to frontcrit the boss from behind the boss. This is achieved by turning the camera sideways, as if hitting from the side. The attack will then frontcrit.

Bullrush usage

Bull Rush grants 50% damage reduction for its duration. It also grants frontal block while in Growing Fury. Hence, it can be used to facetank some boss attacks (only recommended for geared and experienced players).

It can also be used on the first boss of RKH to avoid being blown back by the wind mechanic.


Most Brawler skills have some movement built into them, so you should never need to manually walk. The longest travelling skill is Bull Rush, which is useful for avoiding many mechanics/AoE attacks. To manoeuvre around a boss, Piledriver, Roundhouse Kick and Punches can be used depending on distance required. It is recommended not to use Quick Dash for repositioning as it is Brawler’s only true iframe.


When slaying (HP under 50%), one of the Pounding weapon crystals should be replaced by a Slaying crystal. The other Pounding weapon crystal should be replaced by a Furious crystal. The 0.3 crit power weapon roll should be swapped to 6% damage.

The use of Resolute armour crystals also increases your tankiness while slaying, however their use is risky as if at any time your health is greater than 50% you effectively have no armour crystal.

For weapon dyad secondary effects, aim to get Resolute as this reduces damage taken while under 50% HP.

DPS Brawler

Brawler can be played as a dps class, if gearing changes are made. However, this is not recommended unless in a party with an experienced tank (preferably using a Threatening weapon crystal) as dps Brawler generates far more aggro than any dedicated dps class resulting in potential aggro swaps.

The gear changes required to dps with Brawler are: use of Bitter and Savage to replace Pounding and Wrathful, % behind damage and % damage on weapon to replace %highest aggro damage and 0.3 crit power, % HP on chest to replace % highest aggro.

Compared to dedicated dps classes, Brawler provides mid-tier dps. The frontal block effect of Growing Fury allows dps Brawlers to carry on using skills through boss attacks/mechanics that most other classes would have to iframe to avoid. Note that the frontal block effect of Growing Fury only applies to yourself, however skills with innate frontal block such as Counterpunch and Ground Pounder protect nearby party members. In addition, dps Brawlers can support the party by using Infuriate to enrage the boss for higher enrage uptime.

Compared to a tank Brawler, there are generally fewer block opportunities from behind, hence there is a dps loss due to fewer perfect blocks and reduced availability of Counterpunch. However, this is more than balanced out by the higher crit power and crit chance for backcritting. Dps brawler should do ~25% more dps than tank Brawlers.


  • Austin – Data collection and testing
  • Discover – My Brawler senpai
  • Ehrgeix – Animation definition ideas
  • Ketoth, Roukanken – Theorycrafting information
  • Loriri – Translations and kTera information
  • The rest of the theorycrafting community – Various information

Further Reading

If you want more in depth information than what is displayed in this guide I have a complete guide here.


  1. Do you have moongourd Log so I can see how the skills chart goes?

  2. and by the way, in case if someone haven’t realized,
    BiS stands for “Best in Slot”, which means the best item (or gear) you can get in the current game.

  3. OH MY
    I’ve watied for Brawler’s New Guide for soooooo long !!! XD
    Thank you Nep!!

    and by the way Vahn, I think Nep meant that 150 crit factor is the minimum that we require
    to reach 331 crit factor, with some crit skill buffs (ex. from mystics), crit potion-buffs (ex. lamb bulgogi? etc etc) and crit factor stats from equipments !

    • The 331 crit factor value from the old Brawler Guide is incorrect. There is no minimum or maximum crit factor, just aim for your gear stats (when fully buffed in combat) to lie on the line in the power vs crit factor graph.

  4. And why crit power instead of damage 6% roll ?!

  5. “A BiS Brawler will have between 270-300 crit factor, so the breakpoint is ~50% boss HP”
    You mean this counting the white crit or just the green one ?!

  6. “When there is an opportunity to perfect block, it is preferable to use Haymaker or Ground Pounder to maximise the reflected damage.”

    I’m new at Brawler but I’m pretty sure Haymaker doesn’t block anything unless you use RHK before it with the Grounding Glyph. So why are you saying it’s a bad glyph when you’re telling us to use Haymaker to block attacks?

  7. Hello, what’s the difference if you choose flat 6% damage over 0.3 crit power? (weapon rolls)

  8. how muuch crit factor must i reach??
    150 its enough??

    • There is a graph in the Power vs Crit Factor section. You want to swap power for crit factor or vice versa until your gear stats (when fully buffed in combat) lie on the appropriate line.

  9. On moongourd top classified brawlers have on average 40% critrate on JH and 40% critrate on PD, and 70%.
    I cannot find you to compare, but what is for you the optimal crit factor (total(white+green) excluding any form of consumable)?

    • For optimal total crit factor, look at the graph in the power vs crit factor section and aim for your gear stats (when fully buffed in combat) to lie on the line. There is no set crit factor as the optimal values will depend on your gear and buffs that you have available to you.

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