# Brawl Setup Basics **[afnleaf's notes](https://afnleaf.github.io/notes.html)** ---- Brawl compositions generally lack the ability to exert map control on long and/or open sight lines. Rather they will look to take *point control*, or setup around chokes as a form of map control. Some brawl comps can poke much more than others while still having very strong close range burst or gap closing ability. We will primarily look at the current standard brawl meta composition. **Standard:** ![reinhardt](https://i.imgur.com/wKkGxcz.jpg "reinhardt" =70x63) ![dva](https://i.imgur.com/J37idVM.jpg "dva" =70x63) ![mei](https://i.imgur.com/fMFe0Xh.jpg "mei" =70x63) ![mccree](https://i.imgur.com/gvXShkD.jpg "mccree" =70x63) ![lucio](https://i.imgur.com/M3hs7pk.jpg "lucio" =70x63) ![baptiste](https://i.imgur.com/7GMdqFD.jpg "baptiste" =70x63) The standard meta brawl comp has Mei, McCree and Baptiste who all provide value in short to medium ranges. This allows the composition to be more flexible and can be considered a Spam/Brawl hybrid. There is a lot more emphasis on the poke phase against brawlier comps or in the mirror. **All In:** ![reinhardt](https://i.imgur.com/wKkGxcz.jpg "reinhardt" =70x63) ![zarya](https://i.imgur.com/YzMdJtz.jpg "zarya" =70x63) ![doom](https://i.imgur.com/DO3V7co.jpg "doom" =70x63) ![reaper](https://i.imgur.com/mrLp0CS.jpg "reaper" =70x63) ![lucio](https://i.imgur.com/M3hs7pk.jpg "lucio" =70x63) ![moira](https://i.imgur.com/bVjeL8C.jpg "moira" =70x63) Doomfist and Reaper get their value in close range. Their ranged engagement tools allow them to make space for the rest of the team to close distance. Most of the time you will exclusively be looking for a brawl win condition. **Spam/Brawl Hybrid:** ![reinhardt](https://i.imgur.com/wKkGxcz.jpg "reinhardt" =70x63) ![sigma](https://i.imgur.com/eslhlP7.jpg "sigma" =70x63) ![mei](https://i.imgur.com/fMFe0Xh.jpg "mei" =70x63) ![hanzo](https://i.imgur.com/bxRfivm.jpg "hanzo" =70x63) ![lucio](https://i.imgur.com/M3hs7pk.jpg "lucio" =70x63) ![baptiste](https://i.imgur.com/7GMdqFD.jpg "baptiste" =70x63) Sigma and Hanzo can play slower for their spam value, strengthening the poke phase. You might see this variation on longer and/or more open maps looking to get advantages through broken shields or low matrix. ---- ## Holding Map Space Brawl compositions generally cannot establish map control on long open sight lines. Instead a brawl should look to hold an area with a lot of chokes. If the enemy get to the open space then they won't be able to establish map control. Most Overwatch maps are designed in stages which can be divided between capture points. The flow of the map goes from some *closed* area into an *open* area back into a *closed* space. These closed spaces are usually some large building or environment that create a choke point on the map. Below are some examples. Can you find more on other maps for by yourself? [<img src="https://i.imgur.com/YMoR8H4.png" width="700" title="brawl hookah hold Oasis:Gardens">](https://i.imgur.com/YMoR8H4.png) [<img src="https://i.imgur.com/cWpER7U.png" width="700" title="brawl hookah hold Oasis:Gardens">](https://i.imgur.com/cWpER7U.png) Holding spawn is a legitimate strategy for a brawl. To leave most spawns you have to walk through a choke. This tactic gets used a lot on Havana point A defense. The defending team gets automatic point control and can set up around chokes by default. ### Holding Chokes *(Brawl Space)* A choke creates a natural killbox when a team tries to walk through it. Many Overwatch maps have areas where a brawl team can easily *choke* out their opponenent by simply setting up a pinch around it. [<img src="https://i.imgur.com/fuLQGYL.png" width="700" title="brawl hookah hold Oasis:Gardens">](https://i.imgur.com/fuLQGYL.png) ### Holding Open Space *(Spam Space)* The standard meta brawl comp has strong midrange poke/spam elements that it uses to its advantage. You should look to set up a "*spam squad*" and a "*brawl squad*" to make the most out of the early poke/posture phase. Here is an example of how you might set up vs a dive team. [<img src="https://i.imgur.com/ENGrqry.png" width="700" title="brawl setup passive">](https://i.imgur.com/ENGrqry.png) [<img src="https://i.imgur.com/SAkC90K.png" width="700" title="brawl setup reactive">](https://i.imgur.com/SAkC90K.png) You may think -> "Isn't a brawl comp supposed to stack up as 6 vs a dive/spam comp?". The short answer is yes, because of your ability to absorb the dive when stacked. However due to the previously mentioned strong mid-range poke elements(McCree and Baptiste). You can play for open sight lines on certain types map geometry to poke out and prevent the dive before it happens. ## Holding Objectives The root win condition of a brawl comp is to close distance on the opponent. A form of this wincon can be executed by playing on the objective. A more mobile enemy that would otherwise be out of reach will be forced to contest you, allowing the gap to be closed without the brawl comp having to move. #### vs Dive/Spam in Enclosed Spaces Look to deny angles on the entrances to the space. Your main healer should play on a corner where they can close off the most sight lines to the biggest enemy threat. This can work on control point objectives or bunker spots on other maps where you can put your tanks on the point. [<img src="https://i.imgur.com/9f27IqA.png" width="700" title="brawl hookah hold Oasis:Gardens">](https://i.imgur.com/9f27IqA.png) #### vs Dive/Spam in Open Spaces A brawl comp will have difficulty dealing with multiple angles created by the enemy. Therefore it has a difficult time playing in open space. A lot of objectives in Overwatch happen to cover open space. Take Oasis:Gardens for example, the pillar under the bridge is the only environment on the objective. However there is plenty of space surrounding the objective in which your backline can use to survive. [<img src="https://i.imgur.com/Ix11qrP.png" width="700" title="brawl hookah hold Oasis:Gardens">](https://i.imgur.com/Ix11qrP.png) Here we see McCree and Baptiste using hookah to cut line of sight to as many threats from the enemy dive team as they can. Mei and Reinhardt play the point as they are both survivable. Lucio and DVa want to contest lanes that the enemy will want to use to set up angles on either the backline "*spam squad*" or the frontline "*brawl squad*". The backline supports the frontline by healing it and providing poke pressure on enemy threats while the frontline supports the backline by giving it space to operate in. ---- [back to homepage](https://afnleaf.github.io/ "back to homepage")