A brawl team wants to fight right on top of you: tanks pushing forward, melee duelists coming in behind them and constant pressure. If you accept the fight at their range, they run you over. If you keep them away, much of their damage never lands.
Brawl is strong in tight spaces and long fights, but it depends on reaching your team. Against heroes who fight from range or from the air, and against crowd control that stops them before they get in, they lose much of their pressure. And if they run a single healer, that healer is the weak point of the whole team.
One of the comps the tool suggests against that enemy (2 tanks, 1 duelist, 3 healers): lots of healing to withstand the pressure, Rogue to reach their only healer and Namor to control the area. The tool also considers versions with more tanks when the enemy damage is very high.
The exact recommendation changes depending on the enemy's heroes and the ones your team already picked. For your real match, load both teams in the tool and it builds the full comp for you.
Analyze my match →Tanks: One tank to stop the charge (The Thing, Emma Frost) and another who can go after their healer, like Rogue. Shields help absorb the initial engage.
Duelists: Duelists who fight without getting caught: from range or from the air. Namor controls the area; heroes who fly or shoot from afar also work.
Healers: Against so much melee damage you want more healing, and since several of their duelists will go for your backline, healers who can defend themselves: Gambit, White Fox, Healpool.
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