12 Days of Christmas

Defeat corrupted heroes to restore and unlock them. Then face Krampus, the final boss.

BRAWLERREADY

CHOOSE YOUR HEROTap to inspect
DAY 5 · RESCUEThe Cursed Gifts

Saved on this device

MAKE YOURSELF AT HOME

SETTINGS

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ANOTHER ADVENTURE AWAITS

A NEW CHRISTMAS?

Start over with Santa, Wizard Santa, Mrs. Claus and Pip. The eight rescued heroes become corrupted again, and Krampus returns. This resets adventure progress on this device.

FINISHER ON KNOCKOUT

FOUR HEROES BEGIN THE ADVENTURE

RESTORE CHRISTMAS.

Days 1–4 are already restored. Rescue eight more heroes, then face Krampus at midnight. Every rescue unlocks a hero you can use in your next fight.

    THE FINAL BATTLE · KRAMPUS

    PRACTICE A MATCH

    Practice against a rival. Adventure rescues unlock heroes.

    Progress stays on this device. On the website it is saved in a cookie; clearing site data removes it. No account needed.

    A CRASH COURSE IN CHRISTMAS COMBAT

    SEASON’S BEATINGS.

    Drain their health before 90 seconds are up. When time runs out, the fighter with more health wins. Adventure victories restore a hero and unlock the next day. Your first four heroes count as Days 1–4; after Day 12, face Krampus.

    A D MoveW JumpS DuckHold away to block · Down-away to crouch-blockEsc Pause

    Land six successful attacks without getting hit back to stun your opponent for half a second. Your streak never expires with time; blocked hits and misses do not count. The next landed attack after the sixth resets it. Each attack counts once, even if it fires several shots. After a clean hit, tap a glowing button: Light → Heavy or Special; Heavy → Special or Power. Link up to three attacks with fresh presses. Blocked hits and held buttons do not link. Duck or vault an actual attack, or block then land a counter, to earn bonus Christmas Spirit. Jabs bounce off a guard. Every fighter has an orange BLOCK BREAKER: it hits through guard, parries and reflection. Jump its beam or ground burst, or run out of its marked circle. Hold away from your opponent to block ordinary attacks; the direction reverses when you switch sides. Down alone ducks without blocking. Down-away crouch-blocks. Hold Down with Light or Heavy for a low attack. Low attacks beat standing guard; use Down-away to block them. Orange block breakers beat both guards. LED’s Grid Overload lasts only while you hold I. Block a big swing and answer during recovery: COUNTER! marks a successful punish. Arrow keys also work. On phones and tablets, hold the left circle and drag: left/right to move, up to jump, down to duck, away from your opponent to block. Use your other thumb for attacks. Marked attacks hit the glowing circle—move before they strike. Jump over roots and ground slams. Finishers play automatically on knockout.