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Intelligence Report

ECHOES OF WAR: BRUTAL & LUSTROUS CLEAR GUIDE

T
Endfield Hub Team
#Arknights Endfield#Echoes of War#Brutal#Lustrous#Season of Recalling#Endgame#Team Comps#Scars of Landbreaking#Silver Watercutter#Howling of Undying Beasts#Arcane#Zhuang Fangyi#Intelligence Report
Table of Contents

Brutal is not a stat wall in Echoes of War. It is a speed race with a puzzle bolted on top. Once you have swept the Normal clears for the Oroberyls, the mode stops being about survival and starts being about two things: exploiting each stage’s mechanism trait to inflate your own damage, and killing fast enough to satisfy a bonus challenge timer. This guide is the execution companion to our full Echoes of War mode and Season of Recalling breakdown. That post explains what the mode is and when each cycle runs. This one is about how to actually beat it on the hardest setting and walk away with the Lustrous badge.


TL;DR - Key Points

  • Brutal changes three things at once: enemies gain inflated stats, your tactical options shrink to HP Treatment and consumables only, and each stage layers on a mechanism trait that rewrites the fight.
  • Lustrous is a speed check. Community clears report the bonus challenge as a hard time limit (finish the stage in roughly three minutes, leaving seven or more on the clock), so it favors burst damage over slow attrition.
  • Kill order is a damage multiplier. In Scars of Landbreaking, the enemy you kill first decides which buff your team gets, so you build the fight around your carry’s scaling.
  • Raw damage beats element-picking on the boss. Howling of Undying Beasts hands the Skydrummer a flat +50 resistance across every element, so counter-typing does nothing and only total output moves the health bar.
  • Hypercarry comps clear Brutal cleanest. Arcane, Zhuang Fangyi, and Laevatain hypercarry cores all hit the speed check; a Mi Fu-Rossi hybrid is the sustain fallback when your carry is undergeared.
  • The mode’s stage data is not datamined yet. Only the unlock string exists in the game files, so treat every stage mechanic below as official and community intel, verified against clear footage, not as a data dump.
  • Nothing is missable. Echoes of War is permanent, first-clear rewards do not expire, and your Final Rating is your best single cycle, so one clean cycle carries the season.

What Actually Changes on Brutal

Normal difficulty in Echoes of War is a formality. The enemies are tuned close to story content, and any reasonable endgame roster walks through it to bank the first-clear Oroberyls. Brutal is a different animal, and it changes the fight in three layers that stack on top of each other.

The first layer is raw scaling. Enemies arrive with meaningfully larger health pools and harder-hitting attacks than the Normal version of the same stage. This is the part people expect, and it is the least interesting, because you cannot out-stat it by grinding levels alone.

The second layer is the tactical restriction. Echoes of War stages only let you bring HP Treatment tacticals and consumables into combat. Every utility tactical you lean on elsewhere, the shields, the crowd control, the burst buttons, is off the table. If your usual clear plan depends on a non-healing tactical to survive a specific attack, that plan does not exist here, and you need to solve the same problem through positioning or roster instead.

The third layer is the mechanism trait, the stage-specific rule that reshapes how damage flows. This is where clears are actually won or lost, and it is the layer this guide spends the most time on.

Lustrous Is a Speed Check, Not a Stat Check

Clearing a stage on Brutal earns the three stars. It does not, by itself, earn Lustrous. Lustrous is the prestige boost you get for clearing Brutal while also satisfying that stage’s bonus challenge goal, and if you earn it on all three stages in a cycle, your whole season rating and title turn Lustrous.

Here is the part that decides your team building. Across the launch cycle, the bonus challenge on the reported stages is a time limit rather than a survival or no-death condition. Clear footage and community writeups describe finishing the stage inside roughly three minutes, with seven or more minutes still on the clock, as the Lustrous trigger. In practice that means Lustrous is a damage-per-second race. A tanky, slow, attrition-style team that can survive Brutal will still miss Lustrous if it cannot kill on schedule.

Stage Reported bonus challenge Verified?
Scars of Landbreaking Clear in ~3 min, 7+ min remaining Cycle I, community-confirmed
Silver Watercutter Clear in ~3 min, 7+ min remaining Cycle I, community-confirmed
Howling of Undying Beasts Clear inside the fast-clear window Cycle I, community-confirmed
Skirmishers’ Æthillu Not yet confirmed Cycle II, rotating in
Age of Axes Not yet confirmed Cycle II/III
Pulverizing Ammunition Not yet confirmed Cycle III

The takeaway is simple. Build for burst. A hypercarry core that funnels buffs into one damage dealer and deletes the stage clears the timer far more reliably than a balanced team that plays for safety.

The Damage-Type Map

There is one piece of this mode that genuinely lives in the game data, and it is worth using. Endfield’s enemy attribute tables track resistance as six separate channels, one per damage type, and each enemy template carries its own value for all six.

Resistance channel Damage family Practical read
Physical Weapon and basic-attack physical Most reliable, never element-locked
Fire Heat-style Arts Strong where enemies are unshielded to it
Cryst Crystal Arts Situational, template-dependent
Natural Nature Arts Situational, template-dependent
Ether Æther Arts Situational, template-dependent
Pulse Pulse Arts Situational, template-dependent

Why does this matter for a clear guide? Because the mechanism traits in Echoes of War talk directly to these channels. When a stage says a boss gains “increased resistance against all elements,” it is raising several of these numbers at once, which is exactly why picking a clever elemental counter stops working and why flat, high physical or mixed output wins instead.

One honest caveat. The Echoes of War mode itself is not in the current data dump. The game files contain only the unlock notification for the activity (the internal name reads as “War Echoes” in the source language), and there is no datamined stage list, enemy roster, or reward table for it yet. So the resistance framework above is real and dataminable, but the specific per-stage enemy values are inferred from in-game observation and community testing, not extracted. Plan around the behavior, not around a spreadsheet that does not exist.

Team Archetypes That Clear Brutal

You do not need every meta operator to clear Brutal, but you do need a real damage core. Four archetypes cover almost every account, and the community’s reported clears cluster around these lineups.

Archetype Core lineup Best against
Arcane Hypercarry Arcane, Gilberta, Xaihi, Tangtang Add-heavy stages, kill-order buffs
Zhuang Fangyi Hypercarry Perlica, Zhuang Fangyi, Arclight, Alesh General-purpose burst, all stages
Laevatain Hypercarry Laevatain, Camille, Wulfgard, Ardelia Arts-infliction stacking stages
Mi Fu-Rossi Hybrid Mi Fu, Rossi, Gilberta, Perlica Sustain fallback, undergeared carry

The three hypercarry cores all do the same job in different colors: pile buffs and resources onto a single dealer, then dump everything inside the speed window. Zhuang Fangyi is the most flexible and the safest default if you have him built. Arcane shines when there are adds to convert into buffs. Laevatain wants stages where Arts Infliction stacks quickly.

The Mi Fu-Rossi hybrid is the honest recommendation for players whose carry is not fully geared. It trades some ceiling for durability and consistent uptime, which gets you the Brutal clear even if it sometimes misses the tightest Lustrous timers. Take the three stars now, come back for Lustrous when your gear catches up.

Stage-by-Stage Clear Plans

The launch cycle, Season of Recalling, opens with three stages that each teach a different lesson. Learn these three patterns and the rotating stages that follow become variations on themes you already understand.

Scars of Landbreaking

This is the kill-order stage, and it is the clearest example of turning a mechanism trait into a personal damage buff. Defeating specific Bonekrusher enemies grants stacking bonuses, and each enemy hands out a different one:

  • Bonekrusher Vanguard grants a large Stagger Efficiency bonus (reported around +50%).
  • Bonekrusher Arsonist grants a big Arts Intensity boost (reported around +100).
  • Bonekrusher Executioner grants increased Skill Damage Dealt.
  • Heavy Ram grants increased Basic Attack Damage Dealt.

The play is to match the kill order to your carry. An Arts-scaling hypercarry like Arcane wants the Arsonist dead first for the Arts Intensity. A basic-attack or stagger-focused dealer prioritizes the Heavy Ram or Vanguard. Do not just kill left to right. Kill the enemy whose buff feeds your win condition, then snowball the rest while that bonus is live. Because this stage rotates back in during the final cycle, the pattern you learn here pays off twice.

Silver Watercutter

Silver Watercutter rewards fast, repeated application of Arts Infliction. After your team applies Arts Infliction enough times (reported at around 20 stacks), every operator gains a flat Final Damage Dealt increase of roughly +50%. That is an enormous multiplier, and it changes the optimal team.

You want operators who tick Arts Infliction quickly and often, not one big slow hit. A Laevatain core or any infliction-heavy lineup ramps the buff early, then rides the +50% for the rest of the fight. The mistake here is bringing a pure physical single-target team that never triggers the buff at all and then wonders why the timer beat them. Front-load the infliction, cross the threshold, then burst.

Howling of Undying Beasts

This is the boss lesson. The Skydrummer here will not enter its Enraged state, which sounds like a gift and mostly is, since Enrage is its most dangerous phase. The trade is that the Skydrummer gains +50 resistance against every element on entering battle.

That single line kills the instinct to counter-pick. Elemental advantage does nothing when all six resistance channels are inflated at once, so stop hunting for the “right” element and bring your highest raw output instead. Physical scaling is attractive here precisely because it sidesteps the element question, and stagger pressure matters more than type matching for controlling the fight. Think total damage and uptime, not clever typing. A Zhuang Fangyi or Mi Fu-Rossi setup that simply hits hard and often is the correct answer.

The Rotating Stages: Æthillu, Axes, Ammunition

Later cycles rotate in stages with less confirmed data, so treat these as previews rather than solved fights. Skirmishers’ Æthillu is the standout: enemies cannot move but resist interruption, and finisher-only Æthillu appear on the field. Defeating an Æthillu pulls in nearby enemies, restores some SP, and buffs your controlled operator, but the actual clear condition is defeating all the Bonekrusher Ambushers. In other words, use the Æthillu as a burst-and-group tool, not an obligation. Age of Axes and Pulverizing Ammunition rotate in without a widely reported special trait yet, so bring a flexible hypercarry and adapt once the modifiers are visible in your client. Now that Cycle II is live, our Age of Axes and Æthillu Cycle II clear guide covers the current rotation’s confirmed mechanics and bonus timers stage by stage.

Tactical & Consumable Loadout

Because only HP Treatment tacticals and consumables are allowed, your pre-battle prep is narrower than usual, which means it also matters more. Bring your strongest healing tactical, and lean on consumables to cover the gaps a utility tactical would normally fill.

  • Healing over utility. Pick the HP Treatment tactical with the best throughput your account can field. It is the only tactical lever you have.
  • Stock consumables before you queue. Damage-up and defense-up food, plus any revive or emergency-heal items, do real work here since they are one of your few non-roster tools.
  • Plan the survival window, not the whole fight. You only need to survive the roughly three-minute burst window for Lustrous, so front-load defensive consumables for the opening rush rather than rationing them.
  • Do not import a utility-dependent plan. If your clear elsewhere relies on a shield or control tactical, rebuild that safety net through positioning and dodges before you enter.

Clear Priority by Player Type

How hard you push should match your roster depth and what you want out of the mode. This is a permanent activity, so there is no wrong pace, only a pace that fits your account.

  • Roster-limited and returning players: sweep all three stages on Normal first for the full Oroberyl payout, then attempt Hard for the mid-tier rewards. Ignore Lustrous entirely until you have a built carry. You lose nothing by waiting, because first clears never expire.
  • Mid-roster players: target Brutal clears on the stages that suit your best core, take the three stars, and pick up Lustrous opportunistically on the one or two stages where your team hits the timer. Remember your Final Rating is your best single cycle, so a strong cycle matters more than even coverage.
  • Deep-roster players and completionists: chase Lustrous on all three stages in a cycle to turn the season title Lustrous. Build each stage’s team around its mechanism trait rather than reusing one comp, and treat the speed check as the real target from the first attempt.

For a sense of how this mode sits next to Endfield’s other high-difficulty content, our Contingency Contract Re-Ignition risk guide covers the other endgame ladder players are grinding this patch.

Common Mistakes

  • Counter-picking the all-resistance boss. Bringing a niche elemental team into Howling of Undying Beasts wastes a slot. The +50 all-element resistance cancels the advantage, so raw output is the only thing that moves the bar.
  • Ignoring the speed timer. Building a survival team that clears Brutal but times out on the bonus challenge means you did the hard part and missed Lustrous anyway. Build for burst from the start.
  • Killing in the wrong order. In Scars of Landbreaking, defaulting to whatever enemy is closest throws away the buff that matches your carry. Decide the kill order before the fight.
  • Never triggering the infliction buff. A single-target physical team in Silver Watercutter can leave the +50% Final Damage buff untriggered for the whole run. Bring infliction application.
  • Over-relying on tacticals. Any plan that assumes a utility tactical simply will not work, since only HP Treatment is allowed. Solve survival through roster and movement.
  • Chasing Lustrous before the sweep. Grinding Brutal attempts before you have banked the easy Normal Oroberyls leaves guaranteed currency on the table. Sweep first, flex later.

What Would Change This: Watch List

Echoes of War is designed to grow, so today’s clear plans are a snapshot. A few things will reshape this guide over the coming weeks:

  • Season of Delirating. The second season begins August 9, 2026, adding new stages across its own three cycles, with fresh mechanism traits and a new set of first-clear rewards to sweep.
  • A growing modifier catalog. Hypergryph has said stages will be added and rotated over time, so expect the pool of mechanism traits to expand well beyond the launch six. New traits mean new kill-order and infliction puzzles to solve.
  • Roster power creep. As new carries release, the “cleanest Brutal comp” list will shift. The archetype logic (buff funnel, burst inside the timer) will hold even as the specific names change.
  • Datamine gaps closing. The mode’s stage and reward config is not in the game files yet. When it lands, expect exact enemy resistance values and bonus challenge conditions to firm up, and we will update the numbers here accordingly.

For every banner, event, and mode date around all of this, our Version 1.4 Homecoming calendar keeps the full schedule in one place, and the Alleikhreos boss intel covers the other headline fight this patch introduced.

Final Read

Echoes of War rewards the same instinct on Brutal that the best Endfield combat always has: read the rule, then bend it in your favor. The stat inflation is a distraction; the mechanism traits and the speed timer are the real content. Sweep Normal for the guaranteed Oroberyls, then pick your one strongest hypercarry core and build each Brutal attempt around the stage’s trait, kill order in Scars of Landbreaking, infliction stacking in Silver Watercutter, and pure output on the all-resistance Skydrummer. Because the mode is permanent and only your best cycle counts, there is zero pressure to force a clear before your roster is ready. Take the stars you can, and come back for Lustrous when your gear grows into it.

FAQ

Do I need Brutal clears to get all the Oroberyls?

No. The full Oroberyl payout for a season is tied to first-time Normal clears, so a modest roster can sweep every stage on Normal and claim the currency. Brutal and Hard add other rewards like Mark of Perseverance and progression crates, but the premium currency is not gated behind them.

What exactly is the Lustrous bonus challenge?

Clearing a stage on Brutal earns three stars; Lustrous requires clearing Brutal while also meeting the stage’s bonus challenge goal. On the launch cycle stages, that goal is reported as a speed condition, finishing fast enough to leave the bulk of the timer unused, so Lustrous rewards burst damage.

Why isn’t my elemental counter working on the Skydrummer?

Howling of Undying Beasts gives the Skydrummer +50 resistance to every element at once. That erases the point of type advantage, so your total raw damage and stagger pressure matter far more than picking a “correct” element.

What is the best all-round team for Brutal?

A Zhuang Fangyi hypercarry (Perlica, Zhuang Fangyi, Arclight, Alesh) is the most flexible default because it delivers high burst without needing a specific stage trait. Arcane and Laevatain cores are excellent on stages that suit them, and a Mi Fu-Rossi hybrid is the durable fallback.

How do the kill-order buffs in Scars of Landbreaking work?

Each enemy grants a different bonus on defeat: the Bonekrusher Vanguard gives Stagger Efficiency, the Arsonist gives Arts Intensity, the Executioner gives Skill Damage, and the Heavy Ram gives Basic Attack Damage. Kill the one that matches your carry’s scaling first, then snowball.

Are Echoes of War stages datamined?

Not the mode itself. The game files currently contain only the activity’s unlock notification, with no extracted stage, enemy, or reward tables. The mechanics in this guide come from official announcements and verified community clears, not from a data dump, which is why we flag confirmed versus unconfirmed stages.

Can I use any team, or are there restrictions?

There are no element locks or roster restrictions on which operators you bring. The only real constraint is the tactical limit: you can bring HP Treatment tacticals and consumables, but not utility tacticals.

Do my ratings reset, and does that mean I can lose progress?

Your Total Rating resets at the start of each new cycle, but your season Final Rating is the highest Total Rating you reached in any single cycle. So one strong cycle defines your season, and a weak cycle cannot drag it down.

Should I rush Brutal now or wait?

If your carry is not fully geared, wait. The mode is permanent, first clears do not expire, and the Oroberyls come from Normal. Bank the easy rewards now, build your roster, and attempt Brutal and Lustrous when your damage can actually beat the timer.

What comes after Season of Recalling?

Season of Delirating begins August 9, 2026 with new stages across three cycles and its own first-clear rewards. New seasons and stages will keep rotating in, so treat Echoes of War as a standing part of your endgame routine rather than a one-off event.


Note: All dates are server time. Stage mechanics reflect official announcements and community clears at the time of writing and may differ from your in-game version. Please refer to in-game information for specific details.

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