Brawlhalla x Shrek crossover adds Shrek, Fiona, Puss in Boots and Donkey to Valhalla

30/07/2026 - 08:35

Brawlhalla has opened the gates of Valhalla to one of animation’s most unconventional fairy-tale casts with a new crossover event starring Shrek, Princess Fiona, Puss in Boots and Donkey.

Available from July 29 until August 19, 2026, the collaboration introduces three playable Crossovers based on existing Brawlhalla Legends. Shrek joins as a Mythic Crossover for Xull, Fiona becomes a Mythic Crossover for Tezca, and Puss in Boots enters as an Epic Crossover for Asuri.

Donkey does not participate directly in combat, but he remains close to the action as a reactive Companion.

The wider event expands the collaboration beyond its playable characters. Shrek’s swamp has been adapted into two new Maps, including a competitive version and a casual variant containing a new mud hazard. Two limited-time Brawl of the Week modes use the location for free-for-all fights built around environmental movement and Gadgets.

Mongo appears through a new KO Effect, while Lord Farquaad, Dragon, Pinocchio, the Three Blind Mice and other characters have been transformed into Emoji Skins.

Players can also collect three free Titles by logging in during consecutive weeks of the event.

Outside the Shrek content, the accompanying update completes the Guild Emoji Skin collection, redesigns the Account Linking interface, adds Companions to the Image Render Tool and fixes several gameplay and technical problems.

Among those corrections is a long-awaited fix for the Sandbagger achievement, which should now unlock when players successfully reverse the result of a Ranked rematch.

Shrek uses Xull’s Axe and Cannon combination

Shrek enters Brawlhalla as a Mythic Crossover for Xull.

That selection gives the ogre access to Axe and Cannon, two heavy weapons suited to a character defined by physical strength, improvised violence and a general lack of interest in elegant fighting techniques.

Xull is one of Brawlhalla’s most powerful Legends in terms of raw Strength.

His attacks are capable of building substantial damage and securing relatively early knockouts, although his size and slower movement can make poor positioning more dangerous.

Shrek inherits that underlying gameplay identity.

The crossover does not introduce an independent competitive character with separate balance values. It presents Shrek through Xull’s weapons, statistics and established attacks while replacing the visual presentation with animations and effects inspired by the DreamWorks franchise.

Axe gives Shrek a broad collection of sweeping attacks capable of controlling space around him.

The weapon is particularly dangerous when an opponent is already damaged, as its heavy aerial and grounded options can send enemies toward the edge of the stage with considerable force.

Cannon provides a more explosive alternative.

Despite its appearance, Brawlhalla’s Cannon is not primarily a long-range firearm. It functions as a heavy close-combat weapon capable of launching Shrek forward, carrying opponents through attack strings and converting one correct read into a damaging sequence.

The combination creates a direct, intimidating fighter.

Shrek does not need the technical elegance associated with Puss in Boots or the martial discipline represented by Fiona. His strongest moments should come from controlling space, forcing opponents toward the edge and ending exchanges through superior knockout power.

The swamp becomes part of Shrek’s combat identity

Ubisoft describes Shrek as using both his ogre strength and elements from the swamp during battle.

That approach allows the crossover to represent more than a green character model placed over Xull.

Brawlhalla’s most elaborate Crossovers reinterpret the Signature Attacks of their associated Legends through effects, props and characters drawn from the guest franchise.

The underlying hitboxes and competitive functions remain attached to the original Legend, but the visual language changes.

For Shrek, the swamp provides an obvious source of material.

Mud, vegetation, the familiar outhouse and other objects associated with his home can be incorporated into attacks without changing the mechanical purpose of Xull’s Signatures.

This distinction matters for competitive clarity.

A player familiar with Xull should still be able to recognise the startup, direction and general threat of an attack, even when Shrek performs it through a new animation.

The crossover gains personality without forcing the community to learn an entirely new moveset during a temporary event.

That compatibility also means existing Xull players can use Shrek immediately.

Their knowledge of Axe spacing, Cannon routes, Signature timing and recovery options transfers directly to the crossover.

Fiona turns Tezca’s wrestling style into fairy-tale martial arts

Princess Fiona joins as a Mythic Crossover for Tezca.

Tezca uses Battle Boots and Gauntlets, making him one of Brawlhalla’s most physically expressive close-range fighters.

Both weapons suit Fiona’s established fighting style.

Across the Shrek films, Fiona repeatedly demonstrates that she is not a passive princess waiting for rescue. She uses martial arts, acrobatics and direct physical combat while remaining perfectly capable of overpowering groups of enemies.

Battle Boots translate that speed and mobility into Brawlhalla.

The weapon is built around rapid kicks, directional attacks and strings that can carry both fighters across the stage. Its movement-heavy kit allows Fiona to remain close to an opponent while changing position throughout the exchange.

Gauntlets provide a more forceful grappling identity.

They reward close-range pressure, off-stage control and accurate reads on how an opponent will attempt to recover. A successful Gauntlets player can push enemies away from the platform and continue threatening them while both characters are airborne.

Fiona therefore occupies the middle ground between Shrek’s power and Puss in Boots’ precision.

She remains aggressive and physically imposing, but her weapons depend more heavily on speed, movement and sustained close-range execution than Xull’s Axe and Cannon.

Fiona is represented as a fighter rather than a supporting character

Selecting Tezca as Fiona’s base Legend places her combat ability at the centre of the crossover.

She is not included merely because she is essential to Shrek’s story.

Her weapon combination presents her as one of the event’s most active and technically demanding fighters.

Tezca’s Battle Boots can produce extended strings, but they also require accurate movement and an understanding of how opponents may dodge between attacks.

Gauntlets create powerful off-stage opportunities, although pursuing an enemy too aggressively can leave Fiona without enough recovery options to return safely.

The crossover should therefore appeal to players who prefer pressure and mobility over isolated heavy attacks.

Fiona can remain close to an opponent, repeatedly force defensive decisions and convert one successful approach into a longer sequence.

Her Signature presentation can also draw from both sides of her identity.

The character combines the behaviour and appearance of a princess with the physical power of an ogre. Brawlhalla’s exaggerated animations provide enough space to represent that contrast without requiring the game to select only one version of Fiona.

Puss in Boots inherits Asuri’s Sword and Katars

Puss in Boots joins as an Epic Crossover for Asuri.

Of the three playable additions, this is the most immediately natural weapon pairing.

Asuri uses Sword and Katars.

Sword represents Puss’ formal duelling ability, while Katars provide the speed, claws and close-range aggression associated with his feline movement.

Brawlhalla’s Sword is one of its most accessible and adaptable weapons.

It can control neutral space through quick grounded attacks, pressure opponents in the air and finish damaged enemies through several reliable knockout options.

The weapon does not depend on one elaborate mechanic.

Its strength comes from consistency and the ability to respond to a wide variety of positions.

That versatility suits Puss, who presents himself as a master swordsman capable of adapting to duels, group battles and increasingly absurd threats.

Katars provide a more aggressive alternative.

They have limited range but can create rapid strings when the user correctly predicts an opponent’s movement. Rather than winning through one large hit, Katars repeatedly reposition the target and maintain pressure.

The weapon also creates an obvious visual connection to Puss’ claws.

Even when he is not fencing with his sword, his gameplay remains fast, personal and dependent on remaining extremely close to the opponent.

Puss in Boots should reward technical, high-pressure play

Asuri’s weapon combination creates the event’s most precision-oriented crossover.

Shrek can threaten opponents through superior force. Fiona can use movement-heavy strings and grappling pressure. Puss depends on speed, spacing and repeated reads.

Katars are especially effective when the player understands an opponent’s defensive habits.

After receiving an attack, the opponent may dodge inward, move away, jump or attempt to counterattack. The Puss player needs to anticipate that response and select the next movement accordingly.

A wrong prediction can end the sequence immediately.

A correct one can keep the opponent trapped through several consecutive interactions.

Sword offers a more stable option when that close-range pressure becomes too risky.

Puss can control the ground, intercept aerial approaches and use the weapon’s range to avoid entering every exchange at Katar distance.

The combination reflects the character’s theatrical confidence.

Puss often appears effortless, but making his combat look effortless requires precise execution. His Brawlhalla version should feel most convincing in the hands of a player capable of moving quickly without becoming predictable.

The Crossovers preserve Brawlhalla’s competitive structure

Shrek, Fiona and Puss in Boots appear as dedicated roster entries, but they remain connected to Xull, Tezca and Asuri respectively.

This is fundamental to how Brawlhalla handles licensed characters.

Crossovers provide unique appearances, weapon skins, animations and Signature effects while retaining the gameplay structure of an existing Legend.

The system avoids expanding the competitive roster every time a guest franchise arrives.

If Shrek had independent statistics and attacks, Blue Mammoth Games would need to balance him separately from every other Legend. The same would apply to Fiona and Puss.

Connecting them to established fighters allows the crossover to remain mechanically predictable.

A tournament player facing Shrek is effectively facing Xull. The animations may look different, but the matchup is still defined by Xull’s Strength, movement, weapons and attack properties.

The same principle applies to Fiona and Tezca, and to Puss and Asuri.

This system also prevents crossover ownership from creating a gameplay advantage.

Purchasing Shrek does not unlock a stronger version of Xull. It unlocks an alternative presentation of the same competitive character.

Players can enjoy the collaboration without changing the fundamental free-to-play balance of the roster.

Donkey watches the fight as a reactive Companion

Donkey joins the event as a Companion rather than a playable Crossover.

Companions remain outside the direct match and react to events from the sidelines.

They do not attack opponents, alter damage values or provide competitive bonuses.

Their purpose is presentation.

Donkey is particularly well suited to that role because his personality depends heavily on commentary, enthusiasm and his inability to remain quiet when something important is happening.

A reactive Companion can celebrate successful attacks, respond to knockouts and express concern when the player is placed in danger.

The result allows Donkey to remain visible throughout the match without forcing Brawlhalla to construct an entire combat identity around him.

It also preserves the relationship at the centre of the Shrek films.

Even when Shrek enters the Grand Tournament alone, Donkey remains close enough to observe, react and presumably provide far more advice than anyone requested.

Patch 10.09 also adds Companions to Brawlhalla’s Image Render Tool.

Players creating custom renders can now include Donkey and other Companions in compositions rather than limiting those images to Legends, Crossovers and conventional cosmetic items.

Mongo transforms every knockout into a fairy-tale disaster

Mongo appears through a new KO Effect.

The giant gingerbread man was one of the most memorable parts of Shrek 2, where he was created to help Shrek’s allies assault the castle in Far Far Away.

Brawlhalla’s KO Effects activate when an opponent is launched beyond the playable area.

They do not alter the force of the attack or the conditions required to secure the knockout. They replace the standard visual conclusion with a themed animation.

Mongo gives the collaboration a way to represent another major Shrek character without needing to adapt him into a normal-sized fighter.

His scale would make little sense within Brawlhalla’s standard character proportions, but it becomes an advantage during a KO animation.

The effect can turn a routine elimination into a larger visual joke, fitting both Brawlhalla’s exaggerated presentation and Shrek’s parody of traditional fairy tales.

Eight new Emojis bring Far Far Away into post-match communication

The crossover adds eight Emoji Skins based on characters and scenes from the franchise.

The complete selection includes Outhouse BRB, Dragon Heart, Three Blind Mice Lookin’ Good, Lord Farquaad Thumbs Down, Pinocchio GG, Fiona Wait, Shrek Facepalm and Puss in Boots 1 More.

These cosmetics cover several of Brawlhalla’s common communication categories.

Players can use them to respond to opponents, celebrate a close game or continue the event’s humour outside direct combat.

Lord Farquaad is represented through a negative reaction rather than a playable role, while Pinocchio is connected to the traditional post-match “GG” message.

Dragon receives a Heart Emoji, and the Three Blind Mice become a positive visual reaction.

The selection gives the wider Shrek cast a presence without overcrowding the playable roster.

It also supports characters whose personalities work more effectively as short reactions than as complete fighting-game adaptations.

Shrek Facepalm is likely to become particularly appropriate after a failed recovery, an accidental self-elimination or a teammate’s poorly timed Gadget throw.

Shrek’s Swamp becomes a competitive Map

The event introduces Shrek’s Swamp as a new Competitive Map.

Competitive Maps need to provide a sufficiently controlled environment for conventional matches.

Their platform layout, boundaries and recovery space must support consistent interactions without relying on hazards capable of determining the result independently of the fighters.

Using Shrek’s home as the setting gives the crossover a recognisable visual identity while preserving a cleaner version of the stage for players interested in standard combat.

The swamp is one of the most important locations in the franchise.

It represents Shrek’s isolation at the beginning of the original film, the home he eventually shares with Fiona and the territory he repeatedly attempts to defend from unwanted visitors.

Turning it into a fighting stage extends the central joke of the collaboration.

Every Brawlhalla Legend entering the Map is another stranger who has ignored the warning to stay out of Shrek’s swamp.

Shrek’s Muddy Swamp introduces a new environmental hazard

The second Map is Shrek’s Muddy Swamp, an FFA Hazard variant containing a new mud mechanic developed for the crossover.

This version is intended for more chaotic casual play.

The hazardous terrain introduces an additional factor beyond normal attacks and platform movement. Players must account for the swamp itself while attempting to damage opponents and avoid being launched from the stage.

Environmental hazards work best when they create opportunities rather than deciding every exchange automatically.

A player can use the mud to complicate an opponent’s escape, force less predictable movement or create situations where Gadgets become harder to avoid.

The hazard can also punish the attacker.

Entering the wrong area without an exit plan may leave a player unable to respond properly when another opponent approaches.

Separating the competitive and hazardous versions is a sensible design choice.

Players who want the visual setting without the additional variable can use Shrek’s Swamp. Those looking for a less controlled free-for-all can enter the muddy version.

Swamp Mud Brawl rewards constant aggression

Swamp Mud Brawl is one of two new Brawl of the Week modes created for the event.

It is a three-minute, four-player free-for-all in which players earn points through both hits and knockouts.

Awarding points for individual attacks changes the normal priority of a stock-based match.

A player cannot depend entirely on waiting for damaged opponents and securing the final hit. Consistent participation matters because every successful attack contributes to the score.

The short time limit also discourages passive play.

There is limited opportunity to remain outside the fight and wait for a perfect opening. Players need to enter the mud, create damage and continue finding targets before the match ends.

Four-player free-for-all matches already produce unpredictable interactions.

The swamp terrain adds another source of disruption, making it harder to maintain complete control over spacing and target selection.

An attack intended for one opponent may connect with another. A player preparing a knockout can be interrupted by someone entering from outside the immediate exchange.

The winner is likely to be the fighter who adapts fastest rather than the one who executes the cleanest isolated duel.

Muddy Gadget Mayhem turns items into the main weapon

Muddy Gadget Mayhem uses the same hazardous location but changes the scoring condition.

Four players compete for three minutes and earn points by throwing Gadgets at their opponents.

This places Brawlhalla’s item system at the centre of the match.

Bombs, mines, Spike Balls and other Gadgets normally supplement a Legend’s weapons. In this mode, understanding their trajectories, timing and environmental interactions becomes the primary objective.

The mud complicates that process.

A player attempting to avoid a thrown object must also navigate the hazardous terrain and the movements of three opponents.

Gadget modes reward awareness differently from standard combat.

Players need to monitor item spawns, recognise who currently holds a threat and predict where an opponent will move before releasing the throw.

Accuracy matters, but so does timing.

A Gadget launched directly at a prepared opponent may be avoided or caught. Throwing it while that player is committed to another attack can produce a much more reliable hit.

The result should be one of the collaboration’s most chaotic additions, using the swamp as more than a decorative background.

Three free Titles reward weekly logins

Brawlhalla is distributing three Shrek-inspired Titles across the event.

Players who log in during the first week beginning July 29 can receive “Get Ogre Yourself.”

The second reward becomes available during the week of August 5 and is titled “Not Your Average Damsel.”

The final Title, “El Gato Con Botas,” arrives during the week of August 12.

Each reward corresponds to one of the three playable Crossovers.

The structure encourages players to return throughout the event rather than collecting every login reward immediately.

It also provides free participation for players who do not purchase the premium crossover characters or additional cosmetics.

Titles appear as part of a player’s profile presentation and can be used after the event has ended.

Logging in during all three weeks therefore creates a permanent record of participation in the Shrek collaboration without requiring Mammoth Coins.

Guild Emoji Skins now cover every communication type

The update completes Brawlhalla’s collection of Emoji Skins designed exclusively for Guilds.

Guild members can now equip a Guild-themed visual for every available Emoji type.

These items are purchased using Guild Tokens rather than conventional premium currency.

Completing the set gives organised groups a more consistent visual identity during communication.

A Guild can represent itself through several reactions instead of relying on one isolated cosmetic that only appears in a specific situation.

The addition is smaller than the Shrek crossover, but it supports one of Brawlhalla’s longer-term social systems.

Guild identity becomes more meaningful when it can appear in matches, profiles and communication rather than existing only as a name attached to the account.

The Account Linking screen receives a major UI revision

Patch 10.09 updates the Account Linking interface.

The change is presented as a UI revision rather than an announcement of new cross-progression rules.

That distinction is important.

Brawlhalla is available across PC, PlayStation, Xbox, Nintendo Switch and mobile devices, making account management one of its most complicated user-facing systems.

Players may need to understand which Ubisoft account is connected, which platform data is active and how their progression or inventory is being shared.

A clearer interface can reduce the risk of linking the wrong account or misunderstanding the current configuration.

However, the patch notes do not announce a fundamental expansion of account compatibility.

Players should not interpret the redesigned screen as confirmation that every existing platform restriction has been removed.

Its immediate purpose is to make the available Account Linking options easier to understand and navigate.

Steam Big Picture users gain virtual keyboard support

The update also improves text entry while using Steam Big Picture mode.

Virtual keyboards can now be used when Brawlhalla requires user input.

This is a practical improvement for players using a controller from a television or handheld-style setup.

Without a virtual keyboard, entering account details, names or other required text may force the player to connect a physical keyboard or leave the interface.

The Incorrect Version error popup has also received an updated design.

This should make version conflicts clearer when a player attempts to connect without the correct game build, although the patch notes do not describe changes to the underlying version-checking process.

The Image Render Tool becomes easier to use with controllers

Companions have been added to the Image Render Tool, allowing Donkey and other reactive companions to appear in custom visual compositions.

PC and Mac players can also leave the tool using a controller.

These are modest changes, but they improve a feature used extensively by community artists, content creators and players designing profile imagery.

Brawlhalla’s crossover cosmetics frequently contain detailed weapon skins and animation poses that may be difficult to capture during a live match.

The Image Render Tool allows those elements to be presented under more controlled conditions.

Donkey’s inclusion is particularly relevant because Companions remain outside the normal playable roster.

Without dedicated render support, creating promotional or community artwork containing both Shrek and Donkey would be unnecessarily complicated.

Brawlball bots have learned to handle weapons more effectively

The update improves bot logic in Brawlball.

Bots should now be better at throwing their current weapons away when attempting to collect the Brawlball.

This addresses a basic conflict within the mode.

A bot carrying a conventional weapon may recognise that it needs the ball but fail to clear its hands efficiently. That delay can prevent it from participating properly in the objective.

Improved item management should make AI-controlled teammates and opponents more functional.

The patch also fixes a separate problem affecting bot pathfinding in Brawlball.

These changes do not redesign the mode, but they reduce situations where the AI fails because it cannot process the objective rather than because it made a poor tactical decision.

The Sandbagger achievement should finally unlock correctly

Patch 10.09 fixes a bug preventing players from earning the Sandbagger achievement.

Sandbagger requires a very specific Ranked sequence.

The player must lose a Ranked 1v1 match, accept a rematch, change to a different Legend and then win the second match.

The achievement is designed around adaptation.

Rather than immediately leaving after a defeat, the player needs to accept another fight, reconsider the matchup and select a different Legend capable of reversing the result.

The requirement creates several opportunities for failure.

The opponent may decline the rematch. The player may forget to change Legend. The second game may be lost despite the adjustment.

Completing the full sequence only for the achievement to remain locked was therefore particularly frustrating.

The new fix should allow the result to register properly when every condition has been satisfied.

Aurus, training mode and several visual issues receive fixes

The patch corrects a platform-detection problem affecting Aurus’ Down Chakram.

The attack could fail to recognise a hard platform correctly when Aurus was simultaneously overlapping with a soft platform.

In a platform fighter, inconsistent surface detection can affect both the safety and direction of an attack.

A move behaving differently because two platform types overlap creates a problem that is difficult for players to predict through normal match knowledge.

Console versions also receive a correction for training mode numbers that were not displaying properly.

The Legend selection screen has received several visual fixes.

Vivi’s animation layering now works more effectively with Blaster skins intended to cover her forearm, including Mega Man’s Mega Buster.

Previously missing capes have been restored to Mecha Knight Magyar and Ashen Warmonger Roland during Legend selection.

Nintendo Switch receives memory improvements related to Legend rendering, addressing the additional performance pressure created by an expanding roster and increasingly elaborate crossover cosmetics.

Map icons, queues and purchases receive additional corrections

The Fortress of Wolves and Fortress of Lions icons were reversed in the Map selection interface and have now been corrected.

A Training Mode icon could also appear incorrectly while players were waiting in a lobby for another mode.

Xbox users receive a fix for an input problem in which pressing the B button inside Training Mode settings while queued could remove them from the queue entirely.

On PlayStation, purchases completed through the platform Store while Brawlhalla remained open should now appear in the game without requiring the same delayed refresh behaviour.

The Spanish description of the Kung Footballer Emote has also been improved.

Individually, these fixes are minor.

Together, they remove several points of friction across matchmaking, training, cosmetic purchases and general interface navigation.

The crossover celebrates 25 years of Shrek

The Brawlhalla collaboration arrives during the 25th anniversary of the original Shrek film.

The 2001 release transformed fairy-tale conventions into a parody built around characters who rejected the roles assigned to them.

Shrek was not a conventional prince. Fiona was not a helpless princess. Puss in Boots turned an apparently harmless animal into an extravagant swordsman, while Donkey challenged the concept of a quiet and obedient sidekick.

That combination makes the franchise unusually compatible with Brawlhalla.

The Grand Tournament already brings together warriors, monsters, gods, animals, robots and historical archetypes without demanding that they belong to the same tone or universe.

Shrek and Fiona can fight beside or against characters such as Thor, Lara Croft, SpongeBob SquarePants and the Master Chief without making Brawlhalla’s roster substantially less coherent than it already was.

The crossover does not need to justify why an ogre has arrived in Valhalla.

It only needs to decide which weapon he should use when someone enters his swamp.

Far Far Away has found the correct kind of fighting game

The Shrek crossover succeeds conceptually because each playable character has been paired with a Legend whose weapons reflect their established personality.

Shrek receives Xull’s overwhelming Axe and Cannon power.

Fiona uses Tezca’s Battle Boots and Gauntlets to express her martial arts and physical confidence.

Puss in Boots inherits Asuri’s Sword and Katars, combining formal fencing with rapid feline aggression.

Donkey remains beside the action as a Companion, reacting without needing to become a balanced competitive fighter.

The new Maps, muddy Brawl of the Week modes, Mongo KO Effect and eight Emojis extend the collaboration beyond the character selection screen.

Free weekly Titles provide a reason to return throughout the event, while the broader patch improves Guild cosmetics, Account Linking, rendering tools and several persistent bugs.

The Brawlhalla x Shrek event runs until August 19, 2026.

Shrek has spent 25 years trying to keep unwanted visitors away from his home.

Valhalla has responded by turning the swamp into a public fighting arena.

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