Aggressiveness is determined as such:
- every point of damage done to enemy guild lord = 1 point of aggressiveness.
- every attack done to enemy guild lord that misses due to blind = 50 points of aggressiveness. This leads to monks not bothering removing blind off characters working on aggressiveness.
- every enchantment or weapon spell cast on your Guild Lord = -50 points of aggressiveness. This can take your aggressiveness below 0.
- life stealing and health degeneration don't count as damage, and thus don't add to aggressiveness.
If both teams fail to kill the Guild Lord before 28 minutes, the team with the most aggressiveness wins the battle. This mechanic allows teams to base their playstyle around winning at the tiebreaker instead of by killing the guild lord. Usually teams that employ this strategy focusing on bring large numbers of knockdowns, Snares, and anti-melee shutdown--usually in the form of hammer warriors, water elementalists, and air elementalists--whose goal is to occupy the enemy team at stand while one or two split characters stay in the enemy base and accrue large amounts of aggressiveness.