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How to Play Assault Battles in World of Tanks: A Deep, No-Nonsense Guide

Assault is the most unforgiving Random Battle variant in World of Tanks. One side defends a single base; the other has no base at all and must either capture that circle or wipe the defenders before the 10-minute timer hits zero. If time expires without a cap, defenders win—full stop. That asymmetry punishes indecision and rewards squads that treat minutes, angles, and hit points like currency.

Most losses come from the same mistakes—split pushes, ego trades from the defense, and aimless solo caps that invite resets. Assault’s short timer amplifies those errors; what would be a recoverable misplay in Standard becomes fatal at 7:00 on the clock. Play to the mode’s math. Establish a clear win condition in the first 30 seconds, build layered cap resets if you’re defending, and manage HP for the final two-minute crunch where matches are actually decided.

TL;DR — High-Impact Moves for Assault Wins

  • Clock first, damage second. Treat time as the primary resource. Defense wins by draining minutes through controlled disengages, layered resets, and refusing ego trades. Attack wins by breaking a single lane fast or forcing cap under a prepared crossfire. Remember the hard limit: the battle lasts 10 minutes, not 15. Play openings like they matter, because they do.
  • Cap math matters. You need 100 capture points. Each tank in the circle adds 1 point/second with up to 3 tanks counted. That means ≈34 seconds from zero with three cappers or ~100 seconds solo if untouched. Any HP damage to a capping vehicle resets that vehicle’s personal progress, so bodyguards and denial of reset angles are non-negotiable.
  • Plan reset layers on defense. Establish one safe reset (arty or TD through bush/long lane) and one hot reset (mobile heavy/medium). Hot resetters should arrive intact in the final minutes; they’re the insurance that prevents panic caps.
  • Use cap as a lever on attack. Two cap to force predictable peeks; one hunter deletes the first reset attempt. Crossfire does the rest. Don’t flood circle without control of angles.
  • Adapt to the pool and tweaks. Map availability and balance shift. Expect geometry or lane emphasis to change, and re-validate standard lines after updates.

How to Play Assault Battles in World of Tanks: A Deep, No-Nonsense Guide

How Assault Actually Works (and Why It Feels Different)

Assault is built around asymmetric objectives and a compressed timer. Defenders protect a single base or eliminate attackers; attackers either capture that base (100 points) or wipe defenders. There’s no draw handed out by time—when the clock hits zero without a completed capture, defense wins automatically. That creates clear incentives: defenders trade time rather than space, and attackers exchange HP for position that leads to cap control.

Capture math is rigid: 100 points total; 1 point/second per tank in the circle, up to 3 tanks counted; and damage taken by a capping tank resets that tank’s own progress. With three tanks uncontested, the bar completes in ≈34 seconds; solo from zero is ~100 seconds. That single arithmetic fact reshuffles priorities. Attackers don’t just “get in”; they secure the angles that prevent resets for a half-minute window.

Defenders don’t just “deal damage”; they ensure at least one safe and one hot reset exists when the cap ticks. Because the battle is 10 minutes, openings are accelerated, mid-game pivots happen earlier, and end-game discipline begins around the two-minute mark rather than five. The result is a mode where indecision gets punished on a precise clock.

Game-Plan Templates That Win Under Time Pressure

Winning plans in Assault start with immediate commitment and end with controlled finish windows. On attack, decide the break lane by 9:30 and bring tools that actually take ground—hull-down heavies, flexible mediums, and a TD that follows the winning flank rather than camping. Use cap as pressure, not a hiding spot: two in the circle force defenders to peek from known lanes while a designated hunter removes the first reset attempt. If control isn’t secured by ~6:00, pivot into hard cap pressure with pre-aimed coverage and bodyguards.

On defense, anchor early around key hull-downs and vision checks to bleed minutes, not hit points. Assign resets at the start: one safe angle that reliably touches cap and one hot resetter ready to peek on command. Punish rotations when attackers flip flanks around 5:00 by holding pre-aimed lines instead of chasing. In the last two minutes, pivot entirely to the objective: protect the safe reset, keep the hot reset alive, and deny cap completion through disciplined exposure. Everything flows from the clock and the math—secure the path to 100 points if attacking, or preserve the pieces that guarantee a reset if defending.

Attacking Playbook — “Break, Crossfire, Cap”

Start with a decision by 9:30: pick a lane—east or west, city or field—and commit. Splitting attention dilutes pressure, and in Assault the clock won’t forgive half-measures. Bring hull-down heavies to claim space others can’t, mediums to create crossfire triangles that punish reset peeks, and a TD that advances behind the winning line to pre-aim predictable corners rather than camping redline. Use the cap circle to force the enemy’s hand, not as a bunker.

Two vehicles in cap pull defenders into known lanes; a designated hunter waits for that first predictable reset attempt and removes it. If you haven’t secured usable terrain by ~6:00, convert to cap pressure deliberately: pre-aim your overwatch, position bodyguards to absorb or block angles, and start the bar with the expectation that ≈34 seconds of uncontested time wins. Avoid flooding the circle; a mindless rush hands defenders low-risk resets and bleeds your HP. The clean finish is simple: crossfire first, cap second, then hold the grace period through resets with the same controlled angles you prepared before stepping in.

Defending Playbook — “Layered Resets, Time Bank”

Defense is about minutes, not meters. Contest early vision and key hull-downs to slow the opening, then live to fight the last two minutes with the pieces that matter. From the start, assign one safe reset—arty or TD through bush or long lane—and one hot reset—mobile heavy or medium that can peek and land a reliable shot. Protect the safe angle above all; if that sightline falls, the mode’s math starts working against you. When attackers flip flanks around 5:00, resist the urge to chase; rotate to pre-aimed lines that harvest side shots during their transition. End-game discipline defines winners here.

At 2:00, stop fishing for damage and orient everyone toward likely cap entries. Hot resetters should be intact and loaded appropriately; safe resetters must be unseen and unflinching. The goal isn’t wiping the enemy; it’s denying 100 points inside a short window. Trade HP only when it directly preserves a reset, and avoid brawls that remove the very guns needed to touch cap when the bar actually moves.

Class Roles That Win Assault (Concrete, Not Cliché)

Classes succeed in Assault by executing roles tied to time and cap control rather than chasing damage totals. Lights provide information at the exact moments that unlock safe shots or deny resets. Mediums dictate tempo by converting early wins into crossed angles that make capping safe and resetting dangerous. Heavies take space no one else can, then spend HP at the right second to body-block resets or anchor the lane that threatens cap.

Tank destroyers act like a metronome, deciding when attackers may move through pre-aimed punishments or when defenders must hesitate. SPGs influence reset control by pre-aiming rotation routes or cap entries instead of farming random targets. Every role is framed by the same constraints: 100 points to cap, up to three tanks counted at 1 point per second, and damage resetting a capping tank’s progress. Because the battle ends at 10 minutes, early mistakes cascade quickly, so classes that preserve end-game utility outperform greedy openers. Think less in terms of “class stereotypes” and more in terms of who sees, who holds, who deletes resetters, and who guarantees that one shot that stops the bar.

Light Tanks — Information Currency

Lights win Assault by delivering the single piece of early information that unlocks team damage and then living to deny resets later. On attack, take one high-yield spot—like a mid-ditch or trench that feeds fire for TDs and arty—rather than chaining risky circles. Once that first spot pays off, rotate to screen the lanes defenders must use to reset cap. The final ninety seconds often hinge on whether a resetter gets lit; lights make that call.

On defense, deny information first and become the cap-reset scout later. Camo and proxy setups beat reckless duels because your job isn’t trading HP in minute one; it’s ensuring the hot reset has targets when the bar starts to climb. Lights should treat survival as leverage. A living scout at the end decides whether the reset arrives on time or not, and in Assault that single touch is the difference between a win through time and a loss through neglect. Keep it simple: one high-value spot early, controlled screening mid-game, and perfect vision on cap approaches at the end.

Medium Tanks — Tempo Setters

Mediums define tempo by turning first contact into crossfire that protects the cap or makes resets suicidal. On attack, spearhead the break with speed and flexibility, then immediately convert that space into triangles—angles that catch defenders as they lean for the reset. One medium in the circle with another hunting the predictable reset corner is often the cleanest finish because it weaponizes the math: ≈34 seconds with three cappers if untouched, and any damage to a single capper only resets that tank’s points. On defense, mediums function like box cutters.

They clip down isolated pushers who over-extend into hull-down anchors, then swing quickly to lay perpendicular fire with TDs. The key is resisting damage greed; staying alive to deliver those perpendicular shots at minute three, minute two, and minute one is worth more than flashy early trades. Mediums thrive when they see the whole board: where the break happens, where cap pressure starts, and which single angle must be silenced for the bar to move or be stopped.

Heavy Tanks — Space Owners

Heavies carry Assault by taking the awkward ground others can’t and spending HP at the right moment. On attack, the job is to claim the forward rock or ruin that converts cap into a funnel. From there, body-blocking resets becomes possible because the angles defenders need are narrowed, and the team can hold the bar through the brief completion window. Trading HP at 0:40 is valuable if it prevents the single shot that would reset a capper’s progress.

On defense, heavies choose unkillable hull-downs supported by TDs or arty, existing on the lane that actually threatens cap at minute two. The goal isn’t to post a giant number; it’s to preserve the presence that makes hot resets reliable. When attackers flip flanks, resist chasing. Instead, reposition to maintain the anchor that forces the enemy to over-commit when the circle starts. Heavies succeed by measuring exposure against the cap’s timeline—move when it protects a reset, hold when it bleeds minutes, and never abandon the lane that leads to the objective.

Tank Destroyers — The Metronome

Tank destroyers decide rhythm by controlling when movement is allowed. On attack, a TD that advances behind the winning lane and pre-aims the obvious reset corner is worth more than two static guns at redline. The idea is simple: the moment two teammates step into the circle, defenders must peek somewhere, and a pre-aimed TD deletes that first attempt. On defense, stack with vision. If a light identifies a rotation, the TD’s barrel turns that knowledge into hesitation and time.

Pre-aimed lanes into the circle ensure a safe reset exists even when the hot resetter is under pressure. This class shouldn’t chase damage for its own sake; the point is denying the enemy’s timeline or securing your own. If your presence forces attackers to wait fifteen seconds to cross, that delay matters more in a mode capped at 10 minutes than it would in Standard. TDs excel when they think like timers: hold, punish the predictable peek, and move up only when the winning flank is truly secured.

SPGs (Arty) — Reset Control

SPGs influence Assault by pre-aiming the routes that lead to cap resets rather than farming random targets. On attack, the highest-value shell is the one that prevents a defender from peeking the cap, not the one that adds incidental splash to a far flank. Pre-aim the predictable reset corner and call the shot so teammates peek on splash. On defense, live for cap denial. Work with a spotter and park aim on likely cap entries so that any attempt to cross is punished.

Because damage to a capping tank resets that tank’s progress, timing matters as much as accuracy. Fire when it denies the bar, not just when a silhouette appears. SPGs don’t need to chase multi-kill reels in Assault; they need to create hesitation windows that feed safe resets and buy minutes. Treat the circle like a schedule: aim, announce, and fire to align with heavy or medium peeks, turning one shell into a coordinated reset rather than a solo highlight.

Cap Control: A Practical Reset Playbook

Cap Control: A Practical Reset Playbook

Cap control is a numbers problem solved with positioning. There are only three legal resets: deal HP damage to a capping tank (which resets that tank’s points), force it out of the circle, or destroy it. Since up to three tanks are counted at 1 point/second, assume ≈34 seconds from zero with three cappers if untouched and ~100 seconds solo. Defenders should always maintain two layers: a safe reset through a bush or long lane—or via pre-aimed arty with a spot—and a hot reset from a mobile heavy or medium that can peek and land a shot on command.

Hot resetters should plan for low-exposure taps and keep ammunition ready to make that shot count. Attackers should mirror this with misdirection: start with two in cap to force the peek, hold crossfires on the obvious reset angle, and send one hunter to delete the first resetter. Once that piece is gone, the defense often unravels because the remaining reset comes from a more exposed position. The cleanest caps happen when angles are prepared before the circle is touched.

Timing Benchmarks That Keep Teams Honest

Use time landmarks to prevent drift. Between 9:30 and 8:30, attack identifies and commits to a break lane while defense secures vision and designates safe and hot resets. By 7:00–6:00, if attack hasn’t claimed a ridge or corner, pivot to cap pressure with guns already covering reset angles; this keeps the ≈34-second window realistic when three cappers step in. At 3:00, defense confirms the first responder if the bar starts ticking, and attack names the single angle that must be silenced to hold cap. At 1:00, everyone plays the objective—no solo hero farms.

Heavies face-tank the necessary peaks, TDs pre-aim the lane that actually touches circle, lights screen the obvious cross, and mediums either build the protective triangle or snap the resetter. These benchmarks keep plans from dissolving into scattered fights that the clock will punish. Treat them like guardrails: commit early, pivot on time, assign responsibilities before panic, and finish with discipline.

Map-Specific Micro (Condensed, High-Yield)

Map specifics change with updates, but the mode’s fundamentals apply. Expect pool shifts and balance tweaks that affect which angles are safe and which entries to cap are exposed. Re-validate standard ideas after a patch rather than assuming an old line still holds. On Karelia, early mid-ditch vision unlocks fire for allies, and attackers usually choose to win east or west decisively before using ridge control to punish resets.

Defenders there deny center proxy and pair a safe long-lane TD shot with a hot heavy swing near cap, avoiding the marsh where trades turn ugly. On Erlenberg, defense leans on crossfires from castle and river ridges and prefers to back up before wraps, while attackers often commit to one river crossing, then fan to collapse the other angle and add cap pressure from town with ridges holding resets.

Redshire rewards ridge control; attackers freeze defenders from one mound and cap behind cover from the opposite, while defense staggers guns to guarantee at least one safe HE reset when the circle gets touched. Siegfried Line splits between city and field; Ghost Town favors pre-aimed cap alleys and bait-proof discipline; Steppes emphasizes speed to forward dunes and bush discipline for resets.

Karelia (Assault)

On attack, prioritize mid-ditch vision early so allied guns immediately gain value. From there, choose east or west and win decisively rather than splitting pressure. The finish looks the same: two in cap while mediums hold the ridge that punishes reset peeks. Because three cappers complete from zero in ≈34 seconds if untouched, the entire plan revolves around removing or deterring that first reset angle.

On defense, deny the central proxy so attackers don’t enjoy free early fire, then layer a safe long-lane TD shot with a hot heavy ready to swing near cap. Avoid bleeding tanks into the marsh; those trades rarely return value under a 10-minute clock. The flow is simple: attackers create a protected half-minute window; defenders make sure at least one reliable touch exists during that window. Every rotation or disengage should be evaluated against that math and the ridge lines that control sight into the circle.

Erlenberg

Defenders on Erlenberg lean into natural crossfires from castle and riverside ridges. The aim is to back up before wraps happen and guard cap with safe bush shots rather than taking ego trades in the open. This bleeds minutes reliably and preserves the guns needed for resets. Attackers often commit a majority to one river crossing, then fan out to collapse a second angle once the initial foothold is secure. Adding cap pressure from town while ridges hold overwatch on reset lanes is a classic finisher because it forces defenders to peek from predictable spots. The overall rhythm favors patience paired with a timely switch: defenders pre-aim and retreat on schedule; attackers hit one crossing hard, set crossfire, and step into cap only when the required angles are locked. With the clock capped at 10 minutes, the team that times that switch more cleanly usually owns the final 34-second window.

Redshire

Redshire is about ridges and over-peeks. On attack, secure one ridge that freezes the defense, then cap screened by the opposite mound so reset angles become narrow and telegraphed. TDs must move up behind that control; leaving them at redline risks losing the ability to punish the reset corner when the circle is active. On defense, stagger guns so at least one vehicle can deliver a safe HE reset the moment cap is touched, while others maintain the threat of a hot peek.

Don’t hand over the early ridge for free; it’s the hinge that turns cap into a formality for the enemy. The map rewards teams that treat the circle as the end of a sequence, not the beginning: ridge, crossfire, step in, hold angles, finish the bar. Conversely, defense wins by ensuring at least one untouched lane remains ready to land that single essential shot.

Siegfried Line

Siegfried Line splits into city brawls and field exposures, and Assault sharpens that split. On defense, placing one anchor in the city while TDs cover field cap entries creates a severe time drain for attackers. Every failed street cross or exposed field peek hands away minutes, which the defender values above raw damage. On attack, either crack the city decisively to open cap approaches or isolate the field with overwatch; trickling across streets invites resets and wastes the ≈34-second window required to finish with three cappers.

The clean approach is sequencing: decide where the true open comes from, move the overwatch behind that opening, and only then touch the circle. Defense counters by refusing unnecessary trades and ensuring one safe and one hot reset exists when the bar starts to climb. Stick to that and the clock does the heavy lifting.

Ghost Town

Ghost Town funnels fights into tight angles with a cap exposed to multiple alleys. Defenders win by pre-aiming those cap lanes and refusing to chase flanking bait, forcing attackers into kill boxes where resets are safe and repeatable. Attackers should touch cap with two only after crossfires are planted on the predictable reset alleys. A synchronized wolf-pack rotation that deletes the first resetter often breaks the defense because the remaining reset requires a worse angle.

The geometry rewards forethought: cap pressure without prepared lanes hands away resets for free, while prepared lanes make the ≈34-second finish realistic. Keep the plan literal—set the alleys, step in, and hold. Defense should keep one eye on the safe angle at all times, because once that shot disappears the circle turns from bait into a real win condition.

Steppes

Steppes is open with rolling cover, so speed is king. On attack, mediums take forward dunes quickly so that TDs can move up and pre-aim reset lines before anyone steps into the circle. The result is a controlled cap start rather than a desperate one. On defense, preserve bushes and deny the long-range lanes that touch cap; a single stealth TD with a prepared low-exposure shot can solo-reset a panicked rush.

The plan mirrors across sides: attackers create a half-minute of protected time; defenders arrange at least one touch that survives the opening volley. Because everything happens faster in a 10-minute battle, early dune control or early bush preservation tends to decide whether the circle becomes a countdown or a trap. Keep movements tied to that outcome and avoid skirmishes that don’t influence the eventual reset or hold.

Loadouts and Setups That Matter in Assault

Builds should serve vision, reliability, and survival inside short windows. At least one mobile hull should run optics or vision to control rotations to and from cap; who sees the reset approach first usually dictates the outcome. Everyone benefits from carrying HE, because low-exposure resets often demand a single, reliable tap rather than a perfect penetration. Attackers gain from Turbo and stabilizer-focused setups that arrive sooner and land awkward peeks cleanly.

Defenders benefit from survivability choices—Hardening, Vents, and Stabilizer—to keep critical guns alive until the last minutes when resets matter most. Artillery should pre-aim cap entries or reset corners rather than roam aimlessly. None of this is about greed; it’s about making the exact shot required by Assault’s math. A build that survives to deliver one guaranteed reset at 0:40 is worth more than a glass-cannon that farmed early and vanished before the circle started counting.

Common Errors (and the Cleaner Alternative)

Most errors come from ignoring the clock or the cap math. A 7/7 split on attack spreads pressure too thin; the fix is committing a majority to the break lane and using the circle to pull defenders into guns elsewhere. Defense ego trades in minute 1–3 remove the very tanks needed to reset later; anchor positions, bleed time, and keep two guns specifically alive for that job.

Solo capping around 6:00 without cover invites resets because a single shot wipes that tank’s progress; two in circle with a hunter on the first resetter and a TD pre-aiming the second lane is the safer line. Static TDs on attack and over-peeking TDs on defense both miss the point: either follow the win and pre-aim predictable corners, or hold lanes that guarantee the reset without exposing your gun. Clean play tracks back to one idea—protect the window that wins and preserve the shot that denies it.

Useful Settings & Mode Selection

Players can choose preferred Random Battle types—including Assault—directly from the Random Battle tile, a setting introduced to give control over queue experience. Use that toggle to tailor practice: turn Assault on to learn its timing or off if you want to avoid it while refining other modes. In Platoons, the Commander’s excluded types override the group, so align preferences before queueing to avoid surprises.

That simple bit of housekeeping prevents accidental exposure to a mode the group isn’t planning to play and ensures that runs focused on Assault actually land in Assault. Treat the setting as part of strategy: pick the mode that matches your current goals, and don’t rely on chance to deliver practice reps or to shield you from a format you aren’t prepping for that session.

US-Centric Practicalities

On NA clusters, ping and population shift with prime time, and that affects Assault’s rhythm. Lower-pop windows can surface the same map repeatedly, which is a hidden advantage if you take notes and adapt quickly to how a specific layout plays under the 10-minute clock. Hardware settings matter more than usual because Assault favors peak-and-reset gunfights over long attrition.

Keep terrain quality high enough to read ridges and micro-cover, since those features often define whether a reset shot is possible without over-exposing. Stability beats spectacle here; consistent frame delivery makes awkward peeks and defensive taps more reliable. Treat server choice and visual settings as extensions of your plan rather than afterthoughts—both influence whether your team actually lands the one shot or holds the half-minute window that wins the mode.

Two Sample Win Plans You Can Copy Tonight

Use these as literal checklists. For a generic open or hybrid Assault map on attack, identify the five fastest hulls, brick heavies, one TD anchor, and arty. Declare the break—say, east—and commit a majority, keeping a spoiler to threaten west. Your light grabs one high-value early spot, then screens the reset lanes rather than dying for an extra circle.

Heavies claim a power position that funnels cap entries, mediums build the triangle that punishes peeks, and at about 5:30, two step into cap while a medium floats to delete the first resetter. Arty calls a “3-2-1” on the reset corner; mediums peek on splash; the bar completes. On defense, assign safe and hot resets at 10:00 and confirm who’s loading HE. Contest vision, then fall back alive; TDs and arty pre-aim cap approaches. If attackers flip lanes around 5:30, rotate into the pre-planned resets rather than chasing. At 1:30, everyone orients toward cap lanes and trades HP only to preserve the reset.

Generic Open/Hybrid Assault — Attacker

Build your roster: five fastest tanks to create tempo, brick heavies to take space, one TD that advances behind the win, and arty. Declare the break early—east, for example—and push a majority there while a spoiler threatens the opposite side to pin defenders. The light secures a single high-value spot at the start, then stops risking circles and instead screens the reset corridors.

Heavies take a forward position that turns cap entries into predictable funnels, while mediums construct a triangle of angles that punishes any peek toward the circle. Around 5:30, put two vehicles in cap and keep one medium floating to erase the first reset attempt. Arty pre-aims the obvious reset corner and counts down; mediums synchronize on splash. The point isn’t rushing the circle but protecting the ≈34-second window that finishes from zero with three cappers if untouched. Hold angles through completion rather than chasing extra shots.

Same Map — Defender

At the horn, assign resets: one safe (arty or TD through bush/long lane) and one hot (mobile heavy or medium). Confirm ammunition for low-exposure taps. Contest early vision only to slow the opening, then fall back alive so the right guns exist at 2:00. TDs and arty pre-aim the approaches that logically feed the circle. If attackers flip lanes around 5:30, don’t chase into crossfires; rotate into the pre-planned reset positions and make them pay for the switch.

As the clock approaches 1:30, everyone orients toward cap lanes. Heavies plan to trade HP only when it protects a reset, mediums coordinate perpendicular shots with TDs, the light provides the vision that makes the safe reset possible, and arty holds aim on the entry most likely to produce a touch. The objective is to deny the 100-point finish inside a short window, not to tally extra damage.

Why Opinions Split on Assault—and How to Exploit That

Assault divides opinion because the same rules reward different lineups. Squads with mobility and coordination love the clarity and pace; they break a lane, build a crossfire, and cap under protection with time to spare. Others toggle the mode off, citing bunker-heavy feels or limited carry time when teammates don’t commit. Both outcomes flow from the clock and the capture math.

Use that split to your advantage. If the roster has speed and discipline, keep Assault on and call the plan early—those runs become controlled, repeatable wins. If the lineup lacks cohesion for a session, toggling it off keeps you out of a format that punishes indecision. Either way, exploit what Assault makes unavoidable: decide fast, assign resets, and make the enemy peek into guns already waiting. That alone turns a “coin-flip” mode into a measured path to the result you want.

Conclusion

Assault isn’t just Standard but faster. It’s asymmetric offense versus time-bank defense with non-negotiable math: 100 capture points, 1 point per second per tank, up to three counted, and damage resetting the hit tank’s progress. Attack wins by making that math safe—pick a break lane early, build a crossfire that forces predictable peeks, then put two in cap while a designated hunter deletes the first resetter. If terrain isn’t secured by about the midgame pivot, shift into deliberate cap pressure with pre-aimed coverage and bodyguards, because ≈34 seconds of clean time with three cappers is all it takes.

Defense wins by bleeding minutes and protecting layered resets from the horn: one safe long-lane or arty shot and one hot peek from a mobile heavy or medium. Contest vision, fall back alive, punish rotations, and at the two-minute mark trade HP only to guarantee the touch that stops the bar. Lights provide the vision that decides resets, mediums set tempo and angles, heavies own space and body-block at the end, TDs pre-aim the predictable corner, and SPGs time shots for denial instead of farm. Avoid the usual traps—7/7 splits, early ego trades, and solo caps—and the mode turns from coin-flip chaos into a repeatable, clock-driven win condition.

Sources

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