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Battlerite Royale Beginner Strategy Guide v1.

00 - 14 Mar 2019 by slowreflex

Welcome to the Battlerite Royale Beginner Strategy Guide! Before we begin, let’s cover a few
things:

What this guide will NOT do:


● Teach you how to play specific champions better
● Make you significantly better at general combat
● Go into Ability/Item/Equipment Theorycrafting
● Go into DUO strategy tactics, though this guide applies to DUO as well as SOLO

What this WILL do (hopefully!):


● Give you an understanding of the strategic layers of the game
● Enable you to read what is happening around you more effectively
● Teach you how to take advantage of a given situation better

Who am I to bestow this knowledge upon you?:


● I’ve played over 1,000 matches of Battlerite Royale at the time of writing this
● I’m the Admin of the Official Wiki and am full of tons of useful and useless knowledge
● I know that Blossom is the best Champion! 😜

There are seven main sections we are going to talk about in this guide:
1. Setting Your Initial Plan and Adapting it as Necessary
2. Reading Game Situations and Taking the Correct Action
3. When to Engage in Combat with, Flee From, or Chase, other Players
4. Utilizing the game Mechanics to your Advantage
5. Reading the Environment Around You Effectively
6. Other Tidbits of Useful Information
7. Having the right Attitude and Improving as a Player

So, go grab an age-appropriate brew and/or legally appropriate substance/snack and let’s get
into it!

Part 1: Setting Your Initial Plan and Adapting it as Necessary

Initial Plan

Before you even hit the “Ready” button to join the queue for a game, you should have a rough
plan of approach in mind. This is because different Champions are naturally suited to different
plans (to a minor degree), especially early game. That’s not saying that you can’t be a sneaky
Rook and win, but it is probably going to be a lot easier with Croak. To make some more sense
of this, let’s give a brief overview of the three main gameplans:
Seek and Destroy (S&D): Their plan is to drop somewhere populated, MAYBE hit an orb or two
and then start fighting anything that moves. People that do this are usually VERY good at
fighting, or they’d end up having a lot of very short games. They also usually can’t be bothered
to deal with disenchanting Epic/Legendary duplicate loot as they just want to KILL KILL KILL!!!!,
so just leave it on the floor.

Guerilla Warfare (GW): These are the sneaky ones. They like to catch people in traps or wait
and pounce on two people fighting that are both near death. They might hide in barrels in the
final circle and then pop out unsuspectingly at the last minute to clinch victory. They might
scavenge the scraps left by those seeking and destroying.

Note: There is no dishonor in GW. If people whine about you winning by killing them with a trap,
just ignore it and pat yourself on the back for a well-deserved victory. It is all part of the game
and fair play. Some people incorrectly think that this is just a traditional fighting game. Maybe
you should tell them to read this guide! A Royale is certainly NOT a traditional fighting game!

Balanced Opportunists (BO): This is where most people should be (depends a bit on your
previous gaming experience) to be the most successful at the game. It means you read the
game well and know when to use S&D and when to use GW depending on how you are relative
to others in the game and what the game happens to have presented you with at that point in
time.

So, back to what we were talking about. Think about what you want your initial plan to be and
what champion you want to pick to execute that plan with. If you are going to do S&D from the
start then you want to pick a champion that doesn’t need all of their abilities to fight well when
they first land and make sure you pick their two strongest engagement abilities as starting
abilities. If you are going for GW then you might want to go for a more evasive champion and
more evasive starting abilities to escape the S&D players early if they find you.

Adapting Your Plan

One of the key things that separate OK players from great players is knowing how to adapt.
One of these adaptations is adapting your gameplan. Let’s give some examples of when you
might want to alter your gameplan a bit.

You’ve chose to go S&D and you insta-jump off the wyvern screaming “Leeroy Jenkins!”, only to
find everyone else jumped on the other side of the map. You’ve not geared up for looting and
so you find yourself in a situation that by the time you are encountering people they out-gear
you quite a bit. It is probably time to shift into a GW plan until you are at a similar gear level to
other players.

And of course you have the flip-side of that. You could have an initial plan of going GW and
have the gods bestow Legendary after Legendary upon you and find yourself 20 gear-levels
above any other player. At this point it is probably a good idea for you to go on the offensive
and S&D unless you are particularly bad at fighting. Even then though, if you are going to get
some combat practice in, this is probably the time to do it!

Of course, in reality it is not as binary as this. You don’t go through a game with a coin that you
flip over from S&D to GW. You just play the game. The lines are blurred. Just be aware that
sometimes you probably want to just go around openly hunting for blood and sometimes you
probably want to be a bit more covert about things.

Over time, you’ll start to get a natural feel for some this. For example, when you start playing
the game, you’ll have a tendency to stop and break every.. single… orb… you pass. No matter
what stage of the game you are in. Eventually, you’ll realize that is probably not a good use of
your time (though breaking purple orbs mid-game and Legendary chests anytime is probably
still a good idea).

The other thing to be aware of is what I’d refer to as the “center of action vortexes”. These are
usually areas of the top players moving around the map leaving a trail of corpses in their wake
until there is just one dominant player mopping other players up. Pay attention to how this
movement is occurring on the map and respond accordingly to it. These movements in
combination with the death vortex and map events (more on those in the next section), create a
symphony of player movement that you can try your best to tune into to predict where players
(particularly the violent S&D players) are likely to be.

Part 2: Reading Game Situations and Taking the Correct Action

There are various events that happen throughout the game and how you react to them can be
pivotal in whether you live, die, or indeed even win the game. Now, I’m using the word “events”,
as meaning anything that ALL players are aware of. Let's go through these one by one:

Wyvern Drops

One of the top questions I hear asked from beginners is where they should drop to. Of course,
there is no one answer for this, but I can hopefully give some guidance here. The first thing you
need to consider is what your initial plan is. If it is S&D then you probably don’t want to drop in
the middle of nowhere. If it is GW, then you probably do. Another thing to keep in mind is that
the top players tend to either insta-drop (most of the time) or go to the center of the map (such
as Halls). This is because most people insta-drop, so that’s where most of the fighting will
happen. The reason for the center of the map is that the center of the map becomes the natural
hub of movement as it is where most paths cross.

Keep in mind that high-ranking players need a lot of kills to move up the rankings (a Grand
Champion needs to be winning the game AND getting 10+ kills to be pushing for the top spot on
the ladder) so they will be trying to drop wherever the most people are. These guys will destroy
beginners at standard combat, so it is usually best to stay away from the areas that most people
are dropping into. Don’t forget that there are TWO wyverns and factor both of them into
whatever you plan on doing. Also, keep in mind that when dropping from a wyvern, you are at a
disadvantage if you drop next to someone that is already on the ground (it is not like using a
jump pad, where you are at an advantage).

Deaths (Not Yours)

There are quite a number of different types of death marker/announcement scenario/situations


to go through..

Early/Mid Game Death (Not Nearby): Ignore unless you recognize the name (if it is an
announcement) as a top player. If it is a top player, just be aware that they are in the game and
that you may need to run from them if you are not prepared to fight them. Regardless, not worth
venturing over there usually. As the game goes on though, it might be worth checking death
locations if you happen to be going that direction as you might find some leftover loot. This is
because, as mentioned earlier, S&D killers typically don’t waste time disenchanting duplicate
Epic/Legendary loot as it slows them down on their quest for blood.

Early/Mid Game Death (Nearby): Are you in a fit state to fight? If so, it might be worth checking
out the situation, because you might find someone in low health that you can pick off. Of course
they will be healing off the corpse of the player they just killed. Or, if you are really lucky, they
might have killed each other and you just got some free loot! Again though, if it is announced
and you recognize the name as a top player, think twice about whether you want to take that
fight on. You could always have a sneaky look and if it looks too much then hope they don’t
notice you and go somewhere else, then you can fly in for any leftover goodies.

Late Game Death (Not Nearby): By this time you should know what top players are in the game
if any. It is almost always worth investigating corpses if you can as there will typically be leftover
loot as most players will be getting quite stacked by this point. Since you weren’t nearby, the
killer would normally have fled the scene by the time you got there, unless they had a feeling a
scavenger would turn up and wanted to setup an ambush.

Late Game Death (Nearby): These can be a bit tricky. At this point the number of players are
going down. Players are getting quite strong. You need to find the right time to make a move.
Is it right now or is it in the final shrinking circle where you’ve set some elaborate traps and have
a turret down? The killer will usually be mending their wounds and will typically not have
thought to have mounted yet, so I will usually have a quick peek to see what the situation is like
and then make a judgement call (will get onto that a bit later). Regardless of whether you fight
or not, you will usually want to get to some of the loot that is leftover one way or the other. Just
don’t kamikaze in for the loot expecting to walk away. You will likely just die, especially if you
burned your Space to quickly jump on the loot.
Now this so far has been assuming you want to fight and or loot corpses, but that isn’t always
the case. Sometimes you simply want to get as far away from the action as possible. If you are
having a REALLY bad game and you see a bunch of people dying on the western side of the
map, it can be a good idea to mount up and haul ass to the eastern side of the map until things
cool down. While this may seem counterintuitive as you are not corpse looting and leveling up,
the game does a good job at scaling you up as the game goes on. For example, lets say if
you’d corpse looted, you would have gone from Level 20 to 35. You ran away instead. Then
you wait until the final five and start jumping on corpses and go from 25 to 45, because
everything is Legendaries and you’ve gained a bit because of events you’ve farmed easily
because everyone is on the other side of the map. Worse case, this strategy will usually get
you a higher rank, but I don’t recommend doing it as a regular game plan as you will only be
learning how to hide, which is useful, but you will die everytime you encounter someone as you
aren’t practicing encounters. I’d reserve this strategy just for those atrociously bad starts (like
you when you get bullied out of a starting zone naked and can’t find any un-looted areas
anywhere or any un-looted corpses), which does happen on the rare occasion.

Air Drops

Air Drops are magnets for two types of players. They are magnets to players that want gear
and they are magnets to S&D players that want to kill the players that want gear. It is always a
judgement call on this one (like most things!). Where is the centre of action right now on the
map. It is pretty far from the air drop you want to go for? Is the air drop ready to start attacking
or is there enough time for people to get from the center of the action to the air drop before you
can destroy it and get away? Do you have any protection consumables to help out (turrets/traps
[more on this later])? Do you actually need more legendary items? Maybe you want to actually
hunt someone else going for the air drop instead? These decisions are obviously harder to
make when multiple air drops are in play and/or are near each other.

Orb/Chest Respawns

While orb/chest respawns do generate some increased player activity, it usually isn’t enough to
be too concerned with because there are numerous amounts of them spread across the map
and they don’t guarantee any Legendary loot. You might not even be bothered going to these
unless you happen to be near one of them when they are respawning. If you are going to one,
just be a bit more vigilant, particularly if the area is more towards the center of the map, where
there is usually more activity.

Mysterious Orb

This is the werebeast event when you see “There is a Mysterious Orb…” (see the wiki if you
don’t know what I’m talking about). Since you can’t see this on the Map, it doesn’t impact the
gameplay too much, until someone finds it. When someone does, they generally don’t know
how to use the Werebear very well as it is such a rare event. What it does give you is great
vision of the map (even over obstacles) and excellent movement. Use this to your advantage if
you get it, but keep in mind that it doesn’t make you an indestructible god.

Part 3: When to Engage in Combat with, Flee From, or Chase, other Players

One of the toughest things to get to grips with in this game is when to jump into battle or not.
This is particularly hard for a newer player that is getting to grips with the game, largely because
it is very much a trial by fire. The game is quite harsh and puts beginners with higher skilled
players, as is pretty standard in royale type games. Hopefully I can give some guidance that will
help you evaluate when to make the jump into battle or not.

Factors to Consider Before you Fight Someone

What is their gear level compare to mine? Without a doubt, skill level is much more important
than gear level. However, when there are two similarly skilled players, the one with the higher
gear level will likely win out. Of course, they might have some EQ that doesn’t really help them
much, but that is not usually the case. I usually try to avoid fighting those that have more than
10+ gear levels on me.

What is that player’s reputation (in general and in this current game)? When you play enough
games in your region, you get a good feeling for who the cream of the crop players are. There
are certainly a handful of players that I know that I have less than a 1% chance of beating in a
fair fight. So, if I see them when I’m not prepared, I will not engage them. I will try to catch them
in a trap, or catch them in an unfair fight. That is the right strategic decision.

What is their HP and what is my HP? Clearly if you spot someone near death and you are at
full health then you should pounce on them. Many times it isn’t as straightforward as this. Just
consider what health they are at and what you are at and factor that into your decision.

Do I have my key Legendary Bonuses? Some champions have particular legendary bonuses
that can make the chances of them winning a fight increase by 20% or more. Any example of
this is probably Iva’s Legendary Tractor Beam (R), which stuns, enabling a combo that takes
around half of your hp off. If this is the case for your champion, you might want to make it a
priority to hunt down that Legendary Ability before you engage in any risky fights.

How much energy do they have and do I have? If your enemy is fully charged or almost fully
charged, then they will be a harder opponent to fight than someone who is completely drained
of energy. Similarly, if you are charged up or almost charged, then that puts you at an
advantage over your opponent.

Do they have a Sheep Medallion? They’ve now added an indicator (floating glowing sheep
head near the player) to the game when someone has a Sheep Medallion equipped. This
matters to you because it means it will take a bit longer to kill them and depending on the
situation, it may not be worth the extra hassle at that particular point in time, particularly if you
are in a busy area and are worried about vultures.

How many players are there and are they fighting? ​ I​ f there are multiple players fighting then it is
quite a different scenario. Health will be going down and you usually just need to evaluate the
right time to jump in. Most people will try to jump in to steal the last-hit on one of them and then
try to finish off the other. If you jump in too early, you might find they both turn on you, or they
both run away.

Are you in a busy area? ​ ​Fights can sometimes take awhile. If you are fighting in the center of
the action in the mid to late game, there is a fair chance that others will be aware of the fight and
the chances of vulturing (others ambushing when you are at low hp) is high. Be aware of this
and be extra vigilant.

Can you actually get away? You might not want to fight the other person, but your chances of
getting away might be very slim. I’ve seen MANY players try to run away ineffectively and just
get slowly whittled down in health until they die, without doing a single bit of damage to the
attacking player. Try not to be this person. If you think you don’t stand a chance of getting
away, then your best chance it probably to try and fight the other player. Maybe you end up
winning. Or maybe someone wonders into the mix and the situation can be re-evaluated. Or
maybe you will die, but at least you will get some fighting practice in, which is better than just
getting auto-attacked to death while you walk away in fear. Maybe you die, but then someone
else comes in and kills your wounded attacker, giving you at least a little bit of satisfaction.

When to Chase or Not

It’s really hard to not chase that 1 HP player around the map endlessly. I know. I’ve been
there. Sometimes though, you just have to realize that while you are doing all that chasing, the
other players are getting stronger. And let's face it. Eventually, that 1hp player is probably
going to bump into someone else anyway and then all that chasing will have been for nothing.

I’d look at a couple things when chasing and if it has been too long. One is the state of your
health and the other is how long you’ve been chasing them for. If you are at low health, then it
is very risky to chase someone. This is because you are at a strategic disadvantage. You are
charging into unknown territory and your opponent knows you are coming. That is not a good
situation to be in. The number of times my greed has led me to chase after a low health
champion only to get smacked to death by an opponent that has realized their tactical positional
advantage, is too high for my liking (yes, even my greed/fury sometimes gets the better of me!).
In regards to if you’ve been chasing for too long, there isn’t a hard rule for this, but just don’t get
carried away with it. Usually, if you think it MIGHT be time to stop chasing, it definitely IS time to
stop. Consider what consumables you have as well, as many of these can make chasing much
easier (more on that later). Also, some champions like Zander are particularly hard to catch.
You are best to leave them until the circle is smaller or you have them in a dead-end situation.
If you happen to be chasing a champion that you know can’t get over/through walls, then you
are probably at an advantage.

Final Circle Strategies

Fighting is much different in the final circle. Clearly if you have a turret you want to get that
down. This usually means you want to try to get there early to setup your turrets and traps
unless your plan is to vulture or scavenge one of the early final circle deaths before you engage.
Items like Scarecrow and Raging Moose become quite strong due to knocking people into the
Vortex, which does more damage later in the game. Also, you need to analyze the players left
and come up with a gameplan. Let's say there are three people left and one of them is clearly
the dominant player. You should always go for the dominant player first and hope that the other
weaker player does the same. If you and the other weaker player fought each other then that’s
just an easy win for the dominant player.

Part 4: Utilizing the game Mechanics to your Advantage

Ability/Equipment Adaptation/Evolution

From the start of the game when you choose your Starting Abilities and up until the very end,
there is a natural adaptation/evolution of your Abilities and Equipment (EQ) slots. Some of this
is random and some of this is by your choice, either through the shops or through swapping
items with those on the ground. Before you go into the game, it is helpful to have a rough
gameplan around what your priority Legendary Ability/EQ items are. Most champions have one
or two killer Legendary Bonuses that you want to go for before all else and then you might do a
mix of other abilities with some EQ mixed in.

Regarding Equipment, I’m not going to go into each piece of equipment and theory-crafting
here. However, I do what you to think about how your EQ aligns to your gameplan and the
game phase. Are you getting the full value of Keyring in the final circle? Not really. Is it useful
to have a Riding Saddle Mid-Game on a S&D character? Hell Yeah!

Also, pay attention to your opponents. Particularly if you know them or what they are playing. If
you have a good idea who you will be facing in the final circle, what champion they will be
playing, and what play-style they will be using, then use that information to your advantage.
Maybe you need to be quicker on your feet, so need Boots of Speed. Or maybe you need to be
a bit tougher, so need Breastplate. Or maybe they are known for intricate traps, so you want to
get a Circlet. The key here, like a lot of things in the guide, is to adapt to what is happening in
the game.
Consumables

When you first start playing the game, you probably are only really paying attention to the
Health Potion consumable. However, consumables are quite an important element of the
game. They can create epic finishes, epic escapes, epic traps, defense grids, air superiority,
etc. When I was watching replays of my games, one of the top things I was realizing is that a
consumable I had could have turned the tide of battle had I used it. It is too easy to get carried
away using abilities and completely forget about consumables, but they really can be useful, so
try to integrate them into your gameplay.

As with the other things, you need to think about which consumables you want to be prioritizing
through the different stages of the game. There are very few instances where you don’t always
want health potions as one of your consumable slots. They are just too good. So you usually
just need to work on your other three. This will largely depend on your gameplan.

Someone with a S&D gameplan will like items like Rocket Boosters (for chasing/stunning),
Butcher’s Hook’s (for pulling), Explosive Barrels (for AOE rolls), Meteors (for blocking escape
routes), and Rabbit Potion’s (for chasing). Someone with a passive GW gameplan will like
items like Barrel Disguise (hiding), Moose (running), Rabbit Potion (running), Warp Stone
(running), Stealth Potion (running), Ninja Hook (running), Butcher’s Hook (running) and Rocket
Booster (running). Someone with an aggressive GW gameplan will basically go for all of the trap
stuff. Jump Pads are also useful to everyone as they give a strategic advantage to any player.

As the game progresses, your consumables strategy might change as well. Things like traps
and turrets become more powerful, because the non-vortex area is smaller and smaller. In the
final circle, many items like Moose, Scarecrow, and Snowman, hand a tendency to force people
into the death vortex. Of course, sometimes this can backfire and kill you. Just be thinking
through the game of what you think is most useful, particularly when you see things on the
ground. Definitely don’t assume that just because something is a higher rarity that it is better for
you to have.

Traps Placement

Someone like Delucious (Trapmaster Extraordinaire) could probably write an entire 100 page
guide about traps, but I just wanted to cover a few general things about them. The first thing
about traps is not to hate them. I used to hate them until I started toying around with them
myself and then I understood that they are just another facet of the game and actually quite
enjoyable and entertaining. I’ve never gone “all-in” on traps, but I will use them if an opportunity
presents itself.

There are usually two ways I see people use traps; for destruction and for protection. A
common way to use it for protection is to do something like place a spring trap down a bit
outside of where you are going to be drinking a healing potion. Then if someone comes looking
for you, they fly away and by the time they recover, you are healed up. Or you might place
some trap kits around an air drop to protect yourself while you loot it.

Of course, destruction is where the fun is at. This pretty much always involves spring traps and
explosive barrels. When you are setting the final destination, you need to think about a couple
things. Firstly, you don’t want your barrels to be out in the open. That is just screaming to
someone that there is a spring trap nearby. Putting them in bushes is the most common
approach. Secondly, look at where the death vortex is and where it is going. Unless you plan
on (and have the resources to) doing a long chain of spring traps through the death vortex into
your barrels, you probably want to stay away from the edge of the death vortex if you can.

When you are setting a trap chain, you will need to do a bit of trial and error. You will see on the
ground where a Spring Trap is going to start and end. When you are placing a new one, if it is
not going in the right place, you need to quickly cancel it (press C) before it finishes placement
and adjust accordingly. Note, others near you can hear you building traps, so just be aware of
that. Also, if people have Circlets, they may be able to escape your traps, but that is usually a
risk worth taking as the majority of people won’t have it.

Also, when you are setting a trap chain, you should consider if you want to start building the
chain from the beginning or the end. I typically start from the end (usually explosive barrels with
a sprinkle of trap kits), but sometimes other players can find your traps before you have finished
your setup and explode them, ruining your masterpiece. The other reason I prefer to start from
the end is that traps don’t explode in death vortexes, so if your traps extends into a death vortex
that is fine, well, it’s probably GREAT, to be honest. The other way to do this is to start with
spring traps and then only put your explosive barrels down when you are ready to. The
advantages of this are that a) if someone hits your traps, they will come flying to wherever you
are, taking hits from the spring traps and b) you won’t have any of your explosive traps wasted.
I’ll leave it up to you to decide what you want to do. It could be that you use a different method
depending on the situation at the time.

Part 5: Reading the Environment Around You Effectively

The atmosphere and environment is a very important part of this game. If you ignore it, you will
not be playing at your full potential. I wanted to cover a few of the key elements related to this.

Your Sound Setup (Audio)

First things first. If you are blaring death metal, you are simply not going to hear any of the
audio cues going on around you. Battlerite Royale has positional audio (if someone left of you
in the game is being noisy, you will hear it in your left ear/speaker), so at a minimum, you need
to be able to clearly hear and distinguish left from right. This doesn’t mean you can’t play
music. I usually have music set to a low volume % though. You’ll have to experiment until you
find what works for you.
Mount Riding Noises (Audio)

One of the most useful noises you want to listen out for is Mount Riding Noises. This may be
when you are chasing someone you have been fighting and are trying to get that last hit in. If
you listen carefully, you can tell which direction they are travelling. The further they get away
from you the quieter it gets. Note, if it is loud and then suddenly gets quiet, they have stopped.
Most likely hiding in a bush and trying to juke you. If you hear a whoosh noise, they’ve probably
found a jump pad and you are likely out of luck most likely, but if you watch the minimap, you
can get a rough idea of which direction they went if you are really desperate for their blood. I’d
pretty much give up on them at this point though.

The noises mounts make will vary depending on the mount. Mounts also make additional
noises when you feed them carrots. These noises too will vary with the mount. Though it will
not happen very often, if there are multiple players mounted and you are trying to follow one of
them, you can work out which direction the one you want to follow went by the different mount
noise (assuming they have different mounts!).

Fighting Noises (Audio)

This means you are usually in luck. You are primed to do some first rate vulturing! Walk up and
have a look at what is going on. Wait for them to get to low health and then swoop in and kill
both of them. Don’t feel bad about this in the slightest. It’s all part of the game! You will have it
done to you as well numerous times so it’s only fair you get yours in when you can! Now,
vulturing isn’t necessarily automatic, so don’t treat it as such. Both players can turn on you.
Things can go sour very quickly. Take it seriously and you should do OK, because you have an
advantage. Consider which player to take out first and make the move at the right time.

Health Potion Drinking (Audio)

Again, this is a sign that someone is hurting, so you usually want to go towards these noises.
Just keep in mind that sometimes these can be baits. If someone starts drinking a potion and
then instantly cancels it, the noise carries on for a couple seconds. 80% of the time someone is
doing this in a bush, so if you have an AOE ability and just plop it in a bush where you think the
sound is coming from, you will probably hit them. Corners of houses are another common place
where people do this.

Death Vortex (Visual/Audio)

The Death Vortex is a very important element of the game. You need to be aware of what it is
doing as if you aren’t you can get trapped by it and end up dead. It has the same timed
intervals every game, but the positions it moves to are different each game. The damage it
deals increases throughout the game as well. See the chart below for more explanation:
Phase Duration Comments
Safe Time 2:30
1st Vortex 1:20 3dmg/sec
Safe Time 1:30
2nd Vortex 0:45 3dmg/sec
Safe Time 1:15
3rd Vortex 0:35 6dmg/sec
Safe Time 0:60
4th Vortex 0:30 9dmg/sec
Safe Time 0:45
5th Vortex 1:30 15dmg/sec
Safe Time 0:40
Final Vortex 1:00 15dmg/sec

You should also be aware of others being trapped in the Death Vortex. A good clue to this is
when you see someone clearly killing someone else in the Death Vortex, then you know they
are there as well and will need to get out of it. If you are near there, try to figure out where they
will most likely be exiting and prepare for an ambush. When someone is moving around in the
Death Vortex it makes a unique noise, so you will be able to tell if they are near or not.

Jump Pad, Spring Pad, and Black Hole Awareness (Visual/Audio)

These three map elements allow a lot of expedited travel around the map, that gives some
unique strategic elements to the game. Jump Pad’s, Spring Pad’s and Black Hole’s can be
great when you are trying to get away and can be really irritating if you are chasing someone, so
it is always good to be aware of where they are. Unless someone has placed a Jump Pad in a
bush, they should always be in the open and visible. There is nothing more irritating than
having a really long fight, having your opponent turn into a sheep, having the sheep one hit
away from death, and then them hitting a jump pad and escaping. On the flip side, it’s an
absolutely epic escape if you were the sheep!

Apart from the escape element, a Jump Pad is also really great for playing aggressive and/or
just scouting the map. When you are launched into the air, you have quite good visibility of a
fair chunk of the map and can travel a good distance. If you land near a champion then they will
be Incapacitated (stunned for a bit unless they take damage). Note, an observant player will
know you are coming as they can see your icon above them on their minimap (you should look
for this as well when you are on the ground!). When you land after using a Jump Pad, you will
briefly be unable to do anything.

Note: A Jump Pad will let you travel in or out of the Death Vortex, but it is clearly under your
control. A Spring Pad will let you travel in or out of the Death Vortex, and is not in your control.
A Black Hole will not take you into the Death Vortex, but is out of your control. The great thing
about the Black Hole though is that you get AMAZING vision while in it of orbs/chests/players
and through the wonders of magic you somehow will stay on your mount!

Trap Noises and Cues (Visual/Audio)

When someone is setting a trap, you will hear an associated noise related to that trap. Make
sure you pay attention to these and be extra vigilant when you hear them. If there is still a lot of
the map open, you might be best to just venture to another part of the map instead of risking
getting caught in the recently laid trap. Another thing to be aware of is if it looks like someone is
trying to draw you to a particular part of the ground, that is most obviously a trap. Some people
are pretty bad at drawing attention to locations that are clearly traps. Don’t be drawn into their
plan. Keep in mind that if you are mounted and riding that you are much less likely to be caught
in a trap.

Narrow Paths (Visual)

There are quite a few narrow paths on the map. These are very useful in a variety of contexts.
Many champions have abilities that do nasty things when used in combination when obstacles.
You also just have the tactical strength/weakness of a narrow path. And I’ve been caught in the
middle of two people in a narrow path. It doesn’t usually end well. They are also a great place
to roll explosive barrels down. Be aware of where these are on the map. Try to use them to
your advantage and be careful of being caught in them.

Bushes (Visual)

These are a passive players best friend. Of course, they are also the best places to heal up
when you are wounded. You can’t be seen (even from the air*), but you can still be heard. Be
aware that your visibility is tied to your character model. If your mounts tail is sticking out or
your pet is out of the bush or whatever, they won’t be visible to your opponent. *Note: At the
time of writing this, there is currently an unconfirmed bug that you can see players icons in
bushes on the minimap when you are in the air from a jump pad.

Shadows (Visual)

Although the view of the game is top-down, it will show you full visibility from the perspective of
your character. So if your character doesn’t have full visibility, then the area will be shaded.
This is most obvious when you are walking around an object like a tree, as you can see the
shadow opposite moving around with you. You can use this to your advantage. Try to play
tricks with your opponents. They will expect you to move in certain directions, but if you do
something unexpected, you can juke and confuse them.
General Map Awareness

Certain areas regularly/always have Jump Pads or Spring Pads down. There are three special
vendors and one generic vendor. There are numerous interactable map objects (mushrooms,
fish, target dummies, etc.). There are areas that have less traction that others. The more you
get familiar with the map, the greater your advantage will be over those that aren’t as familiar
with the map. You can learn a lot of this from the wiki (link at the bottom of the guide) if you
don’t already know about these locations and objects. Always keep your eyes and ears open!

You are not a Ninja!

Just in case it wasn’t obvious, you will make all the same noises that you will hear everyone
else making. Don’t forget about that when you are riding around on a mount in a bush next to
someone they can’t hear you! Just wanted to point that out in case I wasn’t make it crystal clear
in this section.

Part 6: Other Tidbits of Useful Information

Counters and Cancels

While I don’t really want to go into general combat in this document, I wanted to go into two
areas that beginners in particular struggle with. The first is Counters. Some champions have
the ability to counter other champions abilities. When they do this, they usually either reflect
something back at the attacker, or do something else particularly nasty. There is always (I
think) a visual queue when a champion is in a state that they are ready to counter an ability. Be
on the lookout for these.

This brings us onto the next topic, which is Cancels. You are able to cancel abilities and many
other actions in the game by pressing “C” (or whatever else you’ve binded the key to). This is
useful in a variety of situations. For example, let’s say you have started an ability that does
three waves of attacks and your opponent instantly puts up a reflection counter. You should
cancel your ability, so you don’t eat your own attacks. Sure, you may be thinking you could just
aim it elsewhere, but that isn’t the right choice as then you are just sitting there using an ability
on the trees while they are beating you up. You will often see good players baiting opponents
counters by cancelling their cast animations on their abilities before the ability is actually cast.
Takes a bit of practice, but that can be useful as well.

Part 7: Having the right Attitude and Improving as a Player

Having the Right Attitude to Improve

I see two main blockers for people not improving in this game. The first is blaming RNG (as in
random drops, not the designer) for either not giving them what they needed or giving others
better stuff than them. This simply is an excuse more than a reason. You can get gold easily to
fill gaps and it is pretty easy to get the setup you want by mid-game within reason. Out of
1000+ games, I’ve had less than 5 games where I can say luck has screwed me over (still had
fun though!). The second reason people use is blaming guerilla warfare or “teaming” or
basically underhand tactics. This is all just part of the game (not talking about premeditated
teaming in solo which is against the rules). You need to do your best to minimize the risk of it
happening to you and then minimize the impact of it happening (fleeing, equipping Circlet, etc.).
Basically, using excuses instead of looking for reasons, is not going to help you improve.

Becoming Proficient in a Champion

When you are first starting out, I highly recommend sticking to 1-3 champions until you really
understand what is going on. The main reason I say this is because if you are trying to figure
out what you should be doing with YOUR champion, then you are not really paying attention to
what is going on with your opponent or with your surroundings. The more you can make your
actions with your champion automatic, the more you can focus on your opponent and your
surroundings. You do this through repetition and training your brain with muscle memory of the
abilities utilized by that champion.

One other note about Champions, is that Ranged champions have a bit less hp than Melee and
move slower. If you want to try multiple champions, then I’d recommend one Melee and one
Ranged, so you can get a feel for each play-style. I’d also recommend that you pick champions
that have ways to get over/through walls. Most importantly though, pick champions that you
think will be fun to play. Don’t get wrapped up in what is the best champion. They are all good.

Reviewing Your Replays

Although it may not be obvious the way the UI is laid out in the game, you can watch all of your
recent replays. I suggest you do this on a regular basis. I’m not suggesting you watch your
replays in their entireties, but watch the parts of them that you are interested in seeing if you
could have done something different. I’ve regularly thought after a death “I’m sure I played that
one perfectly. Not sure what happened there.” Gone back and watched the replay, only to see
me not be using abilities off cooldown or missing abilities I thought I landed, etc. Quite a regular
thing for me was not using consumables that could have really helped me out (I’m still working
on this!). In any case, you can really learn a lot from studying your own replays.

Experiment More in a Controlled Way

Let's say you are primarily a GW player. That's fine. I totally used to be that way before I
became more of a BO player. How did I become more of a BO player? I unchecked Ranked
(only do this if you care about these things) and then played the role of 100% S&D. And I
died… tons… many times within the first 30 seconds of a game. However, this slowly started
changing. I started winning more fights. My kill average started going up and now I am a much
more competent fighter. Same can be said for if you are really struggling against a particular
Champion, then play that champion. Just do these things in a controlled way with the goal to
learn.

Watching Pro Streams

Now, before you go watching pro streamers, you need to understand what you are getting
yourself into. Do not expect to watch them, go login and then replicate what you’ve just seen, or
you will get incredibly frustrated. They make things look simple that us mere mortals struggle
with for a very long time. However, what they are very useful for is picking up on tips and tricks
that you might not know about. They tend to understand the game to a deeper level than most
and will do things that others may not think about doing. Most of them are also quite friendly
and will answer questions you may have as well.

Utilizing Online Resources

There are some great online resources for this game:

There is the official Wiki at: ​https://battleriteroyale.gamepedia.com​ and the official Discord at
https://discord.gg/WDr6gV7​ where you can chat, get advice, or find other players to create a
team with.

You can find me on the official Discord under slowreflex or in game under xelferwols. I’d love to
hear any feedback you have about this guide, particularly if you think anything is incorrect or
could be added (except champion specific strategy or detailed combat mechanics).

GL HF!

P.S. - Blossom really is the best Champion! 😜

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