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[Issue 66] It's Time To Excel In: Bridges


Hex
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Bridges is a map that is adored by many, be it hardcore non-supply players or the seasonal professionals. It's structure, diversity of props and varying height levels make it a map that is neither too easy nor too hard to play in. I mean, hey, what can be more confusing than understanding bridges in Bridges?!

 

Behold, the map Bridges!

 

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Introduction:

 

Due to its structure and areas, Bridges holds some of the most intense rounds of combat in Tanki. Its design is what really differs from other maps -- the two bases are diagonally opposite from each other. This means that whenever an attacker decides to go for the flag, they must traverse through the map diagonally, which is even harder then going horizontally or vertically, since you never know what's gonna pop out behind the next corner.

 

If we talk about size, Bridges has fairly decent span of roughly 205 x 200 meters, with a total area of 41 000 square meters, or 1640 square meters in prop length. It unlocks at the rank of Corporal and can accommodate 20 players.

 

Bridges is available in all four modes - DM, TDM, CTF and CP with a maximum capacity of 10 players per team.

 

 

History:

 

As far as history books and lessons show, Bridges has apparently been in the game since its start, or the immediate first era. There's no dates and numbers to confirm this, but this map was probably released along with the first few maps in the game.

 

Bridges has held its reputation in the game as a great map, providing many different areas and levels in which one can learn to play effectively. However, what made Bridges even more popular was its selection as an eSports map. It can't be wrong to say that eSports maps are chosen because of their diverse gameplay, structure and design -- all of which Bridges has never ceased to provide.

 

 

Overview & Division:

 

Bridges is - as aforementioned - quite a complicated map. Understanding it without knowledge of every single one of its areas is impossible. Therefore, I decided to take this segment up a notch and explain things with a little more detail.

 

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Bridges can be divided into five major areas. These are as follows: 

 

1. Primary Red Base: 

Pretty much self-explanatory. This is the entire area of the Red base - contains the Red flag and the spawn points of the Red team. It also contains a grand total of two buildings and one ramp, R1. Though all drop zones are close-by in the Lower Ground - R, the base itself doesn't contain any drop zones. This area is further connected to the Secondary Red and Blue bases by bridges B and A respectively.

 

2. Secondary Red Base: 

This area is so-called because it contains the Red team's spawn points. Many defenders, though it may sound a bit strange, opt to defend the flag from here. Most of these are Shafts, Magnums and Railguns, who keep shooting enemies braving the Middle, Lower Ground - MR or the bridge A. A ramp, R3, leads up to this area from Lower Ground M-B. This area is connected to both Primary Bases by bridges B and C. Additionally, this area is home to a small building and a Double Armor drop zone.

 

3. Primary Blue Base: 

Lying diagonally opposite to the Red base is the Blue base. It contains the Blue flag as well as the spawn points of the Blue team. It also contains two buildings as well as one ramp, B2. Like the Red base, this area also isn't home to any drop zones, but all of them are located nearby for people to pick up. 

 

4. Secondary Blue Base: 

Just like the Primary Blue Base lies diagonally opposite to its Red counterpart, this area also lies diagonally opposite to the Secondary Red Base. What's more weird is that, just like in the Secondary Red, some people tend to defend their base from here - and it works! A ramp, B3, leads up to this area; while the area itself is connected to both the Primary Bases by bridges A and D. Moreover, this area is home to a big building and a Double Armor drop zone.

 

5. The Middle: 

Self-explanatory. The Middle, is... well, located in the middle of the map. It is one of those areas that are highly contested at times, and the team who holds it better is the team that wins the game. Two ramps, M1 and M2, lead up to this area; and two smaller bridges, E and F connect the are to the two bigger bridges surrounding the area: A and C. Middle Is home to a big building that covers almost the entire area as well as two solitary Repair Kit and Double Armor drop zones.

 

The map also has a ton of other, minor areas:

 

1. Lower Grounds:

Bridges has a lot of ups and downs - heck, it has a whole table of area under all the raised platforms, bases and bridges. These areas are referred to as 'Lower Grounds' in this article. I have divided them into four sub-areas: Lower Ground - Red, Lower Ground - Blue, Lower Ground - Middle/Red and Lower Ground - Middle/Blue.

 

2. Bridges:

Bridges are, well, bridges. They are a mean of getting tanks from one raised area to another. There are six bridges in this map: A, B, C, D, E and F. 

 

3. Ramps:

Ramps are used to get a tank from a lower area to a higher area. These are a total of nine ramps in Bridges: R1, R2 and R3 tagged with the Red base; M1 and M2 acquainted with the Middle; and finally, B1, B2, B3 and B4 located in the Blue side of the map.

 

=== ABBREVIATIONS ===

 

From this point onward in the article, I'll write abbreviations for a couple of words instead of the whole word, just because they might get too repetitive and the guide may get harder to understand.

 

Primary Red Base: PRB

Primary Blue Base: PBB

Secondary Red Base: SRB

Secondary Blue Base: SBB

Lower Ground - Red: LG-R

Lower Ground - Blue: LG-B

Lower Ground - Middle/Red: LG-MR

Lower Ground - Middle/Blue: LG-MB

 

Also, do note that points except where they do actually make sense as modification levels, 'M1' and 'M2' refer to the ramps leading up to the Middle.

 

 

Alteration Advice:

 

High_pressure_pump_%281%29.pngHigh_pressure_pump.pngBroadband_emitters.pngSlugger.pngPlasma_core_accelerators.pngStable_plasma.pngMinus-field_stabilization.pngAssault_ammunition.pngFaster_horizontal_tracking.pngArmor-piercing_ammo.pngFaster_horizontal_tracking_%281%29.pngAssault_emitters.pngCompact_tanks.pngCorrosive_mix.pngSupport_nanobots.pngHigh_capacity_drum.pngUnstable_plasma.pngPrecision_targeting_system.pngModified_firing_rate.pngShell_stabilization.png

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High Pressure Pump: Bridges is a medium-big map -- and this alteration makes your Firebird's flame reach ever farther. Could be very useful in CTF and CP mode.

Compact Tanks: Everyone knows this alteration is quite overpowered, as it makes your tank heat up so quickly, even a slightly off-timed Repair Kit can't counter the damage. Useful for all modes, especially DM.

 

High Pressure Pump: Exactly like Firebird's alteration. Though you won't be able to shoot people at different levels of elevation, you will be able to shoot farther, which is a good thing.

Corrosive Mix: This alteration removes the freezing effect, which can be a good thing in certain situations. However, the main focus of you as a Freeze in Bridges would be either to defend or cover the mid-field. If you defend, do not use this alteration. If you mid-field, do otherwise.

 

Broadband Emitters: A decrease in range is always bad -- not recommended.

Support Nanobots: Isida's healing rate is very good, or rather perfect without using this alteration. Why suffer a decrease in damage when you're healing just fine?

 

Slugger: If you like shooting at enemies from far away, this alteration's for you. If no, then simply don't use it. Do note the huge decrease in turret rotation speed!

High-Capacity Drum: This alteration is so good, you can collect a huge number of kills in as little as a minute! The fact that it adds two more shots to your drum without taking too much reload time means that you can actually double your damage output.

 

Plasma Core Accelerators: Now look, this alteration is only useful in big maps where a normal Twins can't make it. In Bridges however, close-quarters are abundant. Besides, why lose half the damage output anyway?

Stable Plasma: If there is any alteration that really makes a turret powerful, it's this one. First of all, as I said, you'll have a lot of close-quarter situations, situations where without this alterations, you'd suffer lot of self-damage. Secondly, you can use the old Twins tactics and ram other tanks.

 

Minus-Field Stabilization: This alteration is extremely useful. Besides the fact it decreases your damage output, it heavily increases the distance of your shots, which is a very good thing.

Unstable Plasma: I have personally seen many people use this alteration, and combined with the second one, Ricochet can actually dominate in a close-quarter map. However, due to the availability of walls and surfaces in Bridges, I'd rather not use this one.

 

Assault Ammunition: A straightforward no! Having less impact force with a chance of critical hits is way better than having more impact force with no chance of critical hits.

Precision Targeting System: This one is quite debatable, especially in Bridges. It just depends on how you like to play the game; if you're an attacker, having less reload time is advisable (not using the alteration).

 

Faster Horizontal Tracking: Do not equip this alteration if you don't want to damage yourself. All this makes is your turret turn faster at the expense of vertical aiming, and this makes Vulcan... terrible. Suppose you're standing on the highest bridge in Highways facing a person standing on either bridge to your side with this alteration equipped. The heavy downfall in vertical aiming won't allow you shoot that person if you don't start rocking your hull, something which is quite impractical with Vulcan.

Modified Firing Rate: This is one of those alterations which you use based on how do you want to play in that battle. If you use Vulcan by holding your ground and firing continuously, this alteration is for you. If you want to stay safe and don't want to inflict self-damage, simply refrain from using this.

 

Armor-Piercing Ammo: To be honest, I don't see the use in this alteration, unless for parkour of course. Why remove Thunder's key ability of splash damage when you can just use Smoky instead? Besides, in Bridges, you'll definitely need that splash to counter incoming hoards of enemies.

Lightweight Ordinance Auto-loader: Another one of those alterations which are used depending on how you play. If you love to attack, this alteration is for you since you'll be able to mess up your opponents' aims quickly with the lesser reload time. The damage decreases, but that's completely up to you.

 

Faster Horizontal Tracking: This alteration is the same as Vulcan, but will definitely be good for a Railgun user in Bridges. In this map, you need to be constantly on the move, spinning your turret as you go. This will make your turret turn faster while decreasing vertical auto-aiming, which is not a big problem with Railgun as you can always rock your hull.

Shell Stabilization: This alteration is just pointless, don't use it. Rather, use the one I will explain below.

High-Caliber Ammo: Using this alteration is as simple as it gets. If you like to camp, defend or mid-field with Railgun, this alteration is tailored specifically for you. It works with attacking too, but do take care of the longer reload time.

 

Assault Emitters: This alteration's description says it all; use it if you like to survive longer in close-quarter combat situations.

Heavy Capacitors: Good, but not made for Bridges. The slower charging rate and the decrease in horizontal aiming speed while sniping will not have any good effects on your output. Though it could still be effectively used in camping, I'd rather use the previous one and damage as many enemies as I can quickly before they reach my base.

 

 

Grabbing 'em Golds: 

 

Love to grab Gold Boxes but miss 'em by millimeters? Here's all what you need to know about Gold Boxes in Bridges:

 

'Flat Surface' Zones:

 

These zones include those in the bases and the Lower Grounds. The best way to take these is to use Dictator built-in hacks to get on top of others. If you're a lighter hull, you can try jumping down onto these or using the rocking technique to get onto other tanks. Heavier hulls work by pushing others out of the way.

 

'Nearby Ramp' Zones:

 

Use the upper side of the ramp to get on top of tanks standing on the actual ramp when the Gold starts to drop. Then waltz as you're being driven to the Gold.

 

'Raised or Bridge' Zones:

 

Use the bridge's edges to get up into the air and then on top of other tanks. You must have good timing and a Speed Boost activated here, as less speed and just a second off can lead to a fail.

 

 

- CTF -

 

Battle Scenarios - Counters and Strategies:

 

In this section of the article, I'll be describing some scenarios that could possibly arise during the battle. I'll explain them whilst providing a solution for effectively ending or finishing that scenario. So, without further ado...

 

Scenario 1 - You have successfully grabbed the Blue flag.

  • Decide which way do you want to go and evade the enemy base as a Red. I suggest using the LG-MB, crossing over to LG-R, crossing under bridge B, traversing up R1 and then capturing the flag.  
  • If situations turn otherwise, utilize the Middle.

 

Scenario 2 - You have successfully grabbed the Red flag.

  • If you have successfully taken the Red flag, I suggest jumping down into the LG-R, going up M2 and then crossing areas over to your base. 
  • If situations turn otherwise, utilize other areas of the map.

 

Scenario 3 - You are stuck in the Middle.

  • This scenario is most probable in non-drug or XP/BP battles. You are taking the flag to your base and get pinned down from all sides, a.k.a the enemies flank you at your current position. Most of the times, the enemy takes out the flag carrier and returns the flag.
  • To stop this from happening, immediately jump down into any of the LGs and then make your way to a safer location, such a building or your very own base.

 

Scenario 4 - Normal strategies of picking up supplies, tip-toeing to the flag and running for your life aren't working.

  • Communication is key here. If you're on call, explain everything you do to your team. If you're in a public battle, encourage your team to attack as a whole team.

 

Scenario 5 - The enemy team has opted for intense defense and has been spamming mines all over their flag.

  • Unfortunately, the only way to end something like this is flanking with extremely upgraded equipment such that the total damage output of your team is bigger than that of the enemy team.
  • Since no one has time to calculate all of these numbers and variables in battle, grabbing a flag largely depends on luck and timing.

 

Supply Drops: 

 

Attacking:

 

Supply drops in this map are generally well-placed. Each team has easy access to all of them, though the middle is a bit in favor of the Blue team. There is a Repair Kit drop zone towards the Blue side of the Middle, while there is only a Double Armor drop zone towards the Red side. This has two possibilities: one, the Blue team will have access to more Repair Kits and can easily regain health in the time of need; and two, the Red team will have access to more Double Armors, putting up a heavy counter.

 

The supply drop zones in this map are:

  • 5x Repair Kit
  • 4x Speed Boost
  • 4x Double Power
  • 3x Double Armor

Moving forward, let's see which base has more defensive capabilities and can try to be more efficient than the other. In this map, I'd say none of the bases have a greater hand over the other. It entirely depends on the skill-level of the players present in each team. For instance, if one team has more M4s, it will surely dominate. But, if the opposing team had more experience and skill, things would get pretty intense. It is in times like these that you really need an attacking plan to follow instead of just roaming around and trying to grab the flag and make it back home.

 

Feel free to jumble or alter these routes up, but the illustration below explains the most famous attacking routes used by either teams' attackers ~ 

 

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Bridges - Attacking Routes

 

Defending:

 

As for defending, I'd rather put my bets on the Red team instead of the Blue. This is merely because they have access to more Double Armors and Double Powers; and plus, they have lots of cover. I mean, it's not like a person should entirely depend on the dropping supply boxes and not use his/her own, it's just that professional and intelligent teams always clock their boxes in order to gain an upper hand in the battle.

 

 

Escape:

 

Escaping with a flag in Bridges generally has two outcomes:

  • Either you successfully traverse through the areas and capture the flag.
  • Get shot by someone while you were focused on someone or something else; such as a blockade or a corpse.

Owing to these points, what you want to do is mix up your escape routes. Do not even attempt to go through the areas infested with enemies or areas which are merely there for no reason and don't provide any cover; such as the Middle and the bridges.

 

For instance, if you have taken the Blue flag and want to successfully make it back home, I suggest using the ramp B1 to get down in the LG-MB. From there, your teammates will be there to help you out. But, if they aren't there and you're all alone, make your way to LG-R, cross under bridge B, traverse ramp R1 and make your way to the flag. Similarly, choose a varying way to the Blue base if you have taken the Red flag.

 

 

Stalemate Situations:

 

If such situation arises where both teams have the opposite team's flags, follow these steps to safely return your flag.

  • Do a recon of the map - locate your flag first. This is the most important step!
  • Send the first wave of tanks to flank your flag. The best way to end a stalemate is to surround your flag from all sides. This way, no person has to deal with all the defenders.
  • Send the second wave (if needed) immediately after the first one.
  • Go through the Lower Grounds or edges of the map, since you need to stay undercover as long as possible.
  • Surround your flag from all sides and focus fire on the flag bearer. Once you kill him/her, don't hesitate to go after the dropped flag. If you do so, there is a good chance someone else will pick it up.
  • Return the flag!

 

 

Optimal Mining Positions: 

 

In a CTF battle, it is very important to make sure your flag is safe from incoming attackers. Though defenders do the job, they tend to be easily distracted; often missing an attacker heading for their flag. The solution? Using mines.

 

Here are three of the best mining positions for each team ~

 

Red Base:

 

Position 1

This position is pretty much self-explanatory. It adds another layer of protection to the flag from both sides, so if some people try to be sneaky and come from behind the house, these mines will make sure they don't get too far.

 

 

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Efficiency: 10/10

 

 

Position 2

This position ensures no one grabs your flag by being sneaky and coming behind this house. Another advantage of this position is that it protects the flag even if the whole defender team is focused on someone shooting them from the middle.

 

 

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Efficiency: 8/10

 

 

Position 3

This position serves only two purposes: 1) to protect the flag from incoming attackers in the first place (as most people tend to come up R2 and over this area) and 2) to prevent enemy attackers successfully stealing your flag.

 

 

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Efficiency: 9/10

 

 

 

Blue Base:

 

Position 1

This position is pretty much self-explanatory just as the one in the Red base. It protects your flag by adding an additional layer of defense to it.

 

 

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Efficiency: 9/10

 

 

Position 2

Most attackers from the Red team tend to come from behind this building and then going for the flag. This position will prevent that from happening.

 

 

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Efficiency: 10/10

 

 

Position 3

Not really necessary, but will help in preventing escapes since a lot of attackers tend to jump down from and flee to their base.

 

 

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Efficiency: 7/10

 

 

 

Sniping Positions: 

 

Picked up here are some of the major sniping spots in Bridges. Note: These spots may or may not protect you from all four sides nor from the top, but give a wide view of the whole map.

 

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Bridges - Sniping Positions

 

I have tested all of these positions -- and they work almost perfectly with Shaft, Railgun, Magnum or turrets like Thunder or Striker. If you want to use Shaft, I'd recommend positions 1, 5-8, 10 and 12. For Magnum, choose positions that are in your base. However, Railgun and other turrets that can snipe off enemies can be used anywhere.

 

The illustration below shows four of the best spots, for either team ~

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Effective Combinations:

 

Now, obviously there are some combinations which suit a certain map really well. Thought not entirely perfect, they do tend to be far greatly efficient and useful than others in certain situations. Here are three of the best combinations for Bridges CTF:

 

1. Viking-Twins/Ricochet

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This combination is both versatile and deadly; and can perform quite elegantly in a wide range of situations. Choose Twins or Ricochet depending on your playing style. If you are better at attacking, I suggest using Twins. If you're good at both attacking and mid-fielding, use Ricochet. Don't forget to use Ricochet's bouncy plasma to its full extent though!

 

2. Viking-Hammer

200px-Hull_vicing_m3.png-Hammer_m3.png

 

A combination that is both deadly and agile. I highly suggest using both of Hammer's alterations as they will greatly increase your damage output. There will be a lot of moments where you will be required to use walls in order to shoot people with Hammer - so don't hesitate to do so!

 

3. Titan-Smoky

200px-Hull_titan_m3.png-200px-Turret_smoky_m3.png

 

A great combination - good at mid-fielding and attacking. Make sure you have and Isida by your side if you're mid-fielding (that will make you a bit invincible, especially if you're rocking the right protections). For defense, the presence of an Isida is mandatory, as they can patch people up after an attack.

 

 

- CP -

 

Capturing Points:

 

There are a total of three control points in Bridges: A in the Middle, C in the Red base and B in the Blue base. Under this section, you can find a little guide on how to capture these points.

 

Point A:

 

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Reds: This will be a highly contested point throughout the battle. I suggest using high damage dealing weapons such as Smoky, Striker, Twins or Ricochet with medium or heavy hulls. Use the walls to hit enemies on the opposite side and make sure you don't expose yourself too much from either sides. Having an Isida will make capturing the point easier.

 

Blues: Since the point is located facing towards the Red base, you'll have to counter by flanking it. Attack from bridges A-E and C-F and provide support fire to those who attacked from the Middle.

 

Point B:

 

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Reds: Sneaking through the Lower Grounds and making your way here when no one was here in the first place is your best bet. Bring an Isida.

 

Blues: Just spawn and drive straight to this point, because as far as I know, capturing a point which is situated right in your spawn location isn't that hard.

 

Point C:

 

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Reds: This point exists in your base, so you'll have no problem capturing it.

 

Blues: Attack by scaling bridge A or the area under it. Flank the point and make sure you have Isidas with you.

 

 

Effective Combinations:

 

For CP mode, I'd suggest using the following combinations:

 

1. Hornet-Railgun

 

200px-Hull_hornet_m3.png-200px-Turret_railgun_m3.png

 

If you really think about it and leave all the bias aside, Hornet-Railgun is actually a really good combination if you want a point to be cleared of enemies. The way it works is that a person using this combination attacks a point held by the enemy. He/She distracts all the enemies while his/her teammates can come and take out the horde from behind. I suggest using protections against medium to long range turrets, especially Railgun.

 

2. Viking-Magnum

 

200px-Hull_vicing_m3.png-Turret_magnum_m3.png

 

What better to clear a point than calling in a precise artillery strike? Though you won't actually have to be sitting far away from the action, make sure you give yourself enough space to run away after you make a shot (to reload obviously).

 

3. Titan-Twins

 

200px-Hull_titan_m3.png-200px-Turret_twins_m3.png

 

One word: beastly. Can clear out points, lead onslaughts and knock the enemy team down to their knees.

 

 

- DM & TDM -

 

Tricks & Strategies:

 

Camping:

 

The first way you can ace a DM is to camp in it. There are many camping spots available in Bridges, but not all of them suit a certain turret well. For example, a Magnum would be deadly behind the building in the SBB, but it would not be able to compete in the SRB.

 

Suggested turrets are Magnum, Railgun or Shaft in the SBB, PBB and SBB respectively. Change these up if you like, but I'd definitely camp there.

 

Hitting & Running:

 

This is another one of the most popular ways to play a DM. So basically, the way it works is that you steal kills and do nothing else. Spot someone shooting their victim (and vice versa) or in a dogfight and then simply go after their victim.

 

 

Effective Combinations:

 

We've come to that part of the article again, the best combinations for DM or TDM in Bridges:

 

1. Viking-Twins/Ricochet

200px-Hull_vicing_m3.png-200px-Turret_twins_m3.png/200px-Turret_ricochet_m3.png

 

If you love to kill, feel free to use this combination. Twins has excellent damage output over time and can work in parallel with a medium hull such as Viking. It will allow you to keep moving around the map while you take out people in seconds. If you plan on Ricochet'ing, staying dynamic and aware is your best option.

 

2. Titan-Smoky

 

200px-Hull_titan_m3.png-200px-Turret_smoky_m3.png

 

One of the better combinations to use in DM out there, especially in Bridges. The fact that Smoky can deliver a whole lot of damage in very little time means that it goes perfectly with a heavy hull.

 

3. Mammoth-Magnum

200px-Hull_mammoth_m3.png-Turret_magnum_m3.png

 

The go-to combination if you have precise aim, patience and good skills. This combination does not only take out massive hordes of enemies (*cough* gold box pileups *cough*) but can actually make your enemies avoid you all-together.

 

__________________________________________________________________________________________

 

So here it is, the end of this massively long, encyclopedic guide of the fascinating map of Bridges. Well, share your opinions in the comments below and tell us whether or not you like this map; would you recommend it to others? Also, don't forget the incredibly simplistic understanding of bridges in Bridges!

 

See you around tankers!

 

 

This is the final structure for this series.

 

 

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Edited by Hexed
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What about thunder or striker with viking isnt that a good combo as well?

Thunder protections are widely used, and Striker isn't that good in this map.

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A useful guide, thank you!

 

I've yet to play this map, I'll be sure to try it out when I've read the guide through a couple more times.

 

There's a one-letter typo in there.  I'll let you enjoy figuring it out where it is.  ;)

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