• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

Spike, timings and special rounds - 10.2

The pistol round

In one line: The first round of each half is played with 800 credits: pistols, light armor and a few abilities. Winning it is worth far more than one point, because it decides the economy of the next rounds. You win it by playing together, with utility, and with a buy that has a plan.

4Recommended from level 4In game: Silver, Gold Premium4 min read

Why it matters so much

The pistol round is the first round of each half (rounds one and thirteen). Everyone starts with 800 credits, so everyone plays with pistols, light armor and few abilities.

Winning it is worth more than one point. The winning team has about 3000 credits (more with kills and a plant) and can play round two with SMGs and armor; the losing team has about 1900, and usually has to save or force. The team that wins the pistol round often wins the next two as well: a three-point head start.

The economic details are in the economy chapter; here we look at how to buy and how to play.

The rest of this chapter is Premium

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