recursal/Fanatic-Fandom huggingface dataset:
Islands

Islands is a map that was added in the Season 2, reworked during in the seasons 6 and 8.

## Description

It's three islands set in a frozen ocean scattered with rocks. There is a central big island and two smaller islands built symmetrically, one in top left and one in bottom right. Here is the description of this buildings:

* On the central island: There is a big central building close to a port on the right. There is also two building, one above and one on the left. Five bunkers surround this island.
* On the little islands: There is a central building. On the beach towards the central island, there are four bunkers. Between them, two buildings, a warehouse and a small control room. There is also a port set back.

As the map is covered by water, the vehicle added along with this map, the boat, is essential for travel (although a little less so now that the ocean has frozen over!)

## Landmarks

Each team appears on the little islands. In CTF, the central building is the capture area of the allied flag for enemies, containing the enemy flag.

In Control Points, points are:

* A: On top island, the central building
* B: On central island, the building on the left
* C: On bottom island, the central building

In Hardpoint, points are:

* On central island, the bigger building close to the port
* On top island, the small control room
* On bottom island, the small control room
* On central island, the building on the left
* On top island, the central building

In Upload, the flag spawn on the central island, in the building on the left.

## Vehicles

Boats, ATVs and a tank are availables on this map.
This illustration allow to see every spawn locations. The caption is as follow: tank in red, ATVs in yellow, boats in blue.

## Trivia

* Payload is unplayable on this map. If it's voted, it will be changed for Westlands.
* Normally, Capture the Flag mode starts close to the allied flag. This map is the only exception.
* It is the map with the biggest number of vehicles, because of the critical importance of boats. There is here twice as many as the second map.
* During the second Christmas event (v1.5.1), the water was frozen and the jeeps were usable.
* There is a balancing bug between the top and bottom islands about vehicles spawn locations (Top island: 5 ATV 9 boats, bottom island 4 ATV 10 boats)
* Before Season 6 overhauled the map, Islands was one of the most reviled maps in the game due to the slowing effect in water rendering travel across the islands difficult without a boat, and reaching the opposite islands a nightmare. "Delete Islands" was a recurrent troll in the suggestions channel on discord.
Berserk

## Basic Info

The berserker is a perk added in version 1.10. It’s stats are fairly simple, 20% increase in movement speed while your melee is equipped. This boost goes away after switching away from your melee or picking up the intel/flag. The speed boost also stacks with the sprinter perk.

## Strategies

### Countering

Full Pockets • Eagle Eye • Ghost • Steady Hands • Under Pressure • Express Ammo • Equipment Collector • Ammo Collector • **Berserk**

**RoyaleDudes**: Armor Collector
Seventeen

Toby had disappeared after taking the photo of me and Tommy, I didn’t really process what he did until I sat up and rubbed my eyes repeatedly, I was still tired from last night, we had an 8 am flight. I checked my phone to see the time was just barely 5 in the morning.

“Thomas wake up we gotta pack” I booped his nose and he sighed,

“here you are waking me up again “ we grinned at each other.

I took a quick shower before getting ready and packing the rest of our stuff up, we took a final goodbye at our hotel room before leaving to meet the rest of the gang in the lobby.

“hi Ron” I waved to Sapnap as we stood next to each other in the elevator coming down to the underground garage.

“hey Billy” he said back.

***a/n: I’m sorry I’m watching ranboo’s media-share stream and this was just played I can’t resist slipping in a good vine reference. 😤***

***---time skip to them getting on the plane wooooo---***

This time I was next to Quackity and Wilbur on the plane, as the plane took off, Wilbur nudged me.

“so how are you and tommy?” he whispered mischievously, I gave him a confused look before he started again,

“y’know, after the other night were you finally confessed” he raised his eyebrows and smiled.

I slowly turned my head over to Alex to see him awkwardly staring straight ahead and cringing.

“Alex” i deadpanned.

“do you have something you wanna tell me?”

“it was tubbo” he squeaked.

“bastard” I mumbled before picking up my phone.

TOBY

Hm?

IM SORRY

DID

YOU NOT UNDERSTAND WHAT I MEANT WITH “DON’T GO SPREADING THIS AROUND”

To be fair

I lasted a good 6 hours before it slipped

ARE YOU HONKING KIDDING ME

6 HOURS

6

GODDAM

HOURS

Yes.

Don’t call me

Don’t come by my house

We’re done

No ollieee

Im sowry :(

Please forgive me mother I have sinned

You can repay me

Hoe?

\*how?

BSHBAH HOE?

I’ll think about it, but you are on THIN ICE BUDDY

THIN ICE

YOU GOT THAT

Yes master ollie 🙏😘

I chuckled and turned to Quackity,

“don’t worry Alex, I forgive you” I patted his shoulder and he untensed.

“all I do is live in fear of OllieMolly” he laughed and put his earbuds in to watch a movie.

I looked across the aisle to see Tommy, Toby, and Niki on the other side.

Me and tommy made eye contact and I gave him a comical wink, he blushed before picking up his phone.

You are very pretty 👍

Thank you, kind sir

You are very cute 👍

Thank you, woman

I brought my hand up to my face to cover the redness on my cheeks before anyone could notice. I turned to tommy and we shared a big smile.

“Wilbur ” I mumbled as I sat my head on his shoulder.

“yes dearest ollie?”  he whispered just enough for Alex to not notice.

“I think I’m falling” I uttered just above a whisper

“I know” he sat his hand on top of my head and started slightly brushing through my hair. With each pat my eyes became heavier, and I fell asleep.
Repair Gun

Repair Gun's icon

## Basic info

The **Repair Gun** is a Special that unlocks at Level 14. It's an object with a melee range, and is used for repairing allied and unoccupied vehicles.

## Strategies

### Using

* This is the only way to heal vehicles in Battledudes. Healing friendly tanks are especially valuable.
* The repair gun can also heal walls or obstacles.
* It can deal damage to enemies as a melee weapon. This also applies valuable damages to enemy-occupied vehicles. It can be reloaded with ammo pack.

### Countering

* In some gamemodes, it is not very useful in some maps without vehicles, like Westlands, The Compound and The Heist.

## Trivia

* It's the only special item without cooldown.
* the table on this page contains several datas that do not (yet) correspond to the reliability standards defined in our MOE. we are working on it.
The Compound

The Compound is a map that was added in 1.1.0 update.

## Description

It's a small map set in forest that consists of one larger building and various smaller ones surrounding it.

The main building is a research laboratory consisting of a central room surrounded by a corridor that exit directly from the building above and below. This main passage is surrounded by side secondary corridors, separated by doors and windows. These two secondary corridors surround the first axis geometrically to form a square.

Here is a description of the smaller buildings that surround it:

* Above and below, two identical warehouses composed of four rooms: a white floor room at each end leads to a main room, then a grey floor room leads to a back room.
* On the right and left, four identical buildings composed of three rooms, but oriented in different ways.

## Landmarks

Each team appears in the main room of the upper and lower warehouses. In the next room (with grey ground), there is in CTF the allied flag and the capture area of the enemy flag.

In Control Points, points are:

* A : the white floor room of the upper warehouse
* B : the central room of the laboratory
* C : the white floor room of the lower warehouse

In Hardpoint, points are:

* 1: the central room of the laboratory
* 2: the white floor room of the lower warehouse
* 3: the upper left house
* 4: the main room of the upper warehouse
* 5: the lower corridor of the laboratory

In Payload, the attacking team spawn of bottom. The path is:

* Enter the laboratory in the lower entrance and then turn left into the corridors until the left of the building.
* Enter the main corridor then cross the central room until the upper exit, then turn right in corridors until the exit on the right.
* Walk around the upper warehouse from the left before penetrating the main room from the rear.

In Upload, the flag spawn in the central laboratory between the chests.

## Trivia

* This map has a particularly strong presence in the lore of the game. It’s explicitly described as a testing facility in which BattleCorp perform tests and develop weapons and military equipment which are intended to be included in-game. The composition of its elements is very variable according to the different evolutions of the game. For an example, the central room of the laboratory is occupied by chests, but before there is the satellite. For another example, there is Chem B on the ground (and on islands), but this is only the case since the phase 2 Project.
* This map is known to be the one that achieves particularly high kills games (especially in FFA) or particularly quick CTF.

* About Royaledudes, the four central chests make this spawn a place known as particularly valuable, so it's a very popular spawn.
Anti-Tank Mine

The Anti-tank Mine is a Throwable in-game. It is circular and transparent when placed. When an enemy player or vehicle moves over the mine, it explodes. It need only a single mine to kill an enemy or two mines to destroy any vehicles.

## Basic infos

* Unlocked at level 11
* Holds 3 mines or 7 with Armed perk

## Strategies

### Using

* As it suggests, anti-tank mines is strong to destroy any vehicles. For tanks, it can be scattered in a zone to make it impracticable; for Jeeps or Boats, it can be placed it a row; to block ATVs, it can be placed it in two raws, because of the smaller hitbox.
* In a non-vehicles situation, it's recommanded to hide them behind doors, plants, trees or smoke : the enemy players probably won't see it until it's too late. Mining inside a building requires a good understanding of the different vision areas and circulation axis.

### Countering

* Players can hit them with melee weapon to defuse them.
* any explosion can displace a mine from its position, rendering it useless (making it visible, forcing it into an inaccessible area such as a wall, etc.).
* A tank can push a wrecked vehicle on the mine to dodge it.
* Just keep a look-out for mines littered on the ground. Paying attention saves lives.

Sticky Bomb • Smoke Grenade • C4
HUD

Heads-Up-Display, or **HUD**, is the information displayed on-screen in combat.

## Contents of HUD (PC)

1. Kill Counter (Displays how many kills the player has)
2. Lobby player count
3. Weapon slots (From left to right, here is how the weapons are displayed: Melee, Side Weapon, Main Weapon, Throwable, and Special.)
4. Health Bar
5. Ammunition counter
6. Killstreak/Dogtag indicator (Displays how many kills in a row you get in an immediate span of time with XP/Displays what dogtags have been picked up along with XP)
7. Scoreboard
8. Minimap
9. Server information (Displays ping, FPS, and server id)

## Contents of HUD (Mobile)

1. Server information (Displays ping, FPS, and server id)
2. Minimap
3. Info broadcast (Displays gamemode, when a flag is picked up or captured in capture the flag, and when a point or hardpoint is taken by a team)
4. Emotes
5. Open map
6. Left joystick (movement)
7. Right joystick (attack)
8. Interact
9. Reload weapon
10. Change weapon
11. Scoreboard
12. Health bar and ammunition count
13. Weapon slots (From left to right, here is how the weapons are displayed: Melee, Side Weapon, Main Weapon, Throwable, and Special.)
14. Kill Counter (Displays how many kills the player has) and lobby player count

### Not shown

Killstreak/Dogtag indicator (Displays how many kills in a row you get in an immediate span of time with XP/Displays what dogtags have been picked up along with XP, same place as in the PC HUD)
1912

1912's icon

The **1912** is a **side weapon** in-game.

## Basic Info

* Unlocks at **Level 0.**
* Holds up to **60 rounds** of **ammunition** without **perks** and **120 rounds** of **ammunition** with **Full Pockets perk**

## Strategies

### Using

* **As a side weapon,** the **1912** has a **quick weapon switch speed and a fast reload time.** This **feature allows powerful combos** using the **quick switch key** (**Q** as default). This quality is **well supported** with **Quick Hands** as **perk.** In addition, it **reloads fast** so you can continue **powerful combos** with **Quick Hands**. This quality is rather **well supported** with **Quick-Load Magazines** as **perk.**
* Compared to the other **side weapons,** it's a **midrange weapon** useful to finish a **low-health ennemy.** It can be used with a weapon with a **high capacity** to put an enemy at **low-health,** like **Pump Shotgun or Heavy Sniper.**
* As this weapon has no **particular advantage** over any other weapon, we can **consider to outrange the opponent** as an **interesting option:** The **1912** can be used to put **pressure on players** at **mid-range** if the enemy is equipped with a **short-range weapon** as **9mm SMG or Vector.**

### Countering

* As a **side weapon,** this weapon alone is **theoretically outplayed** by any **primary weapon.** An opponent can destroy the user with a **sniper at long range fights, dominate him in mid-range with a submachine gun or at close-range with a shotgun.** This weapon is **strong** particularly because it allows **powerful combos.**
* Compare to the other **side weapons,** the **1912** is a **poor weapon** for most situations. It’s a very **medium weapon** that does not **stand out in any category of the game, and should only be used as a last resort.** Because of that, if an enemy player has equipped the **1912**, it's **likely that the enemy is out of ammunition** on their **main weapon.** It also has a **high potential** to be **Level 1 or close:** Simply **rush the enemy player** with **any other weapon** to **finish them off.** In theory, the **opponent** has the **advantage with any other weapon.**

## Trivia

* The **1912** is based off of the **Browning M1911,** which is a **pistol chambered in .45 ACP.**
* It incorrectly holds **10 rounds in-game, while the most it could hold is 8 rounds for regular magazines** (not counting one round in the chamber).
Chests

**Chests** are a purchase option available in the shop since v1.4.1.

They have different levels of rarity, and each level of rarity allows for a better drop-rate.

The less rare ones can be bought with gold. The rarest ones can be bought only with gems, but they allow you to obtain items of mythical or illegal quality that cannot be obtained otherwise.
Challenges

Daily challenges are a new feature added in v 1.9.0 and accessible from the game interface.

It consists of four quests with rewards that vary according to the level of difficulty.

**For 5 golds:**

* Play 1 full round(s) of [ANY GAMEMODE]
* Get 10~20 kills with [ANY MAIN WEAPON TYPE]
* Get 14 kills with a pistol weapon
* Get 55 kills while damaged
* Get 10 kills in [ANY MAPS]
* Get 2 kills in a row
* Heal others 999 health with Health Pack

**For 10 golds:**

* Play 2 full round(s) of [ANY GAMEMODE]
* GET 45~55 kills with [ANY MAIN WEAPON TYPE]
* Get 32 kills with Pistol weapon
* Get 40 kills in [ANY MAPS]
* Get 10 kills without dying (in 1 game)
* Heal others 2000 health with Health Pack
* Get 25 kills with Vehicles
* Capture 4 flags
* Get 80 kills while damaged

**For 15 golds:**

* Hold the flag for 120 seconds without dying in Upload gamemode

**For 30 golds:**

* Get 15 kills without dying (in 1 game)

**For 5 diamons:**

* Get 99~130 kills with [ANY MAIN WEAPON TYPE]
* Get 60 kills with Vehicles
* Get 88~101 kills in [ANY MAPS]
* Get 140 kills while damaged
* Get 35 kills with Melee Weapons (or Fists)
* Heal others 5000 health with Health Pack
* Get 20 kills without dying [in 1 game]

**For 10 diamons:**

* Capture 10 flags
* Get 4 kills with 1 explosive

**For 15 diamons:**

* Get 25 kills without dying (in 1 game)
* Hold the flag for 240 seconds without dying in Upload gamemode

**For 30 diamons:**

* Get 12 kills in row.

**For 50 diamons:**

* Get 15 kills in a row
* Get 40 kills without dying (in 1 game)
Sticky Bomb

The **Sticky Bomb** is a Throwable in-game.

## Basic Info

* Unlocked at Level 32
* Holds 3 grenades or 7 in Armed perk situation

## Strategies

### Using

* It can be cooked or thrown without cooking. Cooking the sticky bomb results in it exploding earlier that when not cooked.
* The bomb sticks to vehicles and players, so by getting in close range or in narrow space, the user can attach it to enemies who cannot escape it.
* Sticky bomb can kill the person who is holding them if they are not thrown within a few seconds while cooking. However, it does not applie dammages on allies.
* Sticking a sticky bomb to vehicles is a good way to cause them to explode.
* The sticky bomb has a longer cook time compared to grenades.
* Sticking this bomb on a single person in a group may kill all of them.

### Countering

* Sticky bombs are slower than usual grenades, so they are easier to dodge.
* you can rub the sticky grenade on a wall to get it off or enter a vehicle

## Trivia

* Use a large hat to cover the bomb and then throw it off guard.
* A sticky bomb is impractical in real life, as it can stick on the user when they are preparing to throw it.

**Sticky Bomb** • Smoke Grenade • C4
Quick-Load Magazines

## Basic infos

* Faster reload time (-40%)
* Unlocked at level 21.

## Strategies

### Using

* **Quick-Load Magazines** reducing of the reloading time is really useful for a player who often needs to reload, which increase reactivity in crisis situation.
* It's especially efficient with a weapon with a poor magazine capacity (like Sawed-off Shotgun, Scar or Vector) or with a weapon with a long reload time (like M249)
* Paired with Extended Magazines or Full Pockets, it allow a nice versatility by cumulating a nice reactivity and a nice sustain.
* Paired with Express Ammo, it give the ability to quickly overpower the opponent with massive firepower.

### Countering

Full Pockets • Eagle Eye • Ghost • Steady Hands • Under Pressure • Express Ammo • Equipment Collector • Ammo Collector • Berserk

**RoyaleDudes**: Armor Collector
P50

The P50 Submachine Gun as it appears in game

The **P50** is a Main Weapon in-game categorized as a Submachine Gun.

## Basic Info

* Unlocked at Level 18
* Spawns with a maximum of 250 rounds of ammunition without perks and 500 rounds of ammunition with Full Pockets perk

## Strategies

### Using

* The damage of this weapon is the lowest in the game. Effective use of this weapons requires a user to play at extremely close range and be consistently on target.
* This weapon performs best in close-ranges as it has a high rate of fire.
* Don't waste ammunition - the high rate of fire means the ammunition reserves will be emptied quickly if not careful.
* Pairing with the Extended Magazines perk increases the magazine size to 100 rounds, allowing a player to keep up a very long firing duration.
	+ This will drain ammunition further, so be aware of that.
* This weapon is ill-suited to long ranges as the bullets are inaccurate and disappear quickly. If in an open area, moving into cover and baiting an enemy player to approach is the best course of action. Or use a smoke grenade to shoot gathering enemies as the P50 has a high ammo . Thus, you can use it to mow enemies down while the smoke grenade is still active . The same tactics can also be applied to the M249 . Remember , try not to pair this tactic with a low ammo weapon (vector ,ak 47 ,etc).
* The damage falloff of the weapon paired with its low damage per shot means that in medium range the weapon will deal very little damage. If an enemy chooses to retreat then following them is a poor choice unless they are cornered.

### Countering

* As this weapon doesn't perform well in long-range engagements, use an Assault Rifle or Sniper Rifle to counter the P50.
* Even in close range the P50 is relatively weak, and even Assault Rifles can defeat an inexperienced P50 user at close range.
* Very few firearms can out-dps the P50 at close range, but a few weapons such as the Vector and the Sawed-Off can do so.
* If caught in close proximity to the P50, try and find a way to increase the distance or escape to a more open area.
* The P50 has a long reload. When an enemy player is reloading it is an excellent chance to move out of cover and attack.
	+ Be aware that an experienced player will more than likely switch to a sidearm.
* Although the P90 is excellent in close range situations, an automatic shotgun will likely out-gun a P90 in extremely close quarters.

## Trivia

* Its real life counterpart is the FN P90, a PDW (Personal Defense Weapon) manufactured by FN Herstal and chambered in 5.7x28mm.
Maps

Maps are the area that the round is being played. At the end of the match, a new map and gamemode is voted for by the players. The map and gamemode that gets the most votes becomes the next playing map and mode. Each map has different strategies, vehicles, and obstacles.

Maps pages contain illustrations of spawn locations for vehicles.
The caption is as follows: Tank in red, boat in blue, jeep in green, ATV in yellow
M249

M249 icon

The ****M249**** is a Main Weapon in-game categorized as an Assault Rifle, introduced in 1.6.0.

## Basic Info

* Unlocked in Season Pass 6 Episode 3.
* Unlocked at Level 40 from v1.7.0
* Spawns with a maximum of 250 rounds of ammunition without perks.

## Strategies

### Using

* As an assault rifle, the M249 is characterized by its use of intermediate cartridges, giving it a wide range band without major compromises. It has decent falloff, fire rate and bullet damage, which makes this weapon versatile, able to compete at a majority of engagement ranges.
* Compared to the other assault rifles, the M249 has the best magazine size, the best damage per shot and the best accuracy (excluding the FAMAS). This quality is rather well supported by Express Ammo, Steady Hands or Extended Magazines as perks.
* As it's not the most efficient assault rifle in long-range, it can be rather well balanced by this side weapons: Deagle, Revolver

### Countering

* As an assault rifle, it can be outranged by snipers in long-range fights, out DPSed by submachine guns or outplayed by shotguns in close-range fights. Assault rifles are very valuable and efficient in mid-range but do not have the advantage over all aspects of combat.
* Compared to the other assault rifles, the M249 have the biggest reload time by far. This default is well supported with Quick-Load Magazines as perk.
* When a player face a M249, he can let the enemy waste their bullets, then take advantage of the long reloading time of the M249 and open fire.

## Trivia

* With Extended Magazines, the M249 can fire for a full fourteen seconds, the longest in the game.
* The in-game variant appears to take a 50 round belt(?) and has a folding stock, implying that it is some sort of paratrooper variant. This would explain the bad accuracy of the M249.
* In real life, it is categorized as a light machine gun or squad automatic weapon.
* In real life, The M249 has an emergency STANAG magazine adapter in the event when belt-fed ammunition is unavailable, but the adapter is infamous for causing gun malfunctions.
AK47

AK47 in-game

**The **AK47** is a Main Weapon in-game categorized as an Assault Rifle.**

## Basic Info

* Unlocked at **Level 2**
* Spawns with a maximum of **240 rounds of ammunition** without **perks** and **480 rounds of ammunition** with **Full Pockets perk.**

## Strategies

### Using

* As an **assault rifle,** the **AK47** is characterised by their usage of intermediate cartridges, giving them a **wide range band without major compromises.** It has **decent falloff, fire rate and bullet damage,** which makes this weapon **versatile,** able to compete at a **majority of engagement ranges.**
* Compared to the other **assault rifles,** the **AK47** has a good **magazine size.** This quality is rather well supported by **Express Ammo or Kill Regen** as **perks.**

### Countering

* As an **assault rifle,** it can be outrange by **snipers in long-range fights, outDPS by submachine guns or outplay by shotguns in close-range fights.** **Assault rifles** are very **polyvalent and efficient in mid-range** but does **not** have the **advantage over all aspects of combat.**
* Compared to the other **assault rifles,** the **AK47** has a **low damage per shot.** This default is rather well supported by **Express Ammo** as **perk.**

## Trivia

* The **AK47** is based off of an actual (**A**vtomat **K**alashnikova 19**47**), **a Assault Rifle designed in the Soviet Union in 1947.**
* The **dust covers** for **AKM models are ribbed,** while the **model in-game is not.**
Hot Dog Daze Afternoon

"**Hot Dog Daze Afternoon**" is the first segment of the 24th episode.

## Description

Mickey Mouse takes a day off from his garage and brings Pluto with him. However, certain incidents like a flooding garage and Mr. Bigby's electric car being overcharged causes him to be called back to the garage for him to handle.
Campsite

**Campsite** is a map that was added in the v1.9.0 update.

## Description

It is a campsite that takes place in a forest.

It consists of a central dirt road that runs from the right to the left of the map. This main road is completed by a side dirt road that goes around the map.

There is a dirt spot in the middle of the main road, and two dirt spots above and below the side road. There are also several watering holes along the roads.

Each of these dirt spots has several campfires and benches. There are also two caravans in the centre, and two cars above and below.

## Landmarks

Each team appears at left and right extremities of the main road. In CTF, there is the allied flag and the capture area of the enemy flag.

In Control Points, points are:

* A: the middle of the top dirt spot.
* B: the middle of the central dirt spot.
* C: the middle of the bottom dirt spot.

In Hardpoint, points are:

* 1: the middle of the central dirt spot.
* 2: the middle of the dirt spot above.
* 3: the top of the central dirt spot.
* 4: the top of the dirt spot above.
* 5: the bottom of the dirt spot bellow (on the watering hole)

In Payload, the attacking team spawn on left side. The path is:

* slightly uphill and then along the main road zig-zagging between the trees to the central dirt spot
* descends through the forest to the dirt spot above
* goes up the path, then makes a diversion to the right to reach the finish from below

In Upload, the flag spawn at the middle of the central dirt spot.

## Vehicles

ATVs, Jeeps and Tanks spawn on this map. This illustration allow to see every spawn locations. The caption is as follow : Tanks in red, Jeeps in green, ATVs in yellow.

## Trivia

* The positioning of the tanks means that the players on the left have an advantage if they go to play the tank bellow, and vice versa
* This is the first map without buildings
Jailbreak

Jailbreak is a map that was added in the v1.6.0 update.

## Description

It's a big jail in a forest. There is a road crossing the map from top to bottom and going around the building. This road is surrend by a wall forming a square, dotted with many openings, with 4 guard towers in corners and 2 guard towers at each side of the bottom road. Several barbed wires are scattered around this prison, applying damage when you touch it.

The main building is composed composed of four sections separated by three horizontal corridors which connects the right and left extremities of the building. These sections are described here from the bottom up:

* On the left is the refectory. On the right is the kitchen with a separate room for dishes. Each part has a front access corridor.
* On the left and right, there is two sections of cells. Most of them are open either through the corridor or through the back tunnel, which passes through the thickness of the wall.
* On the left and right, two areas without identified role.

## Landmarks

Each team appears at top and bottom extremities of the road, outside the wall. In CTF, the capture area of the enemy flag and the allied flag are in a little defensive infrastructure.

In Control Points, points are:

* A: The area without identified role on right
* B: The central intersection between the two rows of cells
* C: The refectory

In Hardpoint, points are:

* 1: The central intersection between the two rows of cells
* 2: The top left tower guard
* 3: the right guard tower at the bottom of the road
* 4: The area without identified role on right
* 5: The refectory

In Upload, the flag spawn on the central intersection.

## Vehicles

ATVs, Jeeps and Tanks spawn on this map. This illustration allow to see every spawn locations. The caption is as follow : Tanks in red, Jeeps in green, ATVs in yellow.

## Trivia

* Payload is unplayable on this map. If it's voted, it will be changed for Westlands.
Sawed-off Shotgun

Sawed-off Shotgun's icon

The **Sawed-off Shotgun** is a Main Weapon in-game categorized as a shotgun.

## Basic infos

* Unlocked at level 7
* Spawns with a maximum of 36 rounds of ammunition without perks.
* *6 pellet per shot.*

## Strategies

### Using

* As a shotgun, the **Sawed-off Shotgun** are best used at close-range in an aggressive manner; it can inflict a very large amount of damage sending a lot of projectiles at the same shot. For these reasons, it's well supported with these perks : Express Ammo, also Sprinter or Under Pressure to put pressure on the opponent.
* About side weapons, it's well paired with an high-range weapon for a balanced loadout (Deagle, Revolver), but it is also possible to choose a short-range weapon to be really agressive in close-range. (9mm Burst, 75 Auto).
* Compared to other shotguns, this one has a good firerate and damage per shot. It has a much longer reload time, but it recharges its entire charger at once: it empties in one go and refills in one go, while other shotguns fires the bullets and reloads them one by one. It allows one of the highest DPS values in the game during the burst: this particularity makes Extended Magazines a good perk with this weapon.

### Countering

* As a shotgun, the high-falloff make it only relevant for close-range. In the open, the user is easily killed if they are engaged by any mid-range or long-range weapon.
	+ However, be sure to stick close to cover to prevent the enemy from finishing you in the open. Use deployable walls if necessary.
* Compared to other shotguns, the **Sawed-off Shotgun** has smallest magazine size, a long reload time, and a big falloff. The user has to be sure every shot deals the maximum amount of damage because the reload time is very long.
	+ Bait the user into shooting and attack when they are reloading.

## Trivia

* This weapon is based off of the Baikal MP220.
* It ejects rounds for every round fired; that is incorrect as the casings stay inside the chamber of a break-action double barrel shotgun until it is reloaded.
Rocket Mayhem

**Rocket Mayhem** is a gamemode added in the v1.9.0. There are no teams and everyone is considered an enemy. It's a game mode very similar to Free for All, but the rocket launcher is the only weapon available.

This feature about the rocket launcher is very special as it can interfere with other game modes.
M4

M4's icon

**The **M4** is a Main Weapon in-game categorized as an Assault Rifle.**

## Basic Info

* Unlocked at **Level 0.**
* Spawns with a maximum of **210 rounds of ammunition** without **perks** and **420 rounds** of ammunition with **Full Pockets perk.**

## Strategies

### Using

* As an **assault rifle,** the **M4** is characterised by their usage of intermediate cartridges, giving them a wide range band without major compromises. It has **decent falloff, fire rate and bullet damage,** which makes this weapon **versatile,** able to compete at a **majority of engagement ranges.**
* Compared to the other **assault rifles,** the **M4** can be better by using those **perks:** **Under Pressure, Extended Magazines.**
* As it's not the most efficient assault rifle in **long-range,** it's can be rather well **balanced** by these side weapons : **Deagle, Revolver**

### Countering

* As an **assault rifle,** it can be outrange by **snipers in long-range fights, outDPS by submachine guns or outplay by shotguns in close-range fights.** **Assault rifles** are very **polyvalent and efficient in mid-range** but do **not** have the **advantage over all aspects of combat.**
* Compared to the other assault rifles, the **M4** have a low damage per shot. This default is rather well supported by **Express Ammo** as **perk.**

## Trivia

* This weapon is based off of the **Colt M4A1,** an assault rifle chambered in **5.56x45mm.**
* The **icon used in-game** appears to be missing its **charging handle and bolt release.**
Ballistic Shield

Ballistic Shield in-game

**Ballistic Shield** is a Main Weapon in-game.

## Basic Info

* Unlock it at **Level 24** or at level 3 of the battlepass Season 8.
* Can block bullets until an amount of 80 damages.
* It can also strike an enemy in melee as a melee weapon.

* Close quarters combat is required to kill enemies because of it's small range. Since the statistics are 30 damage per shot, it can 2 shot people.
* The ballistic shield can be reloaded as soon as it has received damage. During this long 4-second cooldown, you can still use it to absorb enemy damage, but you can no longer punch. This default is well supported by Quick-Load Magazines as perk.
* Once the recharge is complete, there is still a switch time to take the new shield. This rather long switch time is a critical vulnerability for the wearer, as the shield cannot absorb enemy damage during this time. This default is well supported by Quick Hands as perk.

### Countering

* the **Ballistic Shield** has very short range and makes the wearer rather slow.
* The carrier can only be oriented in one direction at a time, making it vulnerable to encirclement.
* 80 resistance is a rather low amount (this means 8 bullets from 9mm SMG, 3 bullets from Heavy Sniper): the wearer must continue to dodge and in most cases cannot charge by absorbing all the pressure, even in 1v1.
* The ballistic shield is a good way of countering most enemy bullets, but is highly sensitive to damage from explosives, especially Sticky Bomb and C4.
Under Pressure

## Basic infos

* Less movement slow down while shooting (20%).
* Unlocked at level 42.

## Strategies

### Using

* **Under Pressure** allows the player to move much more freely while shooting, thus making it harder for enemies to hit you in a fight. It is unknown exactly how much recoil is reduced without this perk.

### Countering

Full Pockets • Eagle Eye • Ghost • Steady Hands • **Under Pressure** • Express Ammo • Equipment Collector • Ammo Collector • Berserk

**RoyaleDudes**: Armor Collector
Sprinter

## Basic infos

* Increased movement speed (+5%)
* Unlocked at level 0.

## Strategies

### Using

* **Sprinter** increases speed, allowing a better ability for the player to reach a goal (such as a point or flag).
* It's especially efficient against a weapon with few projectiles, such as the Crossbow, to increase the ability to avoid opponent bullets.
* It's also strong with a weapon dependent on range management, as a pump or an SMG to stay to be in close-range or a sniper to ensure to stay in long-range.
* It's important to remember that dropping your weapon and moving with your melee weapon in-hand increases the speed of the character. Cumulating this mechanism with this perk allows the maximum speed for a foot player.

### Countering

Full Pockets • Eagle Eye • Ghost • Steady Hands • Under Pressure • Express Ammo • Equipment Collector • Ammo Collector • Berserk

**RoyaleDudes**: Armor Collector
Heavy Sniper

Heavy Sniper's icon

The **Heavy Sniper** is a Main Weapon in-game categorized as a Sniper. It deals the highest damage out of any weapon, but slows down the player significantly and has a very slow firerate.

## Basic infos

* Unlocked at Level 18
* Spawns with a maximum of 48 rounds of ammunition without perks and 96 rounds of ammunition with Full Pockets perk

## Strategies

### Using

* The **Heavy Sniper** is a great choice for long-range fights. It can outrange any other type of weapon with an high damage per shot and no falloff. It can be advantageous to increase the player field of vision with the perk Eagle Eye.
* The **Heavy Sniper** is well paired with a short-range side weapon such as the 9mm Burst or 75 Auto) to balance the loadout.
* As a high-damage weapon, it allows combos with high-damage and low switch time pistol (Flintlock, Deagle, 9mmBurst). This type of combo is most effective with Quick Hands.
* Compared to the other snipers, the **Heavy Sniper** has the best damage per shot, good accuracy and longest range. In any situation, attempt to open the range and attack.
* Since the magazine size is so limited, and reload time is so long, it can be advantageous to use Extended Magazines.

### Countering

* Stay behind cover, as the extremely high damage of the **Heavy Sniper** is deadly.
* Close distance with a fast-firing weapon such as an Assault Rifle or Submachine Gun whenever possible. At close range, any weapon can out-dps the **Heavy Sniper**. Be aware that an experienced **Heavy Sniper** can still be deadly at close range.
* The Light Sniper is a direct counter to the **Heavy Sniper**. A player can remain much more mobile and while retaining the ability to hit the enemy player from long range.

## Trivia

* It is based off the Barrett M107, which is a sniper rifle chambered in .50 BMG (12.7×99mm)
* The version in this game appears to be the M107 A2 as the original A1 version was much heavier, requiring the bipod to be deployed before use.
Smoke Grenade

The Flash Grenade is a Throwable in-game.

## Basic infos

* It unlocks at level 28.
* Holds 3 grenades or 7 in Armed perk situation.

## Strategies

### Using

* It doesn't applie damage to ennemies or to the user : instead, it creates a smoke screen which makes it impossible for anyone to see inside ; however, team names are seen.
* As it has an high radius and a long duration, it is particularly strong in spaces where informations are important for ennemies (like in a game mode where enemies are very grouped like Control Points, Hardpoint or Payload)
* It's possible to find particularly improbable angles by using the bounces on the different obstacles.

### Countering

* As it has a high potential to cause chaos, it's very important in game modes when it's important to create a delay of confusion in which the enemy cannot get a necessary information. However, its potential for confusion can be difficult to manage as the smokescreen also applies to the allied team : for this reason, it is surely the object with the most variable potential between clutch and choke for the allied team.
* It is always possible to see the shots coming out of the smoke screen or to consult the information of the minimap. in a situation of confusion, the slightest information can give a considerable advantage

## Trivia

* This is the only throwable that doesn't do any damage along with the Flash gernade.
* The Smoke Grenade is based off the MK18 American Smoke Grenade

Sticky Bomb • **Smoke Grenade** • C4
Vehicles

Aside from foot travel, vehicles are the main way of getting around in battledudes.io. There are currently 4 vehicles in game (v1.6.0)

 ATV |      | A 4 wheeled vehicle with 2 seats, smaller and lighter than the Jeep. Allows for higher speed and greater versatility on different types of terrain, but is harder to maneuver.

## Basic Info

* Keybinds for driving: **[UP]** to go forward, **[DOWN]** to go backward, **[LEFT]** and **[RIGHT]** to turn.
* On mobile, use the **[LEFT]** joystick.
* Vehicles damage enemy players when they hit them, proportionally to the speed at which the vehicle is moving.
* It explodes when destroyed, which can damage players (depending on who destroys the vehicle).
* There are no vehicles in The Compound, Westlands and The Heist.

## Strategies

* Try to avoid getting hit with rockets as they can destroy most vehicles in a single hit, with the exception of Tanks.
* Try avoiding driving land vehicles into water, as it slows the vehicle down.
* For almost of vehicles, enemy players can still shoot the passengers. It's recommanded for the walking guy to kill the driver to not be get run over. Extra players are recommended in order to protect the driver.
* When a vehicle is destroyed, all passengers are killed, allowing one rocket to gain up to four kills.
* It is possible to exit a vehicle a fraction of a second before it is hit by a rocket, allowing a driver or passenger to avoid death. Be aware that being in close proximity to the vehicle will still result in death or heavy damage.
* It is recommended not to be in a vehicle with extremely low health, as if it hits an obstacle the vehicle may explode, killing everyone inside or too close.
* For any of the vehicles for which the player’s head is visible, flash grenades apply
* Getting in and out quickly from the vehicle makes it possible to move extremely quickly towards the exit point of the driver’s seat (or any other seat). Players can use this surprising move to their advantage.

## Trivia

* When a player gets into a vehicle, his character is "teleported" on the driver’s seat (or any other seat). Using this mechanism allow to bypass a wall if the vehicle’s zone of interaction is within the wall. There are 2 jeeps whose natural spawn allow to use this mechanism, on Crossroads and Westlands (with vehicles variant).

* Getting out of a vehicle on the ice will project the player far away.
* Pushing an ally strongly anough against a wall allow to push this ally inside the wall. He's able to get out the side he wants or destroy it.
* Someone exiting from a vehicule but with the exit point on a wall will push the vehicule to get out. If this vehicle cannot be pushed, the player will enter inside the wall. He's able to get out by the side he wants or destroy it.
Pete’s Ghostly Gala

**"Pete’s Ghostly Gala"** is the first segment of the twentiteh episode in Season 1.

## Synospis

The Happy Helpers help Pete get things ready for his Halloween Party at the haunted house on Spookyview Lane. As Minnie, Daisy, and Cuckoo Loca work to help Pete set up the Halloween Party, they are stalked by three ghosts named Mugsy, Slip, and Earl that reside at the haunted house. This leads to Minnie, Daisy, Cuckoo Loca, and Pete working to catch the ghosts before the Halloween Party.
Happy Hot Diggity Holiday!

"**Happy Hot Diggity Holiday!**" is the first segment of the 23rd episode.

## Synospis

On Christmas Day, Hot Dog Hills is hosting its annual Ornament Palooza where Billy Beagle has left clues to where he has hidden the ornaments all over Hot Dog Hills. Chip and Dale take part in the racing in separate cars in order to win the Golden Star Tree Topper for each other by pairing up with Goofy and Donald while Mickey is paired with Minnie and Daisy is paired with Pete.
Light Sniper

Light Sniper in game

The **Light Sniper** is a Main Weapon in-game categorized as a Sniper. It is extremely versatile, with high damage and decent firerate. However, magazine size is limited, requiring the player to conserve ammo.

## Basic Info

* Unlocked at level 6
* Spawns with a maximum of 72 rounds of ammunition without perks.

## Strategies

### Using

* As a sniper, the **Light Sniper** is best used at long range. It can outrange most other types of weapon with a high damage per shot and no falloff.
* It is advantageous to increase the player's field of vision using the perk Eagle Eye.
* The **Light Sniper** is best used with a short-range side weapon such as the 9mm Burst or 75 Auto to balance the loadout for close range.
* As a high-damage weapon, it allows combos with high-damage and low switch time pistol (Flintlock, 9mmBurst). This type of combo is most effective with Quick Hands.
* Compared to the other snipers, the **Light Sniper** has the best accuracy, a relatively low reload time, and a decent fire rate, damage per shot and magazine size.
	+ The higher fire rate compared to the Heavy Sniper discourages enemy players from rushing.
* Try not to allow the enemy player to move into close range. Attempt to open the range or swap to a close range sidearm.
* Since the **Light Sniper** has a long reload time, if the player runs out of ammo, it is advised to retreat to reload before reengaging the enemy.

### Countering

* The **Light Sniper** is polarized for close range. Stay under cover and move into close range whenever possible. Be aware that a perfect sniper can still be lethal in close-range.
* Rushing the enemy **Light Sniper** may be dangerous, as the **Light Sniper** still has a decent firerate.
* Using Heavy Sniper is a direct counter to this weapon, as the increased long-range capabilities allow the player to stay at distance and punish the enemy.

## Trivia

* This gun is based off the SSG-08 bolt action rifle.
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