recursal/Fanatic-Fandom huggingface dataset:
9mm SMG

9mm SMG in game

**9mm SMG** is a Main Weapon in-game categorized as a Submachine Gun.

## Basic Info

* Unlocked at Level 0
* Spawns with a maximum of 240 rounds of ammunition without perks and 480 rounds of ammunition with Full Pockets perk

## Strategies

### Using

* As a submachine gun, this weapon performs at its best in close-quarters as it has decent damage and fire rate.
* Stay behind cover and wait for the enemy to come to you. Attempting to chase down a retreating player is not the **9mm SMG**'s strong suit, due to the damage dropoff at medium range.
* As it such, it is balanced with a long-range side weapon (like Deagle or Revolver) or supported with a close-range side weapon (as 75 Auto or 9mm Burst)
* Although unlocked by default, the **9mm SMG** is extraordinarily powerful, dealing less damage than the M4 but having a much higher fire rate. It performs decently at medium range (unlike other submachine guns like P50 or Vector)
* This weapon rather well supported by these perks: (Express Ammo)

### Countering

* Attacking while the enemy **9mm SMG** is in cover is not recommended, as you will need to move into close range. In stead, attempt to bait them out of cover, or force them out with a grenade.
* Keep a long distance from a user with this weapon and engage with a long-range weapon, as the **9mm SMG** has large falloff. It is not encouraged to rush an enemy SMG user.
* As it has a high fire rate, the **9mm SMG** needs to be reloaded often. Wait for the enemy player to reload, then moving to attack is a great option.
* A few weapons (mainly stronger Submachine Guns) can out-dps the **9mm SMG** at close range, but requires great precision and consistency.

## Trivia

* This weapon is based off of the Heckler & Koch MP5K, a shortened variant of the MP5 chambered in 9mm.
* The icon used in-game appears to be missing its magazine release.
Falcon

Falcon's icon

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

## Basic Info

* Unlocked at Level 25
* Spawns with a maximum of 160 rounds of ammunition without perks and 320 rounds of ammunition with Full Pockets perk

## Strategies

### Using

* As an assault rifle, the **Falcon** is characterised by their usage 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 **Falcon** has a good damage per shot, a good range and a low damage falloff. These qualities are rather well supported by these perks : Express Ammo, Steady Hands.
* It's the better assault rifle for long range. As it's not the most efficient in close-range, it's can be rather well balanced by these side weapons : 9mm Burst, 75 Auto.
* Compared to the other assault rifles, the **Falcon** has a small magazine size and needs to reload often. This defaults are rather well balanced by these perks : Extended Magazines, Quick-Load Magazines, Steady Hands.

### Countering

* As an assault rifle, it can be outranged by snipers in long-range fights, outDPS-ed by submachine guns or 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.
* Snipers should still be careful, as the Falcon is still lethal at long range.
* The **Falcon** has a low magazine size and a relatively long reload, so waiting for a Falcon user to run out of ammunition can be a viable strategy.

## Trivia

* This weapon is based off of the the FN FAL (Fusil Automatique Leger), a battle rifle chambered in 7.62x51mm.
* The FN FAL was manufactured by Fabrique Nationale de Herstal.
* It is categorized as an assault rifle in-game, which is incorrect as it is categorized as a battle rifle in real life.
Trophy System

Trophy System's icon

## Basic info

The **Trophy System** is a **Special** introduced in **v1.7.0** and **unlocked at level 3** of the **battle pass. After that, it unlocks at level 12.**

When placed, it creates a circular area in which the effect of enemy **explosives** is **cancelled**.

## Strategies

### Using

* Trophies are especially useful in increasing the survivability of teammates who would be very sensitive to **explosives** in **modes** where the objective is to **control an area** (like a point or a flag).
* Trophies do not negate splash damage from sources outside of the area of effect. One should stay deep within the area of effect to avoid all splash damage, although this comes at the cost of restricting movement.
* Their hitboxes can block attacks whilst still allowing for unobstructed movement. Therefore, they can *technically* be used as temporary cover, albeit with significantly worse coverage and health[latter from anecdotal evidence, need testing].
* **They have rather long cooldown times of 1 minute.** Even with the **equipment collector** **perk,** the Trophy System is still off cooldown for a while, so it may be beneficial to use them more conservatively.

### Countering

* They are somewhat easy to destroy. They also automatically **self-destruct** after 60 seconds.
* They have relatively little effect against conventional (ballistic/bullet-based) weapons. Therefore, it makes sense to attack the player instead of the Trophy System, as the former can deal damage.

## Trivia

* Trophies are one of two Specials that can be destroyed.
* Trophy Systems do not appear to stop vehicle explosion damage, or any sort of splash damage at all for that matter. They can only destroy enemy lethal throwable-slot projectiles, as well as set off non-lethal throwables (e.g. Flash Grenades)
* Repair Guns can repair damage to any Trophy Systems on the field.
* The **Trophy System** has 120 health:

```
Confirmed by striking a newly-spawned Trophy System with Fist 8 times.
Damage per shot for Fists is 15: 8*15= 120.
This means that we are absolutely sure that the exact value is between 106 and 120, and we therefore consider that 120 is the correct value.

```
Royaledudes:Armor Collector

## Basic infos

* Can carry more armor plates (8).
* Unlocked at level 52.

## Strategies

### Using

* Adds three extra armor plate slots, increasing the capacity up to 8 armor plates.

### Countering

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

**RoyaleDudes**: **Armor Collector**
Settings

The settings option in battledudes features quality, resolution, look ahead, bullet trails, minimap, and hit markers. The quality options are, minimum, low, high, and auto. For resolution, there is a slider. Lowering quality decerases lag in the game. Look ahead makes wherever you aim, turn and increase vision range significantly. It can be nauseous sometimes though, so look ahead isn't recommended.

Next bullet trails. I really have nothing to say about this but it helps you track bullets. Like where the bullet came from so you can track players easily. Not to make it overpowered, but unfortunately it doesn't work sometimes. Recommended in heist and westlands and barely impacts fps. (frames per second)

Now, the minimap. This also barely affects fps and is useful. For example, on the minimap you can see if a enemy is nearby or a car is about to roadkill you. Very useful in some situtations.

Fianlly, the hit markers. The most recommended setting in game and is used as an indication if a player has been hit or not.

The settings have been here since v. 1.0 (Original of course)
Ghost

## Basic infos

* Invisible on minimap when shooting
* Unlocked at level 33.

## Strategies

* **Ghost** is a perk that makes the player invisible on the minimap while firing. It's not working when you are in a vehicle.
* It's can be paired with Eagle Eye and a sniper for a particularly surprising build.

### Countering

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

**RoyaleDudes**: Armor Collector
Payload

**Payload** is a gamemode added in the v1.5.1 in which the players are split into two teams, one in attack and one in defense. There is a minecart at the start of a path. The team who spawns next to it has to "push" it, by getting within the radius of the circle. If someone in the defensive team tuch the circle, then the cart will stop. The defenders will have 1 point throughout the game and win if they stop the pushers, but the pushers will have 100 points and win if they can reach the end of the path in 10 minutes.

Since season 8, if the defensive team controls the minecart for too long, it will move in the other direction.

Vehicles are unplayable in this gamemode.

## Trivia

Payload is unplayable on this maps: Islands, Jailbreak. If it's voted, it will be changed for Westlands.
Deployable Wall

Deployable wall's icon

## Basic info

The **Deployable Wall** is a Special that unlocks at Level 28. As its name suggests, it is a wall. It's very slowly pushed by players. It has a relatively short cooldown, compared to other specials.

## Strategies

### Using

* Try using on a main area, as it provides cover for both the user and his teammates.
* Using the deployable wall on a main axis like a bridge blocks most vehicles from passing. A walker with a barrier can stop 6 jeeps from passing.
* In CTF, using deployable walls around the flag can help stall enemy players.
* If an enemy tries to shot a vehicle, a player can deploy a wall inside the car when he's on the passanger's seat: the vehicle comes to an unpredictible drift.

### Countering

* The opponent using any Throwables, a tank or a Repair Gun can take down a deployable wall easily.

## Trivia

* If the player is between a wall and a unmovable object (like toilets) and if he use the deployable wall on this unmovable object, the deployable wall can push the player inside the wall. The player in this situation can get out by any free side or destroy it.
Luca Skywalker

His Majesty

Paws Skywalker (sister)

## Appearances

### Appears in

The Kowakia Chronicles Episodes 1-30Chorizos: The Prequel (alternate multiverse versions)

Luca Skywalker is the first and current King of Kowakia. He is born on Earth in the Earthian Universe in 2002 EYAD, an event which causes a large rift in spacetime and the creation of the Kowakian Universe. Luca lives in the Kowakian Universe from this moment onwards, where he is reverently welcomed as the Promised King. His family joins the community of The Imaginatives for several years, until the War of Independence in 2012 EYAD when the country of Kowakia is founded and he is officially crowned King.

As King, Luca oversees the consolidation of the nation's sovereignty and spirit, and alongside his loyal friends and followers defends Kowakia from many threats, both internal and external. Under his rule, Kowakia co-founds and joins the UCIISW, organizes and re-organizes itself into various Cities and territories, and participates in numerous wars.

Luca is very close to and protective of his friends, including his sister Luna, Kicks, Polo, and others. By the end of the Third School War, Luca begins a romantic relationship with Kowakian Jedi Tenlure Piznarky.
Flintlock

The **Flintlock** is a Side Weapon, introduced in 1.7.0.

Flintlock icon

## Basic Info

* Unlocked at level 35.
* Spawns with a maximum of 16 rounds of ammunition without perks.

## Strategies

### Using

* As a side weapon, the **Flintlock** has quick weapon switch speed. This feature allows powerful combos using the quick switch key (**Q** as default)*.* This quality is well supported with Quick Hands as perk.
* Compared to the other side weapons, it's a midrange weapon with a high damage per shot, similar to the crossbow. This quality is well supported with Express Ammo as perk.
* Compared to crossbow, the **Flintlock** has the best damage per shot (the highest in all the game), bullet speed and reload time (fastest in the game), but a smaller magazine size and lower accuracy. To improve these qualities, the player can use Quick-Load Magazines as perk.

### Countering

* **As it's a side weapon, this weapon alone is theoretically outplayed by any primary weapon.** An opponent can push the user with a sniper, dominate him in mid-range with a submachine or at close-range with a shotgun. This weapon is strong particularly because it allows powerful combos.
* **This weapon has a small magazine size (only one) and really slow bullet speed.** If the opponent manages to avoid the projectile, the user is disarmed time of reloading. To correct these defaults, it may be useful to choose Steady Hands or Quick-Load Magazines as perks.
* **To counter it, it can be interesting to use a perk that increases the speed of the character** as Sprinter or Under Pressure to help him avoid these projectiles.
* **This weapon is only designed for close and medium range.**  A weakness to this weapon could be a weapon designed for far range, such as Heavy Sniper or FAMAS

## Trivia

This weapon is a precursor to the **Blunderbuss.**
Safari, So Goody

"**Safari, So Goody**" is the second segment of the 26th episode, and the finale for Season 1.

## Description

The Happy Helpers are hired by Ivy Beaglesnoot to become safari tour guides at the Hot Dog Hills Wild Animal Safari Park when the park's tour guide is away for the day. They take the McBilly family and the McSnorter family on a photo safari where Buddy McBilly's friend Lou-Lou wants to photograph the residential giant panda named Penny. At the same time, Pete works as the intern where his interaction with the animals causes comical results for the tour group.
Capture The Flag

**Capture The Flag** is a gamemode in which the players are split into two teams. You must get the opposing team's intelligence computer, and bring it back to your team's return zone to gain 20 points. The flag holder cannot enter in a vehicle. A team has to get 100 points (5 flags) in order to win. If the timer runs out with no team having won yet, the team with the most points wins. If the teams have the same amount of points when the game ends, the match ends in a Draw.
C4

The **C4** is a throwable in-game. Like the Sticky Bomb, it sticks to walls, vehicles, and players, but instead of exploding after a set amount of time, it is activated remotely.

## Basic Info

* In Season 5, unlocked at Level 3 of Battle Pass. After, unlocked at Level 24.
* Detonated remotely by double-tapping the "E" key.
* Holds 3 C4 or 7 in Armed perk situation

## Strategies

### Using

* It can be cooked or thrown without cooking.

* The C4 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.
* Groups of C4 can deal enormous amounts of damage when used together, which can easily take out any vehicles like Tanks.
* By throwing it a certain way**(?)**, the user can attach C4 to himself, which can be used for kamikaze attacks. He can also attach it on friends or allied vehicle who will not take dammages.
* Sticking this C4 on a single person in a group may kill all of them.
* The C4 have no longer cook time.
* Use Jeep or ATV with you C4 and destroy Tanks,ATVs,Jeeps and boats.

### Countering

* C4 cannot be thrown very far, so the opponent can easily avoid it by staying out of the user range.
* Like the Anti-Tank Mine, the opponent can shoot it to activate it prematurely. However, a difference is that isn't recommended to activate it with the melee weapon because the bigger range will kill him.

## Trivia

* On the ice, it is possible to use the propulsion offered by the explosions to cross great distances at an insane speed
* Some time you can t go with c4 boat also from ground or how possible ice or water.
* The C4 has odd interactions with vehicles if it is left on vehicle hulks before they respawn, as it causes the vehicles to receive damage upon respawn and continue to have the C4 attached, and also to not respawn properly.

Sticky Bomb • Smoke Grenade • **C4**
Game Modes

## Normal modes

They are composed with random players among those who are connected to the game. They can be organized as teammodes splitted in two teams (7 modes) or as free for all (2 modes).

## Party modes

They are composed of people chosen by the creator of the salon, who must share the link with these guests.

 **1v1** | v1.6.3 | Play against someone in a closed room in 1v1.

## Uncurrent modes

These are the game modes that are no longer available in-game.

 **Tank Battles (v2)** | v1.5.1 | Tank Battle is a game mode available during the second christmas event. In this mode, every player spawns in a tank. The rules are otherwise the exact same as Free For All or Team Deathmatch.
Tanks in this mode have different behaviors than in normally, it fires bursts of four rockets and are faster than normal tanks.
Control Points

**Control Points** is a gamemode in which the players are split into two teams. There is three points on the map, and the team must capture those points and hold them in order to gain points, which is approximately 1 point per 1 second for each point captured. The team with the most points or has reached 100 points first wins.
Melee Weapons

Generic melee weapon stats icon

This page is outdated since season 5.

## Basic Info

* Melee Weapons are skins usable in the "Weapon 1" slot in Layout. There are just cosmetic and do no extra behavior (except for fists).
* It's the only cosmetic element considered as a weapon so it's dependent from the weaponry: you can therefore choose 4 melee weapons, one per loadout.

## Strategies

* Have melee weapon in hands allow to increase speed. This quality is well supported by Sprinter as perk, allowing to move at the maximum speed with foot.
* In Gun game, a kill with a melee weapon give 2 points and to be killed by a melee weapon take off 1 point. Pro tip : If someone take a kill with a normal weapon but have melee weapon in hands at the moment the bullet kill, the game consider the kill as a melee weapon kill.

## Trivia

* This page indicate the basic melee weapon's damage per shot is 29.

```
Confirmed by destroying a newly-spawned jeep with Melee Weapon after 19 shots.
Jeep's health = 550 (confirmed on Jeep page).
550/19=28.94
Therefore, we consider that 29 is the correct value.

```
Jeep

The Jeep is a basic vehicle with two seats.

### Usage

* Besides classic driving commands, the user can use his drift key to drift (SPACE by default)
* Being in contact with (running over players) deals damage in ticks - damage varies proportionally to the speed at which the jeep is moving.
* Jeeps don't spawn in these game modes : GunGame and Payload

## Strategies

* It's one of the faster way to move on the ground: the user can easily outrun players on foot.
* This is particularly sensitive to tank shells (1 to death), rockets (1 to death), mines (2 to death).

## Trivia

* The passenger can shoot but he's blocked by the driver. Rockets that are blocked by the driver do not deal any damage to the passenger.
* The Jeep has 550 Hp:

```
Confirmed by shooting a newly-spawned jeep with an M1 31 times.
Damage per shot for M1 is 18: 31*18= 558.
This means that we are absolutely sure that the exact value is between 541 and 558, and we therefore consider that 550 is the correct value

```

* Hide a mine under the driver’s seat of a jeep is a good way to blow up an enemy when he gets in that jeep.
M1

M1
--

M1 icon

The **M1** is a main weapon in-game categorized as a Sniper.

## Basic Info

* Unlocked at level 0
* Spawns with a maximum of 96 rounds of ammunition without perks.

## Strategies

### Using

* As a sniper, the **M1** is a great choice for long-range. It can outrange any other type of weapon with high damage per shot and no damage falloff. It's well supported by the perks Express Ammo, Eagle Eye.
* The **M1** pairs well with a short-range weapon (such as the 9mm Burst or 75 Auto) for close-range versatility.
* Stay at long range and attempt to keep maximum range where possible. At longest ranges, even assault rifles will have difficulty dealing any damage.
* If an enemy player is in cover, it is recommended not to approach, but rather to flank them, or force them out of cover with a grenade.
* 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 **M1** has the best firerate with respectable damage, accuracy and short reload.
* Express Ammo changes the **M1** from a four-shot to kill to a three-shot to kill.

### Countering

* The **M1** can be out-dpsed at close range by most weapons, such as Assault Rifles and Submachine Guns. Whenever possible, attempt to safely close distance.
* Cover is extremely advantageous in dealing with Snipers. Stay in cover and attempt to bait the enemy player into moving closer.
* Compared to other snipers, the **M1** is the least effective at long range. Any other sniper rifle outrange it.

## Trivia

* Its real life counterpart is the M1 Garand, an American rifle used in World War 2, Korean War and in the early stages of the Vietnam War.
* It holds 10 rounds in-game, which is incorrect in real life.
Ready To Fall

Ready To Fall is the song performed by Rod in the bar at the end movie where Kevin is trying to find Abbey.

## Trivia

1. The ending is played again in the movie as Randy is starring at a girl to love.
2. In the end credits Joey Fatone is credited for performing the song and it turns out Richard Marx written it.
The Heist

The Heist is a map that was added in the v1.3.2 update.

## Description

It’s a big bank in the middle of a heist set in a forest.

Here is the description of his coins from this rooms, from the bottom up:

* The entrance of the bank’s customers is a large room that overlooks the counters.
* A corridor run horizontally along the counters. It overlooks two offices on each side as well as two exits of the building at each extremities. In the middle of the corridor, there is the entrance to the vault
* To the right and left, two series of offices overlook two exits from the top of the building. In the center the vault is surrounded by a double thickness of wall.

There are two parking lots above and below. The customers entrance is surrounded by police cars and the vault is open at the back.

## Landmarks

Each team appears at the top left or the bottom right corner: In CTF, this is the capture area of the enemy flag. The allied flag is in the back surrounded by cars.

In Control Points, points are:

* A: The top parking lot
* B: The vault
* C: The bottom parking lot

In Hardpoint, points are:

* 1: The vault
* 2: The bottom parking lot
* 3: The top parking lot
* 4: The right offices
* 5: The left offices

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

* cross the parking lot to enter the right offices until reach the corridor.
* cross the corridor, make a detour into the vault and come back in the corridor.
* get out through the customers' entrance to cross the lower parking lot

In Upload, the flag spawn on the entrance of the vault.

## Trivia

* It's normally impossible to access the rest of the building by way of the customers' entrance.
* As the vault is an important landmark and it's open to the top parking lot, the map is therefore clearly unbalanced in favor of the top team in some game modes
Party

The party section is for players to join your server without entering and exiting a server. It is very useful sometimes for a meeting.

Joining a party will take the players to the player that created the party to their server. It requires a code, however to join. So make sure you have put some plan to invite your friends to that server.

Finally, creating a party doesn't require much at all. Just click the button, on the "Play" page and you are then given a code.

Remember that if you are creating a party then you need to invite your friends. Give a specfic time and date when you want that to happen.
Express Ammo

## Basic infos

* Increased weapon damage (+10%)
* Unlocked at level 46.

## Strategies

### Using

* **Express Ammo** is a very prevalent perk wich can be used with any weapons: for example, it reduced the time to kill on a perfect smg burst by 12%.
* It's also possible to choose noticeable improvement (like the M1, which makes it kill in three shots instead of four, or the Falcon which maked it kill in four shot instead of five).
* this also applies to melee weapons(verified) or throwables(unverified).

### Countering

* There are some weapons where this perk doesn't changes less the quality of the weapon. For instance, on the heavy sniper, it kills in two shots, with or without this perk.
* Its effects is exactly negated by Kevlar Armor. For a player who don’t hit his targets often, Kevlar is surely more valuable.

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

**RoyaleDudes**: Armor Collector
Biome

**Biome** are the addition of the different elements that make up the environment. This includes the ground, the water and the vegetation(something else?).

## Environnement

### Forest

Ground = Grass

Vegetation = Forest

Water

* Maps = Riverside, Crossroads, The Compound, Canal, The Heist, Jailbreak

### Desert

Maps = Westlands, Islands (maybe islands is another biome because there is grass. Create another one ?)

## Event-only modifications

### Winter

variation of the grass, the vegetation and the water. no modifications for sands.
Ammo Pack

Ammo Pack's icon

## Basic info

The **Ammo Pack** is a **Special** that unlocks by default.

When placed, it creates a circular area that refills ammo for the player and their teammates. It refills ammo at a rate of 1.5x reloads (for primary and secondary weapons, or 0.25 frags or rockets) every second.

## Strategies

### Using

* **The **Ammo Pack** can replenish all ammunition in just a few seconds,** and replenishes all weapons simultaneously. **Throwables take longer.**
* It is one of two ways to refill ammo in BattleDudes.io, the other being the **Ammo Collector** perk**.** It is especially useful for increasing long-term survivability. Its rapid refill capability also makes it a good support tool for holding down areas for extended periods like in Hardpoint.
* Like the health pack, **it only works if the player is entirely inside the area of effect.** If one were to stand close to the edge, they would not be affected.

### Countering

* As the Ammo Pack has a stationary area of effect, one could easily force players to abandon their Ammo Pack and wait the subsequent cooldown.

## Trivia

* It is possible to replenish ammunition through walls or obstacles as long as the player is in the radius.
* Ammo Packs can be pushed by any movable objects (excluding **vehicles**). This includes doors of all kinds.
Riverside

Riverside is a map that was added in the v 1.0 update.

## Description

* It's a town set in a forest.
* A large river runs from the bottom left corner to the top right corner and cuts this town into two parts.
* A road starts from the top left corner to the bottom right corner: it is the main axis of the map that crosses the river by a central bridge.
* From the extremities of this road, paths leave on each side to surround the city and connect the different buildings.

These paths are described as follows

* ... from the upper end of the road:

To the right, a path crosses the forest and goes around a large strange building to return to the bridge.

To the bottom, a path descends and forms an intersection: down to the river or to the right to return to the bridge. This last path connects three houses, one above and two below.

* ... from the lower end of the road:

To the top, a path crosses the forest straight towards the river passing near a large house at the edge of the river.

To the left, a path crosses the forest and connects a house and a large strange building. This road continues to go straight to the river and turn right to return to the bridge. This last road connects two houses at the edge of the river.

## Landmarks

Each team appears at the extremities of the road. In CTF, this is the capture area of the enemy flag. In a little defensive infrastructure, there is the allied flag.

In Control Points, points are:

* A: The upper strange building
* B: The bridge
* C: The lower strange building

In Hardpoint, points are:

* 1: The bridge
* 2: In the upper part, the house near to the left of the road
* 3: In the lower part, the house near to the right of the road
* 4: The upper strange building
* 5: The lower strange building

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

* Down the road to cross the bridge
* Cross into the lower strange building
* Crosses the back road and makes a detour through the small defensive infrastructure

In Upload, the flag spawn on the bridge.

## Vehicles

* Jeeps, ATVs and Tanks spawns 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
* This is the map with the gibbest number of tanks. It makes the Repair Gun very valuable.

## Trivia

* This is one of the most played maps (the tanks are probably for a lot!)
* Despite this map is very large, it two times less as many outdoor toilets as Westlands.
Eagle Eye

## Basic infos

* Increased vision range (+12%)
* Unlocked at level 31.

## Strategies

### Using

* **Eagle Eye** is best used for snipers or any longer ranged weapon (Heavy Sniper, Light Sniper, M1, FAMAS ...) as the player can react earlier and take unsuspecting outrange on ennemies.
* It's also useful to see the vehicles coming from further away to adjust the Rocket Launcher or the Tank.

### Countering

* It's useless for low range weapons.

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

**RoyaleDudes**: Armor Collector
FAMAS

FAMAS's icon

The **FAMAS** is a **Main Weapon** in-game categorized as an **Assault Rifle** added in **v1.2.0.0.**

## Basic Info

* Unlocked at **Level 32**
* Fires **3-round bursts**
* 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 **FAMAS** 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 **FAMAS** has a **decent damage per shot, a a nice accuracy, falloff and magazine size:** It's the **best assault rifle** for **long-range fights.** This is also the only-one with **burst mode :** this means that each shot sends **several bullets,** for a particularly **high amount of damage for an high kill capacity.** These qualities are well supported by **Extended Magazines, Full Pockets, Steady Hands or Express Ammo** as **perks.**
* As it's **not the most efficient** assault riffle in **short-range,** it's can be rather well **balanced** by these **side weapons** : **75 Auto, 9mm Burst**

### 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.** However, the **FAMAS** has for particularity to be more **polyvalent** than other **assault rifles** through its ability to be effective in **long-range.**
* Compared to the other **assault rifles,** the **FAMAS** have a **low firerate.** Also as a **burst weapon,** there’s a **delay between each shot** and he only finds his efficiency if **all the bullets hit.** Dodging a shot can put the opponent in a good situation for **outDPS** the user of this weapon.

## Trivia

* The model for the **FAMAS** in-game is based off of the **FAMAS F1 (Fusil Automatique Manufacture d'Armes de Saint Etienne).**
* The model in-game uses a **25 round magazine,** yet it incorrectly holds **30 rounds in-game.**
Tank

The **Tank** is a one-man operated vehicle in-game. It's currently the only vehicle with built-in offensive capabilities.

## Basic Info

### Maps

* Riverside, Canal, Jailbreak, Islands, Westlands with vehicles variation.
* Any map in Tank Battle mode

### Usage

* Besides classic driving commands, the user can use his mouse to turn the turret and click to shoot. This fires of a similar projectile to one fired from a Rocket Launcher.
* On mobile, use the right joystick to aim, then let the "stick" touch the border of the joystick to shoot.
* Only one player can be inside the Tank at a time.
* In Tank Battles, the tanks can fire 4 rounds at a time instead of 1. It repeats this after about three seconds.
* Tanks are unusable in FFA, GunGame or Payload.

## Strategies

* Tanks can oneshot a Jeep or an enemy player. the shot rate is slow, it can be easily avoided for a walking player.
* This is somewhat sensitive to Throwables (rockets (3 to kill), mines (2 to kill), frag grenades (?) or sticky bomb (?) (sticky bombs and frag grenades are quite unreliable when trying to kill a tank).
* The vehicle can be hard to maneuver; for the opponent, it's recommended to attacking it when the turret is pointing away from his direction. For the user, it's recommended to turn the base and the turret in the same side to take the line of fire faster.
* It's particularly well supported by the Repair Gun.
* Players can anticipate their actions based on their minimap information. Considering the turret is always is the same side as the base on the minimap, some beginners can be surprised by the fact the turret is in the reverse direction. For this reason, the fact to drive and fight backward can be value.
* If you play Tank + Repair Gun, be aware your spawn is on the back side, so get down to repair backwards is dangerous.
* It's much easier to drive a tank outside than inside a building : not only could it be difficult for the player to maneuver, but he also couldn’t see in a room before he got inside, which makes him a particularly easy target for explosives. If the user is not comfortable with the driving of a tank, it's surely safer to stay outside. The forest can also be a problem about maneuver.

## Trivia

* On Riverside, the player can enter the tank before the game starts, if they spawn close enough to the tank.
* The Tank appears to use HE(High-Explosive) rounds.
* The Tank has 1800 Hp:

```
Confirmed by shooting a newly-spawned tank with an M1 95 times.
Damage per shot for M1 **was** 19 (before Season 8): 19x95=1805.
This means that we are absolutely sure that the exact value is between 1787 and 1805, and we therefore consider that 1800 is the correct value

```

* Considering this, we can estimate the maximum amount of damage for a mine on a tank is something around 1000.
Main Non-Burst Weapons Ranking (exc. Shotguns & Rifles)

From the table above, we can see that, for non-burst assault guns/sub-machine guns, the 9mm SMG is the best. Overall, of course, the 'best weapon' will depend on personal preference, but if you (like me) prefer a standard gun, then the 9mm SMG is the way forward.

I calculated the overall ranking with the formula: rank = 'average damage/second' × (('total damage possible' ÷ 100) + 10) → this is essentially incorporating the average damage/second + reload and the total damage possible values. However, the total damage possible is normally irrelevant as you can either use an ammo pack or will die before then! I therefore added 10 after dividing by 100 to diminish the multiplying effects for those guns with a high total damage possible. You could calculate the overall ranking with another formula instead though I feel that this is a fair representation.
Equipment Collector

## Basic infos

* Faster special weapon recharge (-60%)
* Unlocked at level 28.

## Strategies

### Using

* **Equipment Collector** decreases cooldown timer for Specials. It's particulary efficient with Deployable Wall.

### Countering

* It's useless with Repair Gun.

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

**RoyaleDudes**: Armor Collector
Boat

The **Boat** is a one-man operated vehicle in-game.

### Usage

* Besides classic driving commands, going backwards reverses the right-left controls.
* Holds 4 players max (1 driver, 3 passengers)

## Strategies

### Using

* It's the fastest way to move on water: it's essential to move from one island to another.
* This is particularly sensitive to rockets (1 to death). Open the minimap to check for any anormal actions in the water. The player can either dodge the rockets, or get out if a rocket is headed towards them.
* Boats are usable on any game modes.

### Countering

* As the **Boat** can hold 4 players, a good aim with the rocket launcher can give the player a quadrakill.
* The Boat moves very slowly on land.
* The Boat has 380 Hp:

```
Confirmed by shooting a newly-spawned boat with an M1 22 times.
Damage per shot for M1 is 18: 22*18= 396.
This means that we are absolutely sure that the exact value is between 379 and 396, and we therefore consider that 380 is the correct value

```
Extended Magazines

## Basic infos

* Double magazine capacity for Main weapons.
* Unlocked at level 16.

## Strategies

### Using

* **Extended Magazines** is especilally efficient to compensate a poor magazine capacity (like Sawed-off Shotgun, Scar or Vector) or to further increase a big magazine capacity (like M249 or FAMAS)
* The extra magazine can be very surprising, especially against a pro who knows exactly when the opponent have to be out of magazine but that’s not what happens.
* Paired with Full Pockets, it allows for a large magazine and a lower chance of running out of ammo for fast weapons.

### Countering

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

**RoyaleDudes**: Armor Collector
Crossbow

Crossbow's icon

The **Crossbow** is a Side Weapon in-game.

## Basic Info

* During Season 5, unlocked at Level 7 of Battle Pass. After, unlocked at Level 28.

## Strategies

### Using

* As a side weapon, the **Crossbow** has a quick weapon switch speed. This feature allows for powerful combos using the quick switch key (**Q** as default)*.* This quality is well supported with Quick Hands as perk.
* Compare to the other side weapons, it's a midrange weapon with a high damage per shot, similar to the Flintlock. This quality is well supported with Express Ammo as perk.
* Compared to the Flintlock, the **Crossbow** have a better magazine size, allowing a two-shot kill without reload, and a better accuracy, but it has a lower damage per shot, bullet speed and reload time. To correct these detriments, it may be useful to choose Steady Hands or Quick-Load Magazines as perks.

### Countering

* As it's a side weapon, this weapon alone is theoretically outplayed by any primary weapon. An opponent can push the user with a sniper, dominate him in mid-range with a submachine or at close-range with a shotgun. This weapon is strong particularly because it allows powerful combos.
* This weapon has a small magazine size and the slowest bullet speed in all the game. If the opponent manages to avoid his projectiles, the user is harmless until they reload. Use this to your advantage to kill attack as they reload.
* To counter it, it can be useful to have a perk that increases the speed of the character, suh as Sprinter or Under Pressure to help him avoid these projectiles.
Scar

The SCAR in-game

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

## Basic Info

* Unlocked at **Level 12**
* Spawns with a maximum of **160 rounds** of **ammunition** without **perks** and **320 rounds** of **ammunition** with the **Full Pockets** **perk.**

## Strategies

### Using

* As an **assault rifle,** the **Scar** 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 **Scar** have a **good firerate** paired with a **nice damage per shot.** These qualities are rather well **supported** by **Express Ammo** as **perk.**

### Countering

* As an assault rifle, it can be outranged by snipers in long-range fights and out-DPSed by submachine guns and shotguns in close-range combat. Assault rifles are very powerful and efficient in mid-range, but they do not have the advantage over all aspects of combat.
* Compared to the other assault rifles, the **Scar** has a small magazine size.
* When a player faces a **Scar** user, the player should attempt to dodge the shots. The **Scar**'s bursts of damage are **short but powerful** if all the shots hit.

## Trivia

* The **Scar** is based off of the **FN SCAR-H,** a **battle rifle chambered in 7.62x51mm.**
* Despite it being categorized as a **battle rifle in real life,** the **game classifies it as an assault rifle.**
* The icon used appears to be **missing its charging handle.**
Full Pockets

## Basic Infos

* Double stagging ammo
* Unlocked at level 26.

## Strategies

### Using

* **Full Pockets** doubles the ammunition of both Primary weapons and sidearms: it does not affect throwables. This is especially useful for someone who often runs out of ammunition.
* It is possible to paired it with Extended Magazines, as it will give to the player even more firepower.

### Countering

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

**RoyaleDudes**: Armor Collector
Micro SMG

Micro SMG's icon

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

## Basic Info

* Unlocked at Level 5
* Fires 4-round bursts
* Spawns with a maximum of 240 rounds of ammunition without perks and 480 rounds of ammunition with Full Pockets perk

## Strategies

### Using

* The Micro SMG is a burst weapon, making it highly specialized. Users comfortable with the burst mechanism may find it powerful, but be advised that it takes some getting used to.
* The Micro SMG has extremely high burst damage, able to finish off most players in around two bursts.
* It is an excellent choice for both long and short range encounters, as it has decent accuracy and damage even at long range while maintaining a higher DPS than most assault rifles at close range
* However, the Micro SMG is out-DPSed at close range by true SMGs such as the 9mm SMG and the P50. It is advised to be cautious against these weapons.
* Burst fire allows for peeking and firing off a burst much easier than with traditional weapons.
* Any side weapon pairs fairly well. High rate-of-fire weapons such as the 75 Auto can be helpful when one wants a non-burst weapon, and weapons such as the Deagle or Revolver are great for long-range firepower.

### Countering

* As a burst weapon, it is impossible for the enemy to fire continuously. Rush when possible
* Compared to other submachine guns, the **Micro SMG** has a slow fire rate, make it out-DPSable at close range.
* Also, as it's one of the more consistent submachine guns for mid-range, Assault Rifles do not have an advantage.

## Trivia

* The **Micro SMG** is based off of the Uzi, an open-bolt submachine gun designed by IMI and chambered in 9mm.
* It incorrectly fires in burst; that is not the case in real life with the Uzi.
* In earlier versions of the game, it used to fire in fully automatic mode.
* The model used in-game appears to be missing its magazine.
Revolver

Revolver icon

The Revolver is a Side Weapon in-game.

## Strategies

### Using

* As a side weapon, the **Revolver** has a quick weapon switch speed. This feature allows powerful combos using the quick switch key (**Q** as default). This quality is well supported with Quick Hands as perk.
* Compared to the other side weapons, it's a long range weapon with high damage per shot, similar to the Deagle.
* Compared to the Deagle, the **Revolver** has higher damage per shot but lower firerate and accuracy.
* The user can use it with a close-range weapon with a high firerate to extend a burst when he empties a magazine (Such as the 9mm SMG or Vector).
* The user can also use it with a high-range weapon to continue his burst when he empties a magazine. To increase this quality, it may be useful to choose Eagle Eye or Steady Hands as perk.
* It's also good paired with any shotgun to be strong in all categories of the game and it gives you a high damage combo in close-range.

### Countering

* As it's a side weapon, this weapon alone is theoretically outplayed by any primary weapon. An opponent can push the user with a sniper, dominate him in mid-range with a submachine or at close-range with a shotgun. This weapon is strong particularly because it allows powerful combos.
* This weapon has a small magazine size, a slow bullet speed and a long reload time. If the opponent manages to avoid his projectiles, the user is disarmed time of reloading. To correct these defaults, it may be useful to choose Quick-load Magazines or Steady Hands as perk.
* To counter it, it can be interesting to use a perk that increases the speed of the character as Sprinter or Under Pressure to help him avoid these projectiles.

## Trivia

* In the game, it ejects casings for every round fired. This is incorrect as the casings stay inside the revolver until the rounds are manually ejected.
Flash Grenade

The Flash Grenade is a Throwable in-game.

## Basic Info

* It unlocks at level 40.
* Holds 3 grenades or 7 in Armed perk situation.

## Strategies

### Using

* It doesn't apply damage to enemies or to the user; instead, it creates a flash of white light which makes it very difficult for the enemy to see.
* Grenades can blind the person who is holding them if they are not thrown within a few seconds while cooking, or if the bounce return it. However, it doesn't blind allies.
* As it has a particularly high exploding radius, it is particularly strong in closed space (like in buildings, or in a game mode where enemies are very grouped like Hardpoint or Payload)
* It's possible to find particularly improbable angles by using the bounces on the different obstacles.

### Countering

* The flash applies depending on the distance between the intended player and the explosion. Stay far away to stay safe.
* Choosing the exact location and timing where the grenade will explode can be particularly tricky : The user must be careful not to keep it in hand too long or to catch the bounce. Most of the time, if the opponent ignore the grenade and rush the user, he won't expect, so the opponent will avoid the grenade and find himself facing a player without a weapon in hand.

Sticky Bomb • Smoke Grenade • C4
Cosmetics

**What's cosmetics in Battledudes.io?**

Cosmetics are the different tools that allow the personalization of the character. There are five of them, including four about the suit and one about the communication.

Some cosmetics can only be obtained by buying chests with a high level of rarity or complete Season pass quests.

## Personalisation tools

**What tools are in here?**

* **Body** define the color of the character's skin. There is 6 choices.
* Hat define his headwear. There is a lot of choices, including *None*.
* Hands define his hands covering. There is a lot of choices, including *None*.
* Melee (**Loadout 1** in the picture) define his Melee weapons. It's the only cosmetic element considered as a weapon so it's dependent from the weaponry. There is a lot of choices, including *None* (or *Fists*) : this is the only choice with a different behavior.

# **Trivia**

* On our last update, there are currently 270480 possible suit combinations.
Diner Dog Rescue

**"Diner Dog Rescue"** is the first segment of the 21st episode in Season 1.

## Synospis

The Happy Helpers assist famous TV chef Gerald Oxley (Gordon Ramsay) when it comes to working on his show "Menu Makeover" to save the Hot Dog Diner when Chef Beagle's waitress Mimi left to study cooking in France leaving him to run the diner on his own. The Happy Helpers and Chef Oxley work to clean up the Hot Dog Diner and the food to the points which Chef Oxley wants it to be to the point where it can be like he remembered it.