Champion Match

4v4 against the hardest bots this site can build — no coaching, no handicaps, just a real opponent.

What Champion is (and isn't) yet

Rule-based, not machine-learned — read straight out of the code the bots run, including what hasn't shipped yet.

Champion vs. Competitive

Champion starts from Competitive's ladder and sharpens the mechanical knobs, then layers on decision-making Competitive doesn't have — see the roadmap below. Reaction time and decision rate are how a bot stays beatable by a beginner, not how it wins a strategic exchange, so tightening them alone isn't the point.

Reaction delay
0ms
Competitive: 70ms
Decisions per second
60
Competitive: 12
Aim jitter
0px
Competitive: 4px
Carrier evasion strength
1.00
Competitive: 0.85

Decision-making roadmap

Each row is a real capability flag on CHAMPION_DIFFICULTY in the bot code. It flips from Planned to Live the moment its behavior ships — nothing here is aspirational copy.

Route prediction

A defender reads the route your carrier actually has to take and stands in the tightest gap on it, rather than aiming where you'd be in half a second — which any change of direction beats. It commits to that gap for a moment, so selling one lane and taking the other genuinely wrong-foots it, and goes back to chasing the ball once you're close.

Live

Lane blocking

A tag only pops a flag carrier, so meeting an empty-handed attacker in the open does nothing — but a body in a doorway they need is impassable. Champion parks in one deliberately, for up to three seconds before it lets go.

Live

Powerup war

How far a pad is worth detouring for now depends on what it is: TagPro changes what a bot may do rather than how well it does it, so it justifies a longer trip and is worth contesting even against someone likelier to reach it. And a bot holding one hunts with it instead of playing on as usual.

Live

Finishing

A carry has two phases. Out in the open you are travelling, and travelling is where the tactics live. Near enough to score, the only job is to arrive — and once the cap is a sure thing the carrier stops doing anything clever at all: no swerving around the defender standing by the stand, no picking up the powerup on the way, no braking on arrival.

Live

Regrab discipline

Nobody waits for a regrab standing on the stand: that takes the flag the instant it returns, at a moment the other team chose, which is how a regrab becomes an instant pop. Champion waits a tile and a half off it — and while your own carrier is still fighting out of the base, it screens the chaser instead of waiting, so long as its own flag is safely home.

Live

Carrier stutter

Every other tier's evasion changes direction and never speed, so a chaser predicting where you'll be is never wrong about how fast. A quarter-second dab of brake sends their intercept point out in front of you — but only at a range where they are still predicting, in open midfield, with nothing around that decides where you go next. Rebuilt to those conditions after a first version lost on all three maps by braking inside the range where defenders chase the ball itself — where it now costs nothing on the scoreline and its carriers live measurably longer.

Live

Bomb mechanics

A bomb throws a ball along the line from the bomb to wherever that ball is standing. So a bot that puts itself between a bomb and your flag and drives inward gets fired back out at the stand, far faster than anything can move under its own power — and a defender with a quiet base walks into the bomb by its own flag to take that option off the table for thirty seconds. Worth +68 captures across the two maps that have bombs near a base, at 16 seeds a side.

Live

Flaccid avoidance

Arriving at the flag on a line that points away from your own base means the carry starts by turning around, which is where defenders wait. Champion refuses that grab. It also refuses one that cannot score at all: with its own flag being carried away, the second attacker peels onto the carrier instead of waiting beside a stand.

Live

Handoff

A carrier under close chase runs toward a teammate for cover, forcing the defender past them first — a route choice, not a literal flag transfer, which this engine's CTF rules don't support.

Live

Scored regrab reads

Anti-re coverage weighs enemy powerup state and tag-imminence, not just distance.

Live

Multi-lane evasion

A carrier scores several escape headings against every nearby threat, not just one.

Live

Siege overlay

A short-lived 3rd-defender posture kicks in under a run of repeated flag steals.

Live

NF chokepoint splitting

The two responders to a carrier get pre-separated target doorways, not just steering.

Live

NF scramble window

Decision rate briefly spikes right after any flag reset, matching a human's reflex.

Live

NF second-threat split

When two enemies converge on your carrier, the second defender covers the other one.

Live

NF active-possession buttons

A spare defender not needed to escort or intercept holds a gate button instead of trailing the play with nothing to do.

Live

Crowd-aware powerups

A pad worth detouring for weighs a closer teammate (who yields it to them) and a clearly-closer enemy (not worth the trip), instead of every bot for whom it's a good detour taking it independently.

Live

Underneath the new capabilities, Champion bots still run the same four game-state ladder as every other tier — the same one the game states guide teaches.

Both flags home

The calm state. Attackers move up together without anyone grabbing alone; defenders own the power-ups near their own base.

We have theirs

A capture is live. The carrier takes the safe route, their partner clears the way ahead, and defense does not leave — losing our flag now cancels the capture.

They have ours

Nothing can be scored until the flag is back. One defender contains the carrier while the other cuts toward their base, and the attackers stop trying to cap.

Both flags out

Neither team can score, so the return is worth more than the escape. A carrier in the worse position deliberately collides with theirs to reset both flags.