Neutral flag maps have one yellow flag in the middle, and tagging the carrier transfers it to you instantly — which changes almost every habit from standard play.
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How does neutral flag work?
- One yellow flag in the centre. Either team can grab it.
- Carry it to your endzone to score. There's no "is my flag home" condition — you can always score.
- Tag the carrier and you become the carrier. No return trip.
- If the carrier pops on a spike, a gate, or disconnects, the flag resets to the middle.
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Why is chasing more dangerous here?
Because the tag doesn't reset anything — it hands the flag to whoever made contact, wherever they happen to be standing.
Getting tagged with your whole team ahead of you is the worst outcome in the mode: the new carrier turns around and runs at an empty half of the map.
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- Escort from behind as well as in front. Someone must be between the carrier and your own endzone.
- Don't all commit forward. One player trailing the carrier saves more caps than one more blocker.
What is a safety spike?
If you're cornered and about to be tagged, pop yourself deliberately. The flag resets to the middle instead of transferring to the enemy in a winning position.
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It looks like throwing the flag away. It's usually the highest-value play available.
Power-ups in neutral flag
- TagPro is enormous here — you take the flag off the carrier on contact.
- Rolling Bomb on the carrier prevents the tag that would transfer the flag.
- Juke Juice matters as much as ever for the run in.
- All three power-ups →
Frequently asked questions
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