Good offense is two attackers taking turns so the enemy base is never quiet — one grabs, the other is already sitting on the flag tile waiting for the regrab.
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Why does your grab keep dying instantly?
Because you went in alone. A lone attacker grabs into two defenders and pops within a second — that's a flaccid, and it hands the other team free momentum.
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Before you grab, know two things: where you're leaving through, and where your partner is.
The handoff
The single most effective offensive play, and it needs no communication beyond "grabbing".
- Attacker one grabs and runs. The defenders chase.
- Attacker two waits on the empty flag tile.
- Attacker one pops. The flag returns.
- Attacker two grabs the instant it lands — with both defenders now out of position.
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Chain that three times and someone caps. This is what "GET RE" means when your teammates shout it.
How do you get out of a defended base?
- Enter with speed already built. Grabbing from a standstill means the defender is faster than you the moment you touch the flag.
- Use the 0.25s immunity. You can bump a defender parked on the flag, grab through them, and be gone before they can react.
- Pick your exit before you grab. Boosts you can reach, and which gate is currently your colour.
- Remember team tiles do nothing while carrying. Your fast route in is not your fast route out.
Which power-up should the attacker take?
- Juke Juice — the best carrier power-up in the game. Take it before you grab.
- Rolling Bomb — a free escape from the first thing that would pop you. Don't waste it on a base clear if you're about to grab.
- TagPro — clear the base with it and let your partner take the flag. Carrying with TagPro pops both of you on contact.
All three power-ups in detail →
When should you not grab?
- Your own flag is gone — you can't score anyway. Go help return it, or sit on re.
- Your partner just grabbed and is still alive. Get ahead of them and block instead.
- You have TagPro. Clear, don't carry.
Frequently asked questions
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