Map Guide#
Zone-Shrinking Strategy#
Decisions per zone phase#
| Phase | Position advice | Movement strategy | Combat strategy |
|---|---|---|---|
| Zone 1 | Anywhere | Loot normally | Fighting is fine |
| Zone 2 | In zone / at the edge | Start rotating | Pick your fights |
| Zone 3 | Edge / high ground | Rotate early | Avoid fights |
| Zone 4 | High ground / cover | Rotate urgently | Defense first |
| Zone 5 | The best position | Move under smoke | Prep for the endgame |
| Final circle | Predicted zone center | Ambush / push | All-out |
High-Ground Tactics#
The advantages of high ground#
| Advantage | Description | How to use it |
|---|---|---|
| Vision advantage | Observe a much wider area | Use a scope to scout at range |
| Shooting angle | Firing downhill carries an angle advantage | Reduces the enemy’s cover value |
| Psychological advantage | Puts the enemy under pressure | Keep up the suppression |
| Retreat advantage | You can fall back downhill | Use terrain to disengage fast |
Defending high ground#
| Trick | Description | Key point |
|---|---|---|
| Control the approaches | Own the paths up the hill | Cover the key channels |
| Vision watch | Keep scanning the surroundings | Watch for backstabs from behind |
| Suppressive fire | Pin the attackers with fire | Save your ammo |
| Emergency exit | Have a retreat ready | Pre-set several escape directions |
Using Cover#
Cover types compared#
| Cover type | Protection | Vision | Best use |
|---|---|---|---|
| Buildings | Very high | High | Defense / healing |
| Rocks | High | Medium | Mid-range fights |
| Trees | Medium | Low | Temporary cover |
| Slopes | High | Medium | High-ground fights |
| Vehicles | Medium (they explode) | High | Emergency cover |
| Care package crates | High | Medium | Fights near the airdrop |
Rotating between cover#
| Principle | Description | Execution |
|---|---|---|
| Look before moving | Scan the area before each move | Turn, scan, then move fast |
| Smoke cover | Throw smoke to cover the rotation | Smoke toward your exit direction |
| Fire cover | A teammate suppresses while you move | Teammate keeps the enemy’s head down |
| Pick the next cover | Decide the next cover before moving | Confirm it visually, then go |
The Blue Zone, In Depth#
Blue zone damage and responses#
| Phase | Damage/sec | Wait time | Shrink time | Response |
|---|---|---|---|---|
| Zone 1 | 1 | 120s | 120s | Loot normally |
| Zone 2 | 2 | 90s | 90s | Start rotating |
| Zone 3 | 5 | 60s | 60s | Must stay inside |
| Zone 4 | 8 | 45s | 45s | Rotate urgently |
| Zone 5 | 10 | 30s | 30s | Prep for the endgame |
| Zone 6+ | 15 | 20s | 20s | Final fight |
Surviving inside the blue zone#
| Trick | Description | Use case |
|---|---|---|
| Beat the blue | Start moving the moment the countdown sounds | All phases |
| Hug the edge | Move along the zone edge | Safe rotations |
| Fighting in the blue | Take the fight inside the zone | Emergencies |
| Zone prediction | Predict the next circle’s position | Take positions early |
Advanced Looting#
Route planning for looting#
| Strategy | Description | Effect |
|---|---|---|
| Spiral looting | Loot from the center outward | Thorough and efficient |
| Straight-line looting | Follow a fixed route | Fast movement |
| Priority looting | Hit high-value areas first | Good gear sooner |
| Split looting | Team splits the area | Highest efficiency |
Valuing loot#
| Item | Value tier | Priority |
|---|---|---|
| Lv. 3 helmet | Very high | ★★★★★ |
| First aid kit | Medium-high | ★★★★☆ |
| Extended QuickDraw Mag | Medium-high | ★★★★☆ |
| Rifle compensator | Medium | ★★★☆☆ |
High-Ground Tactics, Continued#
Criteria for choosing high ground#
| Criterion | Description | Importance |
|---|---|---|
| Field of view | How much area you can observe | ★★★★★ |
| Cover count | How much usable cover | ★★★★☆ |
| Retreat routes | How many ways out | ★★★★☆ |
| Enemy reachability | Can the enemy even get here | ★★★☆☆ |
Defending high ground, continued#
| Strategy | Description | Key point |
|---|---|---|
| Multi-angle defense | Defend from several angles | Avoid being flanked |
| Set up early | Prepare the defense in advance | Own the good positions |
| Fire layering | Mix short- and long-range fire | Full coverage |
| Retreat prep | Have the exit planned | Avoid being besieged |
Search Efficiency#
Time budget per area#
| Area type | Suggested time | Search focus |
|---|---|---|
| Small houses | 10-20s | Quick sweep |
| Large buildings | 30-60s | Floor by floor |
| Towns | 2-3min | Selective search |
| Open field | 30s-1min | Pass through quickly |
Search tricks#
| Trick | Description | Effect |
|---|---|---|
| Selective search | Only take what you need | Higher efficiency |
| Split the team | Different areas per player | Highest efficiency |
| Predict loot | Judge loot by building type | Less wasted searching |