Totally Accurate Battlegrounds Guide

Advanced TABG Guide for Totally Accurate Battlegrounds

Advanced TABG Guide

Overview

This guide is an updated version of my previous guide. It lists weapons and their pros and cons, as well as how to decide on a loadout.

Intro:

This guide has underwent multiple reworks as weapon stats change. I said a few months ago that I wanted to redo it again for the most recent version of the Beta, considering the playercount has gone back up again. Because of this, I feel it is important to mention a few aspects of both the game and general statistics.

-If you don’t know that headshots deal double by now, or that footshots deal much less than normal, that is your own problem. There are other guides that break down the extremely simple concept of damage multipliers in this game.

-Armor no longer exists in this version. We have a blessing system now. However, certain blessings improve things like Firerate, Mag Cap, or add buffs, like Poison or Storm. It would be ignorant to simply push blessings to the side, but they also shouldn’t have to make or break a weapon, so I will give each weapon a ranking of “Blessing Compatibility.”

-There are going to be weapons that are rarer that I will not cover. I will cover certain weapons, like the Futuristic rifles, the Gaussbow/The Promise, Sniper Shotgun, Doubleshot, etc… But I will not be digging into the games files for every single weapon. Do not tell me that I missed the AWP-K47 or whatever, I know. I left it off the list on purpose.

-I will still be covering grenades. I like them, and they are completely underutilized in this game by most players.

-While I will put Blessing Compatability on the list, I will not take into account ENEMY blessings. Sure, if every enemy you fought had Epic Recyclingx2 and a Legendary Shield, this list would be very different.

With all that in mind, I’ve talked long enough, it’s time for me to TALK instead.

Weapon List: Rifles and Pistols

I will not cover liberating weapons.
Without further ado, let’s start with Rifles and Pistols.

RIFLES
Most rifles and certain other guns fall into the category of “General Combat” weapons, or GCWs for short. The purpose of a GCW is that it works at all ranges, though doesn’t quite exceed at all of them. Having one primary that satisfies all ranges allows you to have more misc weapons in other slots, making you an unpredictable opponent. Each of these weapons are effective with blessings, and have no shortcomings when it comes to choosing blessings.

The AUG: Sitting in the back of the rifle bin is the AUG. An underrated weapon, it comes with a clean scope and more magnification than ironsights, this weapon is certainly something to keep early to mid game. It has strong mid-range performance, and can keep up with most snipers at long range in the hands of a talented player. At close range, it is in the shadow of the other rifles, but still does work. The AUG is most definitely a GCW, with an emphasis on long range combat.

The MP44: The big dog of the underappreciated rifles, the MP44 is bulkier, slower and stronger than the others, shot for shot. It has rather large, snappy, predictable recoil and requires a compensator to be useful in close quarters. There is a good reason why not many people use this gun. That reason is that it’s very unforgiving. It has high recoil, low firerate, and it won’t hold your hand while shooting it. As a bulky assault rifle, it serves a very niche role: Midrange Dominator. At midrange, it is a two tap weapon with minimal bullet dropoff and excellent projectile speed. It MUST be accompanied by a close quarters weapon, however. This is NOT a GCW. It is extremely underwhelming at close quarters. However, unlike other guns, this gun is just as effective early game as it is late game, if not more effective. Late game fights sometimes tend to be more mid-long range, thus this weapon has a distinct advantage for those fights.

The SCAR: The SCAR used to be the worst assault rifle, decided by a majority of players. Now, it’s effective at all ranges, very bland recoil, and works just as hard, if not a bit harder, than the AK. In my opinion, the SCAR went from being totally downgraded to being a top dog weapon in just a few updates. It’s hard to pinpoint what’s so great about it, but I think it comes down to how little the weapon wobbles compared to other assault rifles and how consistent it’s DPS is, no matter the range. In fact, it’s one of the few weapons I feel confident to spray, even at longer ranges.

The M16: The assault rifle that isn’t seemingly dwarfed by the others, and carves its own identity. Good from start to finish, the M16 performs much better at longer ranges, and can rivals the MP44’s midrange dominance with a much faster tap speed at the cost of some shot damage. At that expense, it is less impressive close quarters. It lacks an ‘Auto’ mode, and instead has a rapid fire 3 round burst. Basically, an emergency switch. Flick that V button and spam mouse 1, and you’ll get a lot of damage. In fact, with burst mode on, the M16 boasts the same DPS as an AK. The damage per bullet is not great, but since it shoots waves of bullets at a time, the damage per burst is pretty high.

The AK-47: The big daddy, the golden standard. Good gun from early to late game. This is the epitome of a GCW. Good enough for every range, powerful and fast, accurate at midrange. If you are looking for a gun, you can’t go wrong with an AK. Sure, it’s not quite as good at mid or long range, but it still is powerful enough to be feared at those ranges, and it’s much more forgiving than most other weapons with it’s wobble and recoil. I don’t think the AK is the best gun in the game, but it is the most well rounded gun, and other assault rifles should be compared to this weapon. However, with the SCARs buffs, the AK becomes a sidegrade that focuses more at close range.

The FAMAS: Fast, accurate, and low damage per shot, this thing acts more like an SMG than a rifle. It’s powerful and easy to use, really good in the hands of someone who has trouble aiming. After all, if you empty the clip in one second at low recoil, at least one shot has to hit, right?

Pistols
One handed and all around decent, pistols are the usual choice for the tertiary weapon slot. Pistols, along with one handed SMGs or Melees, are able to be dual wielded with other tertiary weapons. Dual wielding is a tradeoff with pistols, disallowing the ability to aim down sights and decreasing accuracy, but doubling your firerate. Blessing compatibility is less effective than Rifles, but still good nonetheless.

The Luger: Continued from the rifle picture, the Luger is first up. It used to be a great pistol for dual wielding, but since dual wielding rewards more bullets because of accuracy nerfs, and the luger had its damage buffed and firerate nerfed, this is just a sidegrade to the Deagle.

The Deagle: A powerful weapon that no longer one-tap dinkies. Like the Luger, it’s best to simply use one of them. It has great range and is probably the best Medium-Long Ranged tertiary weapon, great for taking potshots at running enemies due to it’s bullet velocity.

The Revolver: Fast reload, decent at any range. It’s often dropped for other weapons because of its low clip size, lack of auto fire, and lesser damage than a Luger. However, it is the most well rounded pistol in the game, and fills any gap of a loadout. In that regard, it’s probably more of a GCW than the other pistols.

The Colt: The Colt used to be the worst pistol, then it was buffed and became OP with duel wield, then they nerfed everything. It’s better than it originally was, but it is still in a limbo of mediocre weapons. It is a sidegrade of the revolver, trading DPS for faster reload and an extra bullet.

The Glock: The Glock is a great choice for dual wielding, albeit having rather meh damage when using just one. Low damage, high firerate, this weapon is about as close as you can get to a crutch. It will always hit “Some shots” but very rarely will it ever hit “Enough shots.” I prefer the Mac-10, but to each their own.

The Taser: The taser still tases. While other weapons get reworked, this thing stays the same. Though, with the addition of the fast barrel (which increases bullet speed), the taser sees a bit more use. Still a high risk, high reward weapon.

The Flintlock: This is the baby bad-boy that makes gamers quake in their boots. This weapon is comparable to the taser. It holds only one shot, but instead of make an opponent spaz out, it makes them dead. It also has some bullet drop (although much less than the taser does) and it isn’t super spammable. But if you’re pushed against a wall, one shot can turn the tide of the fight.

The Beretta: The Beretta used to be the best pistol. It’s still really good, but there is more competition now. I think these are probably the best for dual wielding, as they are more forgiving with accuracy. Overall, good weapon, but not amazing anymore.

Weapon List: Shotguns and SMGs


Shotguns
They spread, they are closer range. They are shotguns. Use them close range only, and you will do well. They don’t have synergy with blessings, but they’re powerful enough to not need that.

The Arnold: It has been fixed, and it’s one of the best weapons to have as a solo tertiary weapon. Most people argue its a smaller, better mossberg. Hefty damage, fast firing, one extra bullet.

The Double Barrel: The Dubski Barreli is the other one handed shotgun. It has 2 shots, fires them EXTREMELY quick, and then reloads. More spread, better for close range. It’s better to dual wield these in order to simply delete overconfident players. Spam both at the same time in a general direction and guarantee at LEAST half their health gone in .25 seconds if it doesn’t outright kill them.

The Mossberg: With 5 rounds of steady, consistent fire, this weapon used to be amazing. Then they traded the buckshot for laughter and sprinkles and it can’t one shot anymore unless you hit every pellet. And with a shotgun that has a spread as bad as the mossy, thats pretty hard to do. It normally takes 2-3 shots to kill at close range, and with the slow rate of fire, that’s too much. And don’t bother using this thing past 15 meters unless you use a heavy barrel or an accuracy barrel.

The AA-12: A beast, especially with an accuracy barrel. This thing melts anything that comes within 10 meters of you by peppering them with too much damage. However, the dropoff and spread are worse than other shotguns, so you’re better off having a GCW to work with it. Pairs nice with a taser.

The Blunderbuss: This is a one shot shotgun. It does massive damage, is a point blank instakill, and is a lot of fun. Is not as effective as other shotguns at taking out squads, but it’s a very handy tool to counter other shotguns, melee users, or even shields. It has a flying variant as well, but that’s more of a joke or a movement weapon to blunderjump.


SMGS
Small Machine Guns are incredibly handy in this game. They bridge the gap between shotguns and assault rifles, and some even perform well at rifle range as well. Best with blessings. (mac to mp5 are in other photo)

The Mac-10: This gun is 32 rounds of automatic fire. It fires faster than a glock or a tec-9, but does weaker damage, and has more recoil as well. If you dual wield these, they are only amazing at shotgun range. The spread is too much for these already inaccurate weapons.

The Tec-9: This gun is the definition of consistency. Extremely low wobble and recoil, automatic pistol that zeroes in and hits some shots. Unfortunately, it doesn’t exactly feel lethal due to the neutered damage and clip size, but it cleans up kills extremely well.

The MP5-k: This gun did not change from my last guide. It is still a compact little powerhouse with an endless clip, due to it’s ridiculously fast reload. Bless the MP5-k. Simply put, it’s a gun that holds down chokes on its own at close range, and is perfect for more offensive players due to the reload speed, fast firing and small size. Jumping while firing is easy and encouraged with this gun.

The P90: This gun is effective. In the realm of SMGs, it is a high tier gun. The sheer number of bullets and adaptability of the gun makes it almost a GCW. If you take it as a GCW, keep in mind it does less damage at longer ranges, although can still compete at them. A good gun, early to late game.

The Vector: Used to be the worst gun, but now I think it’s pretty good. It doesn’t stand out too much, but it is viable now. The best part about it is probably how fast it switches to. Some SMGs have switching issues where they get pulled up between your legs, or above your head. The Vector never does that, and is always a decent choice.

The UMP: Mediocre, this gun is clearly the midground for SMGs. It doesn’t laser in on long range opponents like some others, but it still deals good damage there. It doesn’t melt close range, but deals large amounts of honest damage. There is no gimmick to this, only 25 shots of UMP.

The PPSH-1: You might be able to tell, but I don’t like it that much when a gun holds your hand and has a low skill ceiling. The PPSH-1 does both, it’s not super impressive. It’s not an epic game changing gun, but it works well close range, and is oppressive as all hell with that 71 round mag. Great for mid game pushes and offensive playstyles.

The MP40: The OP40 is the smaller version of the MP-44. fires faster, is a little less bulky, fires slow and deals tons of damage. If you get this gun and are comfortable with it, it just slays people. I love it, and it doesn’t require blessings to be effective late game, like other SMGs.

The Thompson: The Thompson is the best SMG is TABG. It boasts a P90 fast firerate, AK meaty damage, and controllable recoil. It has DPS comparable to the Auto crossbow, and more than the AK. It has two downsides. The bullets have hefty damage dropoff, making it not a GCW, and it has ironsights that some regard affectionately as “garbage.” It is a close range dominator, and it makes your opponents wish they never crossed you.

The AK-74U: The AK-74U is the baby AK. It has lower damage per shot, but faster firerate and less recoil. In fact, it’s the most accurate SMG, and useful at ranges longer than the big boy AK. The damage on it is honest and comparable to the UMP, but it only gets better with range.

The Glockinator: Dual wielded glocks without all the downsides of being dual wielded. Extremely effective close range, comparable to Tommy gun. Chews through ammo extremely fast, beware.

Artillery and Snipers


Artillery
Artillery consist of the Rocket Launcher, Minigun, and the larger machine guns. They are mainly supporting weapons, and don’t do so well on their own (usually). However, LMGs excel when given some blessings.

Missile Launcher: A brand-spankin’ new rocket launcher, this thing is for long ranges only. It fires missiles that will fire, pause, then launch. They ricochet until armed, and don’t arm until travelling a certain distance. Meaning, if an opponent is rushing you down, this weapon will NOT hit them. It can phalanx and lay down the hurt at long range, but is TOTALLY useless close up.

The Browning: This gun isn’t very good. 500 rounds are not worth the sluggish reload, the terrible accuracy and recoil, the medium damage and the constant chewing through ammo. However, with some weapon mastery, this gun becomes controllable and can dominate opponents without having to reload.

The Minigun: The minigun is the highest DPS weapon in the game. It also is very bulky, hard to use/aim, and is close range accurate only. However, if you pair it with a ballistic shield, or something to help close the gap into close range, it is the deadliest weapon in the game. Fear this gun, and do not push people who have this gun. This is a strong gun, but the worst gun when put at a distance. Weapon mastery turns it into something usable at medium range, and godlike point blank.

The MG42: The MG42 used to need a nerf. Now it’s never picked up. The insane firerate is useless since you can’t see or hit anything. It needs weapon mastery to use properly, at which point it just buzzsaws through enemies if you can control it.

The BAR: The BAR is terrible without blessings, even worse than all the others I just mentioned. The horizontal recoil is so awful that you’re better off turning this thing Gangsta mode. Not only that, but it has less DPS and a lot of wobble. Getting a compensator fixes some issues, but like other LMGs, it becomes WAAAAY better with weapon mastery AND spray. The 60 round mag certainly helps.

Sniper Rifles
The sniper rifles are longer range alternatives to SMGs and assault rifles. It’s best to use these at long range (surprise!!!). These weapons are usually harder to come by, with some exceptions, so let’s take a look, shall we? They are usually not great with blessing compatability, although Lit Beats is meant to go well with these.

The VSS: The VSS is a prescoped sniper with ridiculous bullet drop, a 20 round mag, heavy damage and automatic fire. That being said, it’s the worst sniper in the game. Fortunately, it’s also one of the best assault rifles in the game. The long range on this isn’t as good, especially on moving targets. But close up, where the bullet velocity is ignorable, this things is a paper shredder.

The FAL: This dinkies at point blank, has 20 shots, high recoil and uses medium ammo. This is a GCW that is extremely good, yet super rare.

The Winchester: This gun is not for the faint of heart. Can point blank dinky opponents, deals decent damage for a DMR, works just fine. (Probably the best weapon to use with Lit Beats, as the firerate is perfectly in tempo.)

The Kar-98: This gun is a powerhouse. Only 5 in the clip, but tons of damage at long range. A true Sniper Rifle.

The Garand: This gun is a Winchester on crack. Similar damage, similar firerate, one less in the clip, but it’s much more stable and much more meaty, and just sounds more powerful. Pretty run of the mill, its not an awful gun, but there are better choices.

The M14: The M14 is similar to the Garand, but has less damage, faster fire speed, many more boolets, and more recoil. It’s a fine early game weapon, and can be used late game as well, as long as you are a more defensive player. This gun is not nearly as maneuverable and compact as most other rifles, and thus, not as oppressive, and not so great for jumping out of cover and getting a few quick shots off. It’s more useful for being an all-purpose GCW.

The AWP: No AWP? No problem. This gun is the KAR but with 5 extra bullets and a bit slower firerate. Good sniper.

Future weapons: They all have a gimmick. The S7 has a weird amount of burst that lasers opponents at long range, similar to an M16. The M8 is an LMG that gets faster the longer you fire. And there are others I can’t remember. None of them stand out as being super good, but they all have something useful about them. Give them a shot, see if you don’t like them.

The Barrett: The 50 cal is a monster. One hit headshots? Check. 2 hit bodyshots? Check. A high firerate with no bolt action? Check. The problem with the Barrett lies with the large amount of nigh uncontrollable recoil, which makes the gun just as bulky and slow as an AWP. The high firerate only comes in handy when someone is up close, and you need a panic option. Definetly an upgrade from a KAR or an AWP, but not by much. Has a 10 round mag, and is a great late game choice. It comes in a larger form, which has a downside and an upside. Downside is it knocks you down every time you shoot it. Upside is you can use it to launch yourself away from a fight and reposition fast.

The Musket: This baby is a 1 shot machine. If you, y’know, remove the absurd bullet dropoff damage and long reload, etc…basically just a slightly better flintlock that takes up a slot for a good weapon. I wouldn’t use it, since crossbows exist, but sometimes this is the only oneshot bodyshot weapon you can find.

Crossbows and Melee

Crossbows
These weapons are noticeably large projectile weapons that do something unique. Some are utility, some are damage, some are even GCWs. They all have niches that show off their skillsets, but overall, they are higher damage weapons that don’t work too well with blessings.

The AutoCrossbow: The AutoCrossy is a high DPS weapon that fires bolts rapidly, demolishing players at any range. While the damage doesn’t fall off that much, the projectile speed makes it harder to track enemies down at further distances. It is the closest to a GCW out of the whole cast.

The Crossbow: One shot to the body at medium range, fast projectile speed, only one shot but reloads fast, this weapon is the most consistent of the “One Shot Wonders”. Pop an opponent and they die pretty fast. Extremely hard to use in game, but it is a skill you can learn, and the weapon is extremely deadly in the right hands.

Taser Crossbow: I’ve covered this before, but the Taser Crossbow is to Taser as Musket is to Flintlock. Why would you pick something that’s only a smidge better than the original when it takes up a slot for a big weapon? Yes, tasing people is fun, but doing it at long range totally kills the purpose of following it up with another weapon. And if you have a sniper to follow it up, then you leave yourself open to getting pushed, since the best thing you can have for close range self defense is an Arnold or a Mac-10.

Pistol Crossbow: The Mini-crossbow deals some pretty hefty damage, but it isn’t enough to one shot unless you hit the head. And in that case, there are other weapons that do the same thing, but have way more in the clip. This weapon is kind of pointless, but I suppose it is a consistent tertiary form of a crossbow, so it’s not the worst choice of a tertiary.

Firework Crossbow: A variant of the autocrossbow, this one shoots fireworks that push the enemy in weird directions. Sure, if you are in a team, you can use it to rocket a teammate up to a high spot, I’m looking at this as a weapon right now. And it’s stinky. Low damage, and each shot you hit makes the next one harder to follow up with because the opponent flies around faster.

Balloon Crossbow: Another variant of the autocrossbow, this one has more utility in that balloons are much more consistent than fireworks. Also, if you shoot an opponent with 2-3 balloons, not only will they have trouble shooting you, but they will ascend at a slow, fixed pace, making them easier to hit rather than harder. Still not very good as a weapon, but at least it’s funny AND viable.

Gaussbow: The Gaussbow fires an explosive bolt that detonates after a second or two. Sticking someone almost always means certain death, even if they possess a shield or health blessing. Destroying an opponent with a gauss is a pure dopamine rush, and even though I feel the crossbow is a bit better in viability, this weapon is way cooler and has more utility, as even a miss can still detonate and damage the opponent. It has a variant called “The Promise” where the detonation occurs after 15-30 seconds or so. Obviously, this is funny because it makes your opponent panic, but it also gives them ample time to kill you as the bolt counts down to it’s detonation. And unless you have godly, big brain intellect, an opponent wouldn’t get hit by the explosion on a miss; Dynamite has a faster cook time.

Melee
Melee weapons have been upgraded to do unique abilities as well as slashing through an opponent. Obviously, I will rate how effective they are as a weapon, and as a utility. Blessings are generally not something you think about, but blessings of Jump and Speed will obviously make melee more effective.

The Ballistic Shield (Not Shown here): First, let’s go over the Ballistic Shield. This thing is the most pure defensive melee there is. It’s purpose is to either block damage from behind, negating any flanks, or to block oncoming fire as you close the distance with an opponent. Since the Ballistic shield does very little damage per thwap, and has a slow swing speed, it is not supposed to be used as a weapon. Rather, it is to block all damage until you get close enough to use a shotgun, minigun, or other close range weapon. Extremely rare, and used to close the gap against slower enemies.

The Katana relies on rushing the opponent down to get a meaty swing on them. Quick and deadly, the special ability of the Katana allows you to blink forward a great deal, closing the gap and taking opponents by surprise. Unfortunately, the ability is highly telegraphed by the big swirls in front of the sword, so opponents can easily dodge this unless you space it properly.

The Jarl Axe is a big axe with more reach than the Katana, and more lean into the swing. Hefty and super deadly, the special ability of the Jarl Axe allows you to jump a great height, and then land, causing a shockwave on landing that allows you to pick apart the pack of poor souls you just landed on. This weapon is much less predictable in it’s movement than the katana, but is slower as well, so be careful, and use the jump when you’re already close to the opponent, rather than using it to close the gap. Otherwise, you won’t hit the shockwave, and you won’t get free hits.

The Rapier is a thin sword that swings extremely fast, and can surprise an opponent with it’s raw swing speed and medium damage. Light and extremely quick, the special ability of the Rapier allows you to send a flurry of longer range blows towards an opponent, usually resulting in death. The force of these blows makes it hard for your opponent to aim at you, and can outrange shotguns and other melee with ease.

The Viking Axe (Not Shown here) is a one-handed axe that deals some pretty good damage at the cost of no instant-kills and slower swing speed. Hefty and ruthless, the special ability of the Viking Axe creates a giant Ice Wall in front of you, forcing enemies to back up or be flanked from above. A portable, defensive weapon, the Viking Axe is a force to be reckoned with and perfect utility for someone preferring longer ranged fights and portable cover.

The Cutlass is the most mediocre melee weapon in terms of it’s melee damage and speed. However, it has one of the better special abilities, a geyser that you throw down, knocking opponents into the air and heavily damaging them to be picked off with guns as they fall down. The Cutlass can be used to obstruct vision and zone an opponent out, or you can even use it to boost yourself into the air to flank an opponent, if you don’t mind taking some damage. It can be thrown onto walls to blast sideways and cut off points of entry, or thrown onto a ceiling to push people down, comboing into a grenade of your choice.

Standard Blessings

Blessings
Blessings are buffs that I am going to cover and explain a bit. I am not ranking them, as sometimes, it’s smarter to have different blessings depending on your weapons, or sometimes, you have to distribute blessings in your squad, like if you have one teammate who is supposed to draw most of the enemy fire, they would have more health blessings and such.

BLOODLUST
Increases health by a base percentage per kill (6% Common, 20% Legendary). For all rarities, Health Blessings grant more than Bloodlust unless you have greater than 5 kills. If you have 5 kills, use Bloodlust anyways, as it is the same as Health, and can still grow bigger.

CARDIO
Health Regen Per Meter (1HP/M Common, 4HP/M Legendary). Is worse than regen under most circumstances, unless you spend most of your time in a vehicle, or have high tier speed blessings or speed aura, or some form of quick movement (Katana, Grapple Hook, etc.) If you do not run with movement blessings or items, Cardio is underwhelming. However, it can be absolutely busted with the right weapon combos, like Flying Blunderbuss.

DASH
Grants a Dash when double-tapping spring (5s cd Common, 1s cd Legendary). Helps cover short distances, move between cover quickly, or reposition in close quarters to make yourself hard to hit. Only the cooldown changes between rarities, not dash distance or speed. Plays a loud Car Horn when you dash, making stealth not an option when using this over something like Speed. However, with certain shotgun or minigun builds, covering large distances very quickly is valuable in a firefight, making dash a commonly used blessing.

HEALTH
Grants a fixed percentage of health (30% Common, 100% Legendary). Better than Bloodlust for early game or for cowards who don’t get high kill games. Overall, a decent blessing. Keep in mind that greater healthbar makes you larger in size, meaning you become a bigger target.

ICE
Lowers enemy speed when they take damage from you (15% Common, 50% Legendary). Ice doesn’t contribute too much unless you stack multiple of them or you have legendary, in which case, you can stop enemies mid air in their tracks to completely kill their momentum and make them easy targets. In a game where +200% speed is easily achievable and blessings like Cardio exist, a 15% slow is great, but not enough to make the difference late game.

JUMP
Grants the player Extra Jumps (+2 Common, +6 Legendary). Jump is one of the best common blessings, granting you quick access to traverse hard-to-reach loot spots and alternative routes. Not to mention, in a gunfight, jumping is a great way to shift your momentum and throw your opponents aim off. Being able to do it 3 times with just a common blessing makes a pretty big impact. However, being able to do it 7 times versus 3 times isn’t great scaling for the blessing. A common is all you need, and legendary blessings would contribute more if they WEREN’T a jump.

POISON
Makes opponent players take poison ticks when shot (20% of bullet damage Common, 50% of bullet damage Legendary). The difference of damage between poison is nice, and is noticable, but the value of poison in a fight mostly comes from the damage ticks themselves. They allow you to track opponents through walls for several seconds, making it easier to follow up with grenades and such. The poison duration isn’t affected between common and legendary.

RECYCLING
Allows you to heal on reload, based on mag percentage refilled (15HP Common, 50HP Legendary). Healing midfight by reloading is convenient, but unless you have good Weapon Mastery, single shot weapons, or fast reload weapons like the MP5, there are better ways to heal mid combat.

REGENERATION
Heal over time, and increase medical use speed (2HP/S and +25% Common, 5HP/S and 100% Legendary). The regen is helpful, especially for more passive players who engage at longer ranges and can stave off damage for longer periods of time. Does not help as much when under fire as other heals, but better than most other heals when outside of combat, IE when you just finished a fight.

RELAX
Heal in a radius while prone (10HP/s, 1.2m Common, 30HP/S, 3.2m Legendary). Allows you to heal you and your team by laying down. Worst in-combat heal, but best out of combat heal, as it even affects your teammates, too.

SHIELD
Places a shield around you upon taking damage, which blocks damage until it pops for a short period of time (100HP common, 250HP Legendary). Good blessing for combat, allows you to negate damage when shot at. It’s especially good for passive players who get ambushed easily, as it gives them time to react to enemies by protecting them for a moment.

SPEED
Gain a fixed amount of speed (30% Common, 100% Legendary). Similar to Health, this blessing is just as good for combat, increasing your movement speed and making yourself harder to hit and easier to reposition/push/avoid explosive damage. Speed is the key in TABG.

SPRAY
Gain a fixed amount of firerate (30% Common, 100% Legendary). Certain weapons benefit heavily from shooting more bullets in a shorter timeframe. Some do not, due to recoil. An overall great blessing for most loadouts.

TACTICAL MANEUVER
Grants speed while reloading (80% Common, 200% Legendary). The large amount of speed is hard to understate. Great with small clip, long reload weapons like Flintlock or Grapple.

HUNT
Gain speed per kill (6% Common, 20% Legendary). Same philosophy as Bloodlust. Grab this over speed when at or above 5 kills.

VAMPIRE
Heal upon dealing damage (20% Common, 50% Legendary). The most common healing item. Some people like laying to heal, some like running to heal, but everyone can appreciate shooting and killing to heal. If you deal 100 damage to someone to kill them, you would heal 20 health with a common, making your effective health in that fight 120, theoretically. Things are never that simple. Decently effective, but honestly overrated and needs high tier or stacks to be powerful.

WEAPON MASTERY
Gain a bunch of weapon handling stats (-30% -> -70% Recoil, +30% -> +70% Accuracy, +50% -> +150% Reload Speed, +50% -> +200% Magazine Size). Makes easy to use weapons slightly better, and makes difficult to use weapons incredibly easy to use. Just one of these makes all the LMGs legitimate good weapons, and allows the use of Spray on weapons that normally couldn’t use it effectively.

Special Blessings

STORM
Not a special blessing, but a good one. The better rarity, the more often it procs lightning to deal extra damage. Works well with fast firing, as it gains percentage per bullet.

AIRSTRIKE
Allows you to drop missiles on enemies from far away (15s cooldown Rare). Only comes in rare form, and functions like an epic or legendary blessing. Makes short work of smaller locations, and can wipe out corner-huggers if aimed properly. Amazing blessing, worth keeping in your inventory and trading a combat blessing for.

LIT BEATS
Buffs guns with extra bullet speed and fire damage when shot on the beat (30% Burn Rare, 50% Burn Legendary). Makes snipers able to deal extra damage with afterburn, which puts all snipers over the 100HP headshot damage threshold. Useful if you snipe and are skilled. Useless otherwise. Makes your bullets wet noodles when shot off-beat.

PULL
Pulls enemies towards you when shot, instead of knockback (Rare). Busted with fast-firing weapons that excel at close range. Mac 10, minigun, LMGs, etc are amazing with pull. Works on it per bullet, not based off damage.

BATTLECRY
Increases weapon handling and firerate for several seconds at a time based of catchphrase. Only Epic or Legendary. Gives the best of both worlds of Weapon Mastery and Spray in one single blessing, with the downside that it’s not always active. If you pop it when you need it most, it can save you blessing space for support blessings and still do the job of Spray and Weapon Mastery. Stacks with both and is really powerful for straight up gunfights.

CHARGE
Massive increase to movement speed for several seconds at a time (150% Epic, 200% Legendary). Makes you extremely fast for a while. Powerful, but dash and tactical reposition are better for extra speed bursts, while speed is better for consistent moving.

EPIC HEALING WORDS
Heal when using your catchphrase (50HP on 20s Epic, 75HP on 10s Legendary). Gives you an instant medkit on a large cooldown. Effective-ish, but Recycle is more consistent and useful in most situations for activated heals.

SMALL
Makes you 40% smaller (Streamer Size Epic). Being smaller slightly decreases your speed, but it also makes you much harder to hit. Shotguns now will miss much more of their pellets, spraying won’t hit you as often, being small is very good for combat.

STORM CALL
Calls a storm bubble that will shock and lightning bolt anyone around you for several seconds (20s cooldown Epic, 10s cooldown Legendary). Good ability, but requires a lot of speed and protection to make the most of it.

WORDS OF JUSTICE
Your next shot will shoot out a giant sword AOE, dealing massive damage. Rarity changes cooldown. Powerful and novel, but not super effective unless enemy is slow, caged, stunned, or not paying attention.

INSIGHT
Wallhacks are fun. See enemies through walls and see their health. (Can be accomplished with a health analyzer and poison blessing, so not always a great blessing, but fun to use nonetheless.)

ASSASIN
Bullets deal 1 damage, have one shot, then poison enemies over 10 seconds for 200 health. Fun blessing that is generally awful because of how long it takes to kill enemies. Also, enemies can attempt to outheal the poison, result in a less than 100% killrate.

MAD MECHANIC
Lose 20 max health, throw 3 grenades instead of 1. Useful when you’re in a team, or using area denial damage grenades, like Orbital Strikes, Fire Grenades or cluster grenades. Generally fun to use when you instigate fights, but the health nerf and grenade-only buff makes it terrible when you get ambushed.

Grenades

In this section, I will cover grenades, how to best utilize them, and which ones are most worth picking up, or keeping in your inventory.

Grenades as a whole are extremely useful and powerful thrown, consumable items that change a battle in an impactful way, whether it be creating a smokescreen or wall for cover, dealing direct or area damage, dealing DOT to lock off areas and chokes, trapping enemies in place, or allowing an escape from a gunfight. Grenades, due to only being found at stacks of one in the world and having a plethora of varieties, can clog up your inventory fast and don’t stack well, so deciding which grenades you keep is crucial for winning complex gunfights and negating opponent advantages. I’ll be going in order of the chart found on the Shooting Range wall, and will talk about other grenades that aren’t found there if they have variants.

DAMAGE GRENADES

Starting off the list is one of the most utilized and effective grenades, the fire grenade. It will deal damage over time ticks to enemies inside of it while also acting like a pseudo-smoke grenade, obstructing view. This gives the thrower advantage as the fire deals a good amount of damage, and the damage ticks mark out enemies who are inside of it, letting the thrower spray into the fire grenade and deal even more damage. It can be used to block off an opponent from reviving their friend, or used to simply cut off a pathway or building entrance to the enemy, buying yourself some time.

Next, we have the Bombardment Grenade.Throwing this will call down a hail of explosive Air-to-Ground detonating rounds that deal massive damage. The fuse is about five seconds, but it doesn’t make any noise until it’s too late, so throwing this on unsuspecting enemies will clean them up, and it also locks off areas for a second or two, as the hail of explosions lasts for quite a bit.

The Dynamite is up next, which is one of the highest amounts of base damage in the game. Respectable radius, quiet fuse (although it is audible). The only issue with the dynamite is it’s six second fuse time. It’s easy for an enemy to see you throw this and then just move away. However, if you were to throw this on someone downed, prone, hiding, caged, tased, or otherwise incapacitated, and can guarantee the damage, it will almost certainly kill. Powerful but situational.

The Grenade is a very simple thing. dealing somewhere in the ballpark of 150 damage at it’s center. Throw it, count to three, and watch the sparks fly. The standard grenade is quicker and more efficient than most other damage grenades, but it lacks the radius of threat and pizzazz that most other grenades offer.

The Volley Grenade is an incredibly powerful “area of effect” grenade. Throw it, and once it lands, it will pop up instantly and rain down arrows in a small radius around where you threw it. It does not bounce, roll or move at all once you throw it, and the radius is VERY small, but to balance that, anything hit by it will almost certainly die, and it does detonate very fast. Can be used to either demolish groups of opponents if you predict their movement or throw this on their downed buddy, or thrown onto a vehicle to deal massive damage to it.

The Splinter Grenade is similar to a normal grenade, except it deals less damage on the initial detonation, and then deals more with the splinters that fire out of it and ricochet around, in lieu of a Bouncing Betty. I find that standard grenades are generally better for outdoors, open areas, but this works much better either inside a building or in closed spaces, like alleys between buildings. Underrated and very powerful if used properly.

The Bouncy Grenade is like a more loose cannon version of a Splinter. Extremely deadly when in enclosed spaces. It bounces for roughly 8 seconds, exploding when it hits any surface. A direct hit with the bouncy grenade deals more than 100 health, and it bounces based off geometry. If you aren’t aware of your angles, the bouncy grenade can bounce back towards you and kill you when you least expect, so be wary of your own death bomb. Lackluster when used in the open, but a workplace hazard when thrown in buildings.

The Cluster Grenade is the little brother of the Bombardment grenade. Instead of exploding into flares that call down missile rain after a few seconds, it explodes into other grenades that deal slightly less damage than it’s brother, but detonates MUCH faster. In my experience, the cluster is a much more valid option, but let’s be real, it’s way less cool.

The Snow Storm Grenade is the variant of the Fire Grenade. It’s far less lethal, but it slows down enemies who enter it, which is much more valuable against living opponents. Due to the lack of damage, though, it’s not as great for throwing on downed enemies, but it’s still an amazing area of effect.

The Knockback and Implosion Grenades are very similar. One pushes opponents (or yourself) away from it, dealing minimal damage, one pulls them towards it, dealing minimal damage. Both grenades are great for stunning and knocking opponents to the floor, making it much easier to engage them (given that you can see where they got knocked into.) They have a quick fuse of 1 second, but they require practice to get them to do what you want them to do, as their radiuses aren’t as big as you’d think.

The Smoke Grenade is an obstruction that, after one second, will start forming a large wall of smoke. Placing this in the open can make it easier to retreat, push, or heal, as nobody can see through it without a blessing of insight. Overall, it can be useful to drop as a sort of protection, but it’s not very powerful, as the smoke doesn’t block any damage, and ticks of damage like poison or fire can reveal where you are exactly to the enemy.

The Stun Grenade is a flashbang. Because of how the game works, you cannot bounce flashbangs off of walls (although that would be awesome.) Instead, you just have to lob them towards your opponent. A well placed flash can blind enemies for 7 seconds, making them an easy kill. However, you can also be blinded by your own grenade, so informed usage of this grenade is advised.

The Black Hole Grenade is like an Implosion that also traps enemies inside of it. It pulls players and vehicles towards it, but keep in mind that anything going fast enough can escape it easily. Combos well with dynamite and other grenades, but is a bit underwhelming in it’s effect. I hope they buff this grenade a bit, because it doesn’t do too much for you, as an implosion will do a better job of stunning and discombobulating an opponent.

The Cage Grenade forms a cage around where it lands for 10+ seconds, allowing you to grenade them through the cracks, or cage yourself for protection. The Cage is hard to shoot through, as the bars are thick and the cracks are not as thick. It basically separates what is inside of it from everything else for an extended period of time, so it’s normally used on downed opponents to stop their team from reviving them, like most grenades. However, the cage also has a variant called a Taser Cage, which tases anything that touches the bars. Novel and funny, if a bit impractical.

The Dummy Grenade drops a blowup doll of a player onto the field. It’s generally supposed to be useless, however, since many of the actual players of this game are dummies, they will shoot and be distracted by the unmoving target. Sometimes, even the best players in the game will shoot a dummy once or twice if their teammate threw it down. The idea is for players to pump a few shots into it, or to just look at it for a split second (and that means not looking at you), revealing their location via sound. But sometimes, they insist on unloading into it because THEY are the dummy.

There is also a Cluster Dummy.

Extra Grenades and Spellbooks

Continuing from the last section, we have Shield Grenades. These place impenetrable, one-way bubbles down, where the person inside cannot be shot at, but can still shoot at others. If someone shields themselves or their team, you have three options: Lob a grenade at the shield (they go right through it, and a fire grenade will completely encompass the shield), get to cover, or charge through the bubble. Extremely defensive, but countered by other grenades.

The Healing Grenade is similar to the Shield, in that it encompasses the user (ideally, and not the enemy) and will allow the user to regenerate health while doing other things. This is usually used as a team heal mid-fight or post-fight. It’s good, but it makes the user want to stay inside the bubble of heals, making it grenade city for the enemies. Or sometimes, the enemy will charge it, because FREE HEALZ, YEAAAAAAAAH!!! There is also a BEEG HEALING Grenade, which has orbital-level proportions and turns a whole location into a healing zone.

The Wall Grenade is a funny little trinket that used to place an impenetrable, slow rising wall as portable cover. With the Beta Buffs, however, it spawns a whole ass NYC apartment, completmentary with 20 whole square feet of space. The best part of the wall is the portable cover, and the mini sniper tower is spawns for you. It’s a bit chunky, clunky, and weird to use, but it does give you an advantage in an open field gun fight.

The Launchpad Grenade launches you. It can be used by a team, trying to get to the next circle, or used by a solo player to retreat from combat, or used by a duo who wants to land directly on their opponents because it’s funny. Whatever the reason, Launchpad is valid and extremely useful. Always keep one in your inventory if you find it, because the ability to fly across the map is extremely powerful.

The Orbital Strike, as well as the Taser Orbital Strike, is a big freakin’ laser sent down by God that instakills anyone in it’s radius after it’s 20 second fuse. The radius is huge, and if used in a complicated, stuffy area like Actual Castle, can rack up a huge multikill. It can also be thrown at one person to force them to reposition, letting you pick them off as they run for their lives. You know, as a joke!

SPELLBOOKS
Spells can be found as one handed weapons and utility, like melee weapons or grappling hooks. They do a variety of shenanigans that aid you in battles.

Blinding Light is a one-way flashbang. Think Stun Grenade, except it only blinds in a cone in front of it. It can be incredible if used properly, but it can still flash you and your team if you run in front of it.

Healing Aura creates a portable Healing Grenade that heals everyone within the user’s reach, usually their team. Being able to Team-Heal is really useful, as it changes the dynamic of a fight and sustains everyone in a radius. This one is super powerful.

Summon Rock is a spell that launches a gravity-based projectile, then crushes wherever it lands with a rock. It’s powerful, it’s funny, it does area of effect damage. Good offensive spell.

Teleport is a powerful mobility spell that shoots a projectile and teleports you to it when it connects with something. Use it to teleport behind an enemy mid fight, or teleport away from a fight entirely, or just fire it forwards to move faster towards the ring.

Track is a spell that fires a bolt of energy that homes in on the closest non-team player. This allows you to “track” an enemy by following the bolt, giving you the upper hand on engagements by allowing you to almost always instigate the fight.

Gust is a spell that violently blows a player in a direction. You used to be able to use it to fly forwards, but now it’s almost impossible to use it on yourself. Use it to blow enemies or allies away from you, making them spaz out midair, unable to aim.

Speed Aura is similar to healing aura, except it grants bonus movement speed. I do not know how much faster, but it’s definitely above an 80% boost for several seconds. Use it to allow your team to charge forwards as a group.

Fireball is a damage spell that has an interesting arc and area of effect. I have not personally used it or seen it used, but it seems to be a rarer spell than the others.

Gravity Field is a spell that launches a giant Anti-Gravity chamber that slows and lifts anyone inside it’s pillar. It’s great for equalizing fights, especially against enemies with lots of movement speed, jump, protection or other ways to negate your damage (ballistic shield?).

Shockwave is the final spell found in this build of the game. (Some spells seem to have been nixxed, like Summon Tree and Magic Missile). Shockwave turns you into a knockback grenade, pushing things away. This can be used in a car to boost it forwards, or near enemies using melee to send them flying away.

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