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Battlegrounds PvP guides

Blitz and rated battleground guides.

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Alterac Valley Guide for Retail WoW: How to Win the Epic BG guide cover
Battlegrounds

Alterac Valley Guide for Retail WoW: How to Win the Epic BG

How to win Alterac Valley in Retail WoW: the 40 vs 40 epic battleground, 700 reinforcements a side and exactly what costs them, the towers and bunkers that weaken the enemy General, the captains, rush or turtle, the achievements and weekly quest, and how Retail AV differs from Korrak's Revenge, Classic and WoW Forever.

6 min read
Isle of Conquest Guide: How to Win WoW's Siege Battleground guide cover
Battlegrounds

Isle of Conquest Guide: How to Win WoW's Siege Battleground

How to win Isle of Conquest in Retail WoW: the 40 vs 40 siege epic battleground, why only vehicles and bombs break the keep gates, what the Docks, Workshop, Hangar, Refinery and Quarry each give, why the Hangar rush was tuned down, a simple game plan for attack and defence, and the achievements and weekly quest.

6 min read
Wintergrasp Guide: Attacking and Defending WoW's Epic Siege guide cover
Battlegrounds

Wintergrasp Guide: Attacking and Defending WoW's Epic Siege

How the Retail Wintergrasp epic battleground works: attackers against defenders on a 30-minute clock, the walls only siege can break, the workshops and vehicles, the southern towers that cut time from the match, how to attack and how to defend, how it differs from the Wrath-era zone battle, and its achievements and weekly quest.

6 min read
Slayer's Rise Guide: Midnight's 40v40 Epic Battleground guide cover
Battlegrounds

Slayer's Rise Guide: Midnight's 40v40 Epic Battleground

How Slayer's Rise works, the 40 vs 40 epic battleground Midnight added in the Voidstorm: which domanaar your faction fights for, the opening control point, the lane push and neutral recruits like the ultradon, the named objectives, all five achievements, and the Enshrouded in War weekly that pays Conquest.

5 min read
Deephaul Ravine: Carts, the Crystal and Two Fronts guide cover
Battlegrounds

Deephaul Ravine: Carts, the Crystal and Two Fronts

The newest battleground and the ninth Blitz map: a hybrid of two mine carts to escort and a central crystal to carry, both feeding one race to 1500. How to read the two fronts, who carries and who escorts, and what Blitz changes.

5 min read
Battle for Gilneas: Three Bases and the Waterworks guide cover
Battlegrounds

Battle for Gilneas: Three Bases and the Waterworks

Arathi Basin compressed to three bases, where losing the centre usually loses the match. The Lighthouse, Waterworks and Mines, why three bases plays faster than five, the standard opening, and the Midnight bridge rework.

6 min read
Arathi Basin: Five Bases, the Resource Curve, Rotation guide cover
Battlegrounds

Arathi Basin: Five Bases, the Resource Curve, Rotation

The reference node map: five bases, a resource race to 1500, and a non-linear scoring curve that makes the fourth base worth chasing in Blitz. The opening, who defends, and why the old three-base rule is wrong in Blitz.

6 min read
Eye of the Storm: Towers, the Flag and the Tick guide cover
Battlegrounds

Eye of the Storm: Towers, the Flag and the Tick

Four towers set your resource tick and the central flag pays a lump sum that scales with towers held, from 75 on one to 500 on four. Why three towers is the winning number, why you take towers before the flag, and how Blitz cuts the map to two towers.

5 min read
Warsong Gulch: Flag Carrier Rules and How to Win guide cover
Battlegrounds

Warsong Gulch: Flag Carrier Rules and How to Win

Capture the flag, first to three, and you cannot cap while your own flag is out. The stacking carrier debuff that breaks a stall, the four roles, why you kill the enemy carrier instead of chasing the flag, and what patch 12.1 changed for flag defence.

5 min read
Twin Peaks: The Bridge, the Outposts and Flag Play guide cover
Battlegrounds

Twin Peaks: The Bridge, the Outposts and Flag Play

Warsong Gulch's flag rules on a valley split by one central bridge, with two flank outposts that buff whoever holds them. Why the bridge decides interceptions, what the outposts are worth, and what patch 12.1 changed for knocking a carrier off it.

5 min read
Silvershard Mines: Carts, Tracks and Rotation guide cover
Battlegrounds

Silvershard Mines: Carts, Tracks and Rotation

Three carts, five track routings and a control rule that makes a one-player lead as fast as a six-player one. Which carts to take, why the long track is a trap, and the one map Battleground Blitz left completely alone.

6 min read
Deepwind Gorge: Five Bases, Not Mine Carts guide cover
Battlegrounds

Deepwind Gorge: Five Bases, Not Mine Carts

Patch 8.3 rebuilt Deepwind Gorge as a five-base domination map and retired the carts. The bases, the 1500 race, the Blitz node cycle, and the resource curve that overturned the map's oldest piece of advice.

6 min read
Temple of Kotmogu: Orbs, Scoring and How to Win It guide cover
Battlegrounds

Temple of Kotmogu: Orbs, Scoring and How to Win It

Four orbs, three scoring rings and a carrier debuff that grows the longer you live. How Kotmogu scores, who should carry, why two held orbs beat four scattered ones, and what patch 12.1's healing cut did to the map.

6 min read
Battleground Blitz: Objectives, Maps and Rotations guide cover
Battlegrounds

Battleground Blitz: Objectives, Maps and Rotations

What each Blitz map actually scores, where to be in the first minute, when a node is worth defending and when it is already lost, and why the fight in the middle of the map is the most common reason teams lose.

13 min read