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.

by Antosha5 min read
Eye of the Storm: Towers, the Flag and the Tick guide cover

What Eye of the Storm is

Eye of the Storm is a hybrid: four towers to hold and one flag to run, both feeding the same score. Holding towers generates resources on a tick, and capturing the central flag is worth a lump sum that depends on how many towers you hold when you cap it. You win by reaching the resource target first, and the flag is an accelerator, not a separate objective.

It runs 10v10 as a random battleground and 8v8 in Battleground Blitz.

The four towers and the tick

The towers are Blood Elf Tower, Fel Reaver Ruins, Mage Tower and Draenei Ruins, one in each quarter of the map. How many you hold sets your resource rate, and the rate is not linear:

Towers heldResources per tick
11
22
35
410

The jump from two towers to three more than doubles your income, and the jump to four doubles it again. That shape is the whole strategy: two towers is a holding pattern, three is a winning position, and four is usually not worth the overextension it costs to hold.

The flag, and why it is worth more with towers

The Netherstorm Flag spawns in the centre. You grab it and carry it to a tower your team owns to cap it, and its value scales hard with towers held:

Towers held at capFlag value
175
285
3100
4500

A flag capped on one tower is a rounding error; a flag capped on four is worth a third of the game. This is why the flag is not a separate race: it pays off in proportion to how well you are already doing on towers.

The win threshold is 1600 resources.

The opening

The consistent opening is to take two towers first for the tick advantage, then contest the flag from a position of income rather than fighting over it from zero. A team that scrambles for the flag before it holds any towers is chasing 75 points while the other team banks a steady tick.

From two towers, the flag becomes the tool that pushes you to three-tower income or punishes an enemy who overcommitted. Grab it when capping it adds meaningfully, and hold it back when you are already ahead, because capping resets it to the centre and hands the enemy a fresh attempt.

The roles

Eye of the Storm splits a team three ways: players who take and hold towers, players who contest the centre for the flag, and the defenders who keep a captured tower from flipping. The specialisations that do each job well in Blitz right now are the shortlist:

PvP tier list

rating first · top segment 1950+ · 7,639 playersMeta
SAugmentation EvokerPreservation EvokerBalance DruidDevastation EvokerArcane Mage
AMarksmanship HunterMistweaver MonkDiscipline PriestBrewmaster MonkHoly PriestAffliction WarlockProtection WarriorRetribution PaladinDestruction WarlockSubtlety RogueAssassination RogueDevourer Demon HunterGuardian DruidProtection PaladinArms Warrior
BSurvival HunterUnholy Death KnightOutlaw RogueVengeance Demon HunterFire MageShadow PriestElemental ShamanFury WarriorRestoration ShamanFeral DruidWindwalker Monk
CEnhancement ShamanFrost Death KnightFrost MageHavoc Demon HunterDemonology WarlockRestoration DruidBeast Mastery HunterHoly PaladinBlood Death Knight

Tower defence is the job players skip and lose to. A tower that flips the moment its holder leaves undoes the tick advantage the whole opening was for.

What losing teams do

  • They fight over the flag from zero towers. The flag is worth 75 with one tower and 500 with four. Chasing it before you hold towers is chasing the smallest version of the prize.
  • They take a fourth tower and cannot hold it. Four towers pays double three, but only if you keep all four; a fourth that flips back repeatedly is worse than a stable three.
  • They cap the flag while ahead. Capping resets it to the centre for a contested grab. When you are winning on towers, sitting on the flag denies it to the enemy.
  • They leave captured towers undefended. A tower with nobody on it is a tower about to be taken.

Patch 12.1 on this map

Healing in battlegrounds is down 20% this season, and the broad snare nerfs make it harder to slow a runner, both of which matter most around the central flat where the flag and the fights over it happen. The knockback change, which stops knockbacks working on feared or disoriented targets, matters less here than on the flag maps, since there is no bridge or ledge the flag run depends on.

What Blitz changes here

Eye of the Storm is in the Blitz pool, confirmed by Battleground Blitzest, and Blitz changes the tower game more than on any other node map.

  • Only two of the four towers are capturable at a time, one per side, while the central flag stays available. The four-tower income ceiling does not exist in Blitz, so the flag and the one contestable tower carry the game.
  • 8v8 instead of 10v10.
  • The mount speed buff is 75% here, not 100%. Swift Pursuit reaches 100% only on Arathi Basin and Deepwind Gorge.

The rules shared across all nine Blitz maps are in our Battleground Blitz guide.

FAQ

How does scoring work in Eye of the Storm?

Two sources feed one score. Holding towers generates resources on a tick, faster the more you hold: one tower gives 1 per tick, two gives 2, three gives 5, four gives 10. Capturing the central flag pays a lump sum that scales with towers held. First team to 1600 wins.

How much is the flag worth?

It depends on how many towers you hold when you cap it: 75 on one tower, 85 on two, 100 on three, and 500 on four. A flag capped from one tower is negligible; a flag capped from four is worth almost a third of the game, which is why the flag pays off in proportion to how well you already hold towers.

How many towers should you take?

Three is the winning number. The jump from two towers to three more than doubles your tick, and a stable three usually beats an unstable four, because the fourth tower costs an overextension that flips it back repeatedly. Take two first, contest the flag from that income, and push to three when you can hold it.

Should you cap the flag when you are ahead?

Often no. Capping resets the flag to the centre for a fresh contested grab. When you are winning on tower income, holding the flag denies it to the enemy and keeps your tick advantage running. Cap it when it pushes you to a better tower position or breaks a stall.

What does Battleground Blitz change in Eye of the Storm?

Only two of the four towers are capturable at a time, one per side, while the central flag stays available. The four-tower income ceiling does not exist in Blitz, so the flag and the single contestable tower decide the game. It plays 8v8 and the mount speed buff is 75%, not the flat 100% the tooltip shows.

What is the most common mistake in Eye of the Storm?

Fighting over the flag from zero towers. The flag is worth 75 with one tower and 500 with four, so contesting it before you hold towers is chasing the smallest version of the prize while the other team banks a steady tick. Take towers first, then let the flag accelerate a lead you already have.

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