This detailed guide serves to provide an in-depth game knowledge for mastering Bomberground: Battle Royale. Reading through this guide will prepare you to enjoy the game to its fullest. Jump to Strategy if you are overwhelmed with too much detail.
This guide will read/sound like an experiment report because not much information about the game is available online. I have to conduct my own testing to obtain the data. All my tests are recorded, so I can obtain precise timing (at 60 fps), count and verify uncertainty. At the same time, to support my findings and make fun videos!
Please Rate 👍 and ⭐ Favourite to show extra love! Thank you!
Basic | Blocks 📦
Maps consist of blocks arranged in a grid pattern, creating a 35 x 35 large arena. As of Patch 0.9.8, maps only have 2 layers of blocks. The bottom layer forms the platform that players stand on. The top layer creates the obstacles to restrict player movement, provide protection from blast, supply collectables and introduces other gameplay mechanics.
As the name suggested, the edge block is the block representing the current boundary of the map. Players cannot walk/run off the edge block but are eliminated if they are standing on the edge block when it fell. The edge blocks will begin to fall off 1 by 1 after 45s (since match start time), shrinking the playable space. The first edge block to fall is the North East edge block, it propagates in the clockwise direction until the last edge block (located below the first block).
The speed of propagation is approximately 10ms per block and it is constant. When the map is shrinking, the delay per block is added up and produces a noticeable delay between the first edge block and last edge block. As the map gets smaller, the delay between the first and last edge block is less significant.
It takes 3s for individual edge block to fall off. The fall timer for the inner edge block starts as soon as the outer edge block fell. Starting from 37 x 37 blocks, the map is shrunk down to 10 x 10 blocks after 85s match time (1 minute 25 seconds). The last fall only consists of 2 edges, North Edge and East Edge to reduce the map from 11 x 11 blocks to the final size.
These blocks can be blasted away using Bomb or Mega Bomb. Melee can’t destroy these blocks regardless of the charge power. (There are people saying that it is destructible with a Full Charge, my testing disproved that).
Crate supplies collectables such as small star (ss) and power-ups. Destroy them early in the game.
Tree and other non-wall blocks acts as a temporary barrier and provide protection against 1 explosion only. These destructible blocks do not drop collectables.
These blocks cannot be blasted away. In general, blocks that form the floor and wall of the arena cannot be destroyed.
Stone Block and other wall blocks act as the walls in the arena.
Water Block and Lava removes any bombs that fell into it. The bombs won’t detonate after it has sunk into the water block completely but not before. There is the milli-second window where a bomb can detonate before it sunk completely. It is achievable with a Timed Bomb (discussed in Strategy | Bomb Control 💣🎮🎯)
Flooring blocks come in a variety of texture, as an indicator of its type. As of Patch 0.9.5, most flooring blocks has no special properties (except Water Block) that affect the gameplay.
Basic | Player’s View 👀
|Top||5 blocks||Right||6 blocks|
|Bottom||4 blocks||Left||6 blocks|
|Vertical||10 blocks||Horizontal||13 blocks|
The camera always centred on your player model. You have a wider view in the x-axis, thus moving toward left or right while seeking for opponents is safer (Watch out for Bomb Lv3).
Staying at the top side of the map is disadvantageous because the view toward the top is farther than toward the bottom. The bottom vision is 4 blocks far, this makes Bomb Lv1-3 hard to spot and react to while scouting. Opponent at the bottom map can prepare bombardment without you noticing. During late game, taking control of the bottom map is beneficial.
Basic | Star Level ⭐⭐⭐
All players start off with zero-star level (0 Star). Players need to collect Small Star (ss) to increase their Star Level. The progress of levelling up and the benefits of each Star Level are stated in the table below.
|Star Lv||Require||Cumulative||Full Charge Time||Bomb Capacity||Blast Radius||Movement Speed|
|0 Star||0 ss||0 ss||3.75 second||3 bombs||3 blocks||2.75 block/second|
|1 Star||10 ss||10 ss||3.00 second||4 bombs||4 blocks||2.90 block/s (+5.5%)|
|2 Star||10 ss||20 ss||2.25 second||5 bombs||5 blocks||3.05 block/s (+11%)|
|3 Star||10 ss||30 ss||1.50 second||6 bombs||6 blocks||3.44 block/s (+25%)|
Melee Charging Rate/Time
As shown in the table and video above, Star Level increases the charging rate and effectively shorten the time required for a fully charged swing.
Higher Star players are better at controlling the arena because they fully charged faster. It’s not wise to stay too close to another opponent who is charging earlier than you or had fully charged. So people generally stay at least 1 blocks away from charged opponents. It is a good idea to charge your melee while waiting for explosive(s) to go off because it deters enemies from coming too close.
Basic | Bomb 💣
The Bomb will detonate in 3 seconds after placing. It will begin to pulse after 2.2 seconds. The bomb refills by 1 every 2 seconds, the refill rate is the same for all Star Lv.
The blast region is a cross-shape (+) with the bomb as the centre. The explosion do not penetrate barriers such as Tree and Stone blocks. Bombs that displaced beyond the boundary of the map (edge block) or fell into the water block will not detonate.
The blast radius is measured from the bomb (same for Mega Bomb), the block that the bomb occupied is counted as one because you do get damaged if you stand on the same block as the bomb.
The blast region is discrete, this means the explosion can’t occur in-between blocks and players wouldn’t be damaged if they aren’t in the blast region. Sometimes, bombs could be displaced and landed between blocks in the client (player) site, the actual position of the bomb is according to the server. It could be confusing to see a bomb that landed halfway, so treat it as 2 bombs and stay behind cover to avoid elimination.
Sometimes, a deflected bomb is not shown to the client (player)… so you got a decoy and an invisible bomb where the decoy didn’t detonate but the invisible bomb did. Players couldn’t see the invisible bomb so there’s little knowledge of the blast region.
Chained Bombs (Premature Detonation)
(I called it Chained Bombs because it is a type of chain reaction.)
A bomb can prematurely detonate if it got blasted by other bombs (excluding Echo). Chained Bombs only deals 1 damage to Shield regardless of the number of bombs chained together.
You can take advantage of Chained Bombs to increase your blast region. Rather than placing 1 bomb a safe distance away from another bomb, you can place multiple bombs in close proximity with each other to speed up your looting. It is useful in certain scenario for elimination.
Basic | Melee ⛏🔪🍭🍖
Function 1: To the stun the opponent(s).
Function 2: To displace any explosive(s).
Function 3: To instantly eliminate the opponent(s). (Power 3 only)
If you hold the Hit button, you can charge up to 4 different power. The charging rate is dependent on your current Star Level (discussed in the Basic | Star Level ⭐⭐⭐ above). Melee Power affects the stun duration and bomb displacement.
|Melee Power||Charge %||Stun Duration||Bomb Displacement|
|Zero Power (P0)||< 25%||1.0 – 1.2 second||3 block|
|Power 1 (P1)||25% – 50%||1.2 – 1.5 second||4 block|
|Power 2 (P2)||50% – 99%||1.5 – 1.9 second||5 block|
|Full Power (P3)||100%|
|( Elimination Hit )||6 block|
The melee range is about as shown in the image on the right. As your Star Lv increases, your player model gets larger and the range also increases slightly. As a Rule of Thumb, expect to hit your target when it’s less than a block away.
When dueling with Star Lv3, the huge player model makes it harder to estimate the distance. The best way is to look at the lower body of the player. Aim for the legs when judging distance, don’t aim for the head.
By the way, you shouldn’t duel with a higher Star opponent. Higher Star has a faster charging rate and their range is slightly further, so the odds of winning a duel is slim. Use other strategy instead.
Basic | Stun Duration 💫⏱
Stun duration (in second) is calculated using the formula:
1.0 + ( Charge percentage / 100 )
After being stunned, the player has 3.0 seconds (estimated) of stun invincibility. The stun invincibility doesn’t include damage invincibility, so the player can be damaged by bombs or elimination hit. Charging the melee completely will resulting in an elimination hit instead of a 2-second stun.
At maximum Star Level (3 Star), it is possible to stun an opponent with Power 2 stun and followed by an elimination hit. The charging rate of 3 Star is 1.5s to Full Charge, shorter than the stun duration.
After being stunned with Power 0 stun, Star Lv3 player could use the short period of stun invincibility to counter-attack with a melee elimination if the opponent do not run away.
Basic | Bomb Displacement 🥏
Bombs (including Mega Bomb) displaces in a bouncing motion. When the bomb is hit, it bounces over a number of blocks in its direction of translation/displacement. The bomb stopped if it is blocked by a barrier or lands in a water block.
|Melee Power||Charge %||Displacement||Trajectory||Velocity (ms/block)||Minimum|
|Zero Power (P0)||< 25%||3 block||0 → 2 → 3||188 – 200||0 Star Lv|
|Power 1 (P1)||25% – 50%||4 block||0 → 2 + 3 → 4||175 – 188||0 Star Lv|
|Power 2 (P2)||50% – 99%||5 block||0 → 2 + 3 → 4 → 5||165 – 175||1 Star Lv|
|Full Power (P3)||100%||6 block||0 → 3 → 5 → 6||120 – 125||2 Star Lv|
Star Level determines the maximum Melee Power before the bomb detonates. Hence, certain displacement is not achievable at low Star Lv.
Trajectory of Displacement
Zero Power 0 (P0)
The bomb skips block_1. Lands on block_2, then bounce to block_3.
Power 1 (P1)
The bomb skips block_1. Lands on either block_2 or block_3 (if only one block is water block, it will continue to bounce), then bounce to block_4.
Power 2 (P2)
The bomb skips both block_1. Lands on either block_2 or block_3 (if only one block is water block, it will continue to bounce), then bounce to block_4 and block_5.
Full Power (P3)
The bomb skips both block_1 & 2. Re-bounce from block_3. Skips block_4, and lands on block_5, then bounce to block_6.
Direction of Displacement
Relative to a single bomb, the expected direction of displacement is as shown on the right. Each block is broken down into 9 cells, so it’s easier to digest and to simplify the uncertainty.
By counting the cells, you can determine the distance relative to the bomb. Inside each cell, an arrow indicates the facing direction.
The thicker arrow includes an additional 2 facing directions. For example, the thicker rightward arrow implies facing right, top-right or bottom-right.
Dot means the bomb can be hit but it will displace to another direction, instead of the direction indicated.
“X” means the player can’t hit the bomb from that distance, regardless of their facing direction.
Bombs can be hit directly from a full block away. On the other hand, indirect hit needs to be closer than a block to send it toward the wanted direction. Further than that, the bomb will fly toward another direction. Players generally get the idea of how the bomb moves according to their facing.
Power-Up | Mega Bomb 💥💣💥
The level of a Mega Bomb is easier to identify from their size after being placed down. The size of the Mega Bomb on the back of the player also indicate its level but it’s proportional to the player model.
Higher Star Level → Larger Player Model → Larger Mega Bomb (apparent size)
Blast region of Mega Bomb is star shaped (✳), with the Mega Bomb as the centre of explosion.
|Mega Bomb||Blast Radius||Note|
|Level 1||2 blocks||blasts a square shape|
|Level 2||3 blocks||blasts a diamond shape|
|Level 3||3 blocks||blasts a star shape|
Since patch 0.9.4, Mega bombs are always level 3 when picked up.
Similarity between Bomb & Mega Bomb
- Mega Bomb also takes 3s to detonate.
- Displacement method is the same.
- Damage deal to player and barrier is the same.
Power-Up | Energy Shield ⚡🛡️
Shield provides protection against melee hit and blast. When the Shield sustain damage, it’s downgraded by one level. Stacking multiple Shield increases its level up to Lv3, where you are invincible for the remaining duration. Shield Lv3 do not downgrades and produces a cross-shaped (+) Echo from the player when blasted.
|Level 1||1 hit / blast||12 second|
|Level 2||2 hit / blast||12 second|
|Level 3*||unlimited||12 → +5|
* Further stacking the Shield after Lv3 will add 5 seconds to the remaining duration and rounded up to nearest second (integer).
Remaining duration = 4.3 seconds
New duration = roundUp(4.3 + 5.0) = 10.0 seconds
You might have heard and seen these travelling blasts before, it’s not a bug. It was featured in https://www.youtube.com/watch?v=GdGFfNnjfIw
The range/radius of the Echo is identical to the first Bomb (level) that blasted the player. If it is a Mega Bomb, the radius is 7 block.
The block that the player occupied is not blasted again by the Echo. So if you have Shield Lv1, and you stand in the same block as the Shield Lv3 player, you should be fine from the Echo.
The Echo travel at the speed of 6 block/second.
Echo can’t prematurely detonates Bomb and Mega Bomb but can destroy one destructible barrier in its path.
Power-Up | Speed 🏃♂️💨
|Speed Lv||Bonus MS||Duration|
|Level 1||+35% MS||8 second|
|Level 2||+50% MS||8 second|
|Level 3*||+75% MS||2 + ( 2 * Stack )|
* Further stacking will reset and increases the duration by 2 second per additional stack. The new duration follows this sequence: 8 → 10 → 12 → 14 → 16 → …
Speed Power-up increases the player’s movement speed. Like all other Power-up, stacking increases the level and reset the duration. Speed Power-up maxed at Lv3.
Star Level also affects player movement speed. The bonus speed provided by Star Lv3 is significant enough that you could easily chase down a Star Lv1 player.
Strategy | Game Phase 1️⃣2️⃣3️⃣
Be aware of what the enemies are doing so you don’t get caught off guard. This awareness is important in all phases.
Early Game (Phase 1)
The game has finished loading and you are surrounded by enemies in all direction, 6 blocks away. The battle music track is playing in the background and the timer started counting down from 3.
In general, prioritise levelling up your Star Lv. You want to blast the crates first. Strategically place the Mega Bomb to clear 3 or more blocks at once. Be wary of the surrounding blocks around the crate, try to blast crate while having instant access to the loot dropped. (Read Strategy | Loot & Steal 🤏🐱👤)
If you spawn in an enclosed space near the corners of the map, don’t clear the blocks that lead to the outside. This will ensure your own safety and safeguard your loots from getting stolen.
If you spawned in a tight space, don’t accidentally pin yourself. Consider clearing some trees in the area, then only start to aim for the crates.
In the new maps (Beach and Candy land), the number of crates are significantly reduced. So elimination with bombs start really early.
At Zero Star Lv, it is very difficult to eliminate enemy using melee… couldn’t be done on bots too because they run away from all enemy. Instead, use melee to stun your enemy whenever you are close. Then, you can steal their loot or even had the chance to eliminate them with bombs.
Mid Game (Phase 2)
The playable space is shrinking and you need to fight your way to the centre of the map. You could hear explosions in the distance. Sometimes, a glimpse of the enemy and blasts at the edge of your view.
It’s time for some quick and easy eliminations and DO approach the area outside your view with caution and stays behind cover. Having a farther view toward the top gives you some advantage if you are at the bottom side of the map. In my opinion, Bombs is easier to get elimination during this phase (when the map is still big).
Power-ups are the best in this phase. Prioritise getting a Shield, so you can avoid distance blasts (Bomb Lv3). Having at least a Shield also give you the option to perform Strategy | Kamikaze 🪂🛬💥 for an elimination.
Speed is fine, not impressive by itself during this phase. It will be if you had both Shield and Speed, go crazy with Kamikaze! However, you might consider keeping that Shield for a longer period; then, just go easy with the Strategy | Bomb Control 💣🎮🎯
Mega Bomb is useful to blast unsuspecting enemy in the distance because it has an optimum blast region for a long-range attack. If you send it right into an enemy, it’s pretty hard to dodge the Mega Bomb. (at least P2 distance to be effective)
If you had reached Star Lv3, I would recommend melee elimination the lower Star enemy. But don’t charge and chase, you can’t chase anyone while charged.
Late Game (Phase 3)
The map is about to reach the final size and everyone has gathered at the centre. It’s really chaotic with so many bombs laying around and opponents walking toward you with their fully charged melee.
When it’s starting to get compacted, eliminate players using your melee is easier. Since the map is still shrinking, do take note of the available paths. Flee through another path if you can’t risk the duel.
After 100+ games, you are going to get familiar with the layout of the final size. The Forest map has a wider playing field, less constrained region, and fewer water blocks. Candy Land has the 4 constrained regions and lots of water block so there are plenty of safe spots as well as dangerous spots.
Use the following strategies to tackle different situations:
- Strategy | Pin 💣📌💀
- Strategy | Positioning ♟ (IMPORTANT)
- Strategy | Backfire 🔁🔥
- Strategy | Duel ⚔ (RISKY)
- Strategy | Bomb Control 💣🎮🎯 (BEST)
Very Late Game (Phase 4)
The players are taking longer than recommended, so the “developer” starts to participate in the game by dropping Bomb Lv1 randomly on the arena.
The number of bombs fall per minute increases every stage until the Max Stage (5th Stage).
During Stage 1 – 3, Strategy | Bomb Control 💣🎮🎯 can benefits the random bombs.
After Stage 3, quick bomb management and positioning is more important.
Strategy | Loot & Steal 👌
Only the crate will drop small stars and power-ups. Trees are merely barriers. Always stay close to your loot, and don’t loot between 2 sites unless you have speed boost.
The image on the right suggests some bomb placements that you could follow as soon as the game starts.
Try to chain the bombs to destroy crates quickly and remove unnecessary harm and constraints. A single blast is safer than consecutive blasts that removes the same amount of blocks.
It’s not required to use all the bombs at the start, think about ways to not pin yourself or limit your safety region.
You could push your character against a corner to collect loot without clearing the path to that block. It is often possible, as long as the loot is not too far away. Using this technique, you also could steal the enemy’s loot by standing beside the crate.
If an opponent places a bomb opposite to a crate of you, you can steal whatever in it. Charge your melee while waiting for enemy’s bomb to detonate. If the opponent rushes to take their loot, you might have the chance to get a melee elimination.
Watch out for consecutive detonation. The second row of examples is the scenario where the bombs are not chained together. Clearly they aren’t but it might be mistaken when enemy unchained (displaces) them intentionally as an offensive move.
Strategy | Positioning ♟
The position relative to the enemy and their bomb is always going to be diagonal. In a straight positioning, a single barrier can protect you against a single bomb but not the array bombs. So, you will need to add safety pin to defend against array bombs.
Given that the enemy has both possible directions of displacement, best if you have 2 barriers for protections. The long-range attack is easier to dodge in time (marked with ⬤). If all safer options are out, your last option is to deflect the incoming bombs.
Watch the video and take note of the EMOTION ON TOP.
Strategy | Battleship 🚢🔫🔫🚢
To split 3 bombs, you need to stands in the middle of the split but not too far rear. For splitting 2 bombs, you can stand closer to the side, and it’s also much safer than doing it with 3 bombs at high Star Lv.
Split Bombing is better for Star Lv0 – Lv1, because of the shorter blast radius. A Power 0 or Power 1 melee hit will send the bomb into enemy territory and keep you far enough from the explosion.
I don’t really like Split Bombing because it could backfire if any 3 bombs are deflected back to you. Use it to neutralise enemy bombs is a better strategy. (Defensive)
Slightly more effective than Mega Bomb Lv1 to eliminate the enemy in a distance. Easier to eliminate enemies that are straight ahead (🡨 🡩 🡪 🡫). To blast enemy in the diagonal (🡬 🡭 🡮 🡯) direction is as effective as using 1 bomb.
Array Bombing is pretty decent at Star Lv1 – Lv2. Star Lv3 is more dangerous to do Array Bombing because your own bomb’s blast radius is 6 blocks. In the event of premature detonation by other bombs outside your view, you will eliminate yourself.
Instead of 3 bombs, another version of array bombing, called One-‘O’-One 💣⭕💣 is discussed in Strategy | Bomb Control 💣🎮🎯
Strategy | Pin 💣📌💀
Stationary bomb acts like a temporary barrier that restricts player movement and bomb displacement. The player cannot move through the stationary bomb. But if the bomb is displacing (moving), the player can freely move through it. Bombs are blocked by another bomb regardless of its motion.
If a bomb landed/dropped on a block that the player occupied first, then the player can freely move within that block. As soon as the player exits the block, the bomb blocks the player.
3s safety pin (3 seconds) need to be placed as shown on the right. It is placed before the enemy placed their own bomb. If the enemy placed their own bomb first, then you only need to place one bomb as the pin. Since the enemy bomb will detonate first, they won’t go and hit your pin. By the way, they were probably charging their melee to send their bomb to you.
During the late game, if it’s a 1vs1 situation, a single pin is enough to block the bomb.
To use pin in an offensive manner, you need to make sure the enemy couldn’t deflect your bomb so you need 2 bombs to fully pin the enemy.
The first example is easier to explain, the enemy didn’t aware that’s a dangerous spot. You place down 2 bombs and send it 4 blocks (or 3 blocks if you place 1 block closer). It’s very hard to remove 1 pin and escape, it’s doable so don’t panic. If you are Star Lv2-3, your choices are limited to where the non-wall block is, because the player model is too large. The wall prevents you from standing at the correct spot to execute the displacement.
- Charge your melee and move close to the bomb
- Depend on which direction you want to remove it, stand as far as possible to one side
- Turnaround to the intended direction (just tap quickly, don’t move toward the centre)
- Hit the bomb before it’s too late!
(Read Basic | Bomb Displacement 🥏 for more displacement detail.)
The second example depends on the enemy’s reaction. First, place 2 bombs starting from the one closer to the enemy (Front-to-Back). Like pulling an elastic band to shot it the other way. Stay in the same block as the 2nd bomb. See how the enemy react. If they hide in the corner then hit bombs forward. If they quickly place their own pin, then no elimination.
Strategy | Backfire 🔁🔥
This strategy takes advantage of the panicked opponent and uses their bomb to eliminate them. It can be safely done when the opponent displaced their bomb too early (<1.0s after placing the bomb). Backfiring a timed bomb is possible, though it’s as risky as a death or life choice. When a bomb is hit toward another direction during its original displacement, I called it deflected.
Risky to backfire a Mega Bomb because the blast region includes the diagonal blocks. A normal bomb can be backfired safely by standing at the diagonal block.
Strategy | Kamikaze 🛩️🚀💥
Get a Shield (higher the better!), and be a suicide bomber that survives. Of course, it’s not necessary to waste a Shield to get an elimination. Having a Shield allows you to attack aggressively. Top it up with a Speed boost, it will be a zero-seconds attack. (Read Power-Up sections for detail)
Strategy | Duel ⚔️
|Star Level||Full Charge Time||MS while Charging|
|0 Star||3.75 second||1.375 block/second|
|1 Star||3.0 second||1.45 block/second|
|2 Star||2.25 second||1.525 block/second|
|3 Star||1.5 second||1.72 block/second|
When duelling with Star Lv3, the huge player model makes it harder to estimate the distance. The best way is to look at the lower body of the player. Aim for the legs when judging distance, don’t aim for the head.
During mid-game or late-game, if you did a Power 0 or Power 1 Stun, run away from the opponent, else it’s punishable.
Higher Star Lv easily beats Lower Star Lv because of quicker charging rate and slightly longer melee range. Although is Equal Star Lv, it’s risky too because the charging rate is fast. If you don’t want to risk it then go for Strategy | Bomb Control 💣🎮🎯 (Recommended when versus equal or higher Star Lv)
Unfortunately, some opponent insists to Duel because they had a higher Star Lv or decided that Duel is the best strategy for current situation. While charging, the player sacrifices 50% MS for melee elimination (or longer stun), the potential to deflect/backfire bombs and limits enemy movement. The possible solutions are as follows:
Against Equal Star Lv
- Create space (retreat a bit)
- Charge up melee
- Pull if enemy move forward (pull diagonally quickly sometimes to bait)
- Push a bit if enemy move backwards or missed their attack (counter-attack if it’s too near)
- Repeat 3 & 4, while avoiding corner and dead ends.
- Get the opponent to be on the top side of the map and into a position that favours you.
Against Higher Star Lv
- Create space (run away)
- Place safety pins (with 2 bombs) at the bottleneck path.
Cornered with limited space
- Create space between the opponent using the 1st pin’s blast region
- Move safely in the blast region of the 2nd pin
- Place 3rd bomb if passes by the opponent
Strategy | Bomb Control 💣🎮🎯
Other than Duel, Bomb Control is also the best strategy to use in the very late game. While doing the bomb control strategy, make sure to stand at a safe position (safe from counter-attack).
Timed Bomb ⌛💣
Timed bomb is an effective way to attack with Bombs, better than sending in the bomb early. The displacement completed before the bomb detonated on the spot depends on the Melee Power and how long you wait. The bomb will pulse 5 times in the last 0.8 seconds, detonate at the end of the last pulse. Each pulse is faster than the previous pulse, and the bomb also grew bigger.
|Displacement||Time to hit||Melee Power|
|6 block||before pulse begin||Power 3|
|5 block||before pulse begin||Power 2|
|4 block||when pulse begin||Power 1 – 3|
|3 block (short)||after 1 pulse (≈0.2s)||Power 0 – 3|
|2 block (short)||after 2 pulse (≈0.4s)||Power 0 – 3|
|1 block (short)||after 3 pulse (≈0.6s)||Power 0 – 3|
Position yourself properly to dodge Timed Bomb. Timed bomb can be deflected and possibly lead to a counter-elimination. Deflecting a Timed Bomb is risky but worthy to try when out of option. It’s better to charge your melee while waiting for the bomb to be displaced.
Knowing the existence of counter-elimination by your own Timed Bomb, send the bomb passed the opponent or outside the map to remove the threat. Check your position for the possibility of counter-elimination before placing any bomb. You can survive all-day just by proper positioning. (Read Strategy | Positioning)
One-‘O’-One configuration (placement of bombs) is excellent to combine with Timed Bomb, effective against an opponent in a hard-to-kill environment. Be careful if the opponent also has the same privilege as you to hit the bombs. It can be executed like a Timed Bomb creating an H-shaped blast region. An execution special for One-‘O’-One is using a wall as the pin for 1 bomb, while another bomb travels farther to cover another region. The most effective defense against this technique is to place down the safety pins.
Fun Facts 🤓
Match Start Timer
Instead of waiting for 3 seconds at the starting of the match, you actually waited 4 seconds. From the end of the loading screen to the appearing of the number “3” on the screen, you had waited for a full second. The match officially begins when the “GO!” appear animation has finished. (The fade animation afterwards is the out animation)
The background music that plays during a match is based on which map you are playing on. The Forest map plays fast-paced music, known as “Battle Track”. Meanwhile, the Candy Land plays happy and friendly music.
There are Bots in the game
When the number of players is less than 25 (or whatever the number required for a match), bots are inserted automatically to reduce game searching time. Here’s how you can differentiate a bot from a player:
- Bots are Level 1.
- Bots do not pick up loots. (unless is forced to)
- Bots are passive and stay away from the enemy (whether it’s a player or other bot).
- Bots never use their melee, nor charge it up.
- Bots often eliminate themselves by falling off with the edge block or friendly fire.
Try to spot this one thing that they are good at doing: bots are pretty decent at dodging explosion, given that they have enough time and no enemy is nearby to influence their movement. Even though they are quite stupid, they place bombs because of your presence.
Strategy | Bot Elimination 🤖
Bots place some of the craziest bombs ever. Though bots are not aggressive, their chained bomb is usually what eliminates most player during the early phase. Just standing near the bot is punishable, because they will keep placing the bomb as soon as it refills when an enemy is nearby. Here’s how to eliminate the bots and increase your Average Kills stat.
- Hit the bot with Power 0 – Power 1 stun.
- Follow up with melee elimination while they are circling aimlessly.
Star Lv0 – 2
- Prepare the array bombs (not One-O-One), then charge up the melee.
- Timed the array bomb, and hit it with Power 1 (Star Lv0 – 1) or Power 2 (Star Lv2)
OR Star Lv0- 3
- Corner the bot, when you get close, the bot will drop a bomb.
- Hit the bomb to get the elimination counted.
- Stay a close distance but away from the corner so the bot didn’t move out from the blast region.
Hope you enjoy the post for Bombergrounds: Battle Royale Best Gameplay Tutorial – Playthrough – Advanced Guide, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!
- Check All Bombergrounds: Battle Royale Posts List