How the moving zones work
In the moving zones the zone does not stand still anymore. It pulls again almost right after it closes, and that is where the endgame starts.
What you play for
- Zone 8 to 10: high layer, not lowground, unless you are out of Shockwaves (Layers).
- From Zone 11: a winning position, highground or lowground.
Late is the default
From Zone 8 you stop going early. The new zone pulls to a spot that is still outstorm, so going early means rotating twice, and the players who need a kill start looking at you. Leave once you can actually get in. From midmap that means as late as possible, so one Shockwave carries you straight in. Fully edge with a far pull, going that late is not great, but sometimes you cannot avoid it because other players are in front of you. The mistake there happened earlier, when you ended up edge.
The two times you go early
- Free rotation: you can rotate free right now and claim a good layer, for example high layer.
- Zone 11 and 12: the zone pulls far and you can claim a winning position now, for example by taking front lowground.
Playing zone to claim your layer
Playing zone can get you up to highground. It can also put you on a layer before anyone else, for example front lowground, the winning position in the later zones.
How it works
- Shockwave all the way to the front, to where the zone is not yet but will be in a moment. You are outstorm there, but ahead of everyone.
- Play zone for a short time and let the zone come to you.
- Now you are frontside and the layer is yours, because everyone else is still behind you.
Whoever gets there first picks the layer. Everyone who arrives later takes what is left. Only do it when you can rotate there free.
The safe rotation
The same move works when you only need to get through. Instead of walking through other players' builds or taking a complicated way through the middle, find your way outstorm and Shockwave in. That is less risk than walking through old builds without awareness.
Only when you need it
A zone play costs heals. If you do not need it, play high layer from the start, scout more and play that high layer out.
Zone and layer first, kills second
The most common endgame death goes like this: looking for kills instead of zone, then dying in a bad spot without a claimed layer. So the order is zone first, then a layer of your own, then kills.
1. Points, not kills
Kills are not the goal in a cup, points are. Playing defensively still gets you points. Play your mats out first, and once they run out it is time for the kill (Refresh). If you do not get it, you die with a top 15 and good placement. If you get it and play it well, that is at least a top 10 or top 5.
2. The path to the win
Do not go high or low too early. Play a solid high layer, take a good refresh from there, then go low or high and win from that spot.
3. Stacked, you do not need the kill
Stacked with a good position, your mats can win you the game, so you do not need to risk a fight for a kill. That goes for every player, even the best fighter in the lobby. A free kill is fine: two quick boxes over, box the loot in, done. If the loot is 20 meters away and others can see it too, do not go. You get lobby sprayed, or someone else gets there first.
4. Judge the kill by what comes after
A kill where you lose nothing and do not get scuffed afterwards is good. It brings points and confidence. It becomes a mistake when it costs you: you die for it, get scuffed, miss your rotation or stop scouting. In a cup without kill points, like Solo Cash Cup finals, taking that risk for a kill is unnecessary.