On this page
- BG BLITZ MAP GUIDES INTRO
- EYE OF THE STORM BG BLITZ STRATEGY
- WARSONG GULCH AND TWIN PEAKS BG BLITZ STRATEGY
- ARATHI BASIN BG BLITZ STRATEGY
- DEEPWIND GORGE BG BLITZ STRATEGY
- TEMPLE OF KOTMOGU BG BLITZ STRATEGY
- BATTLE OF GILNEAS BG BLITZ STRATEGY
- SILVERSHARD MINES BG BLITZ STRATEGY
- DEEPHAUL RAVINE BG BLITZ STRATEGY
- POWER-UPS IN BG BLITZ
BG BLITZ MAP GUIDES
BG BLITZ MAP GUIDES INTRO
Welcome to our BG Blitz Map Guides. This course is going to teach you the basic strategy of every Blitz map, being taught from the perspective of the highest rated players in the game mode.
These strategies are designed to work for any comp and at any rating. Each map is going to be split up into a bite-sized video which means you can either binge your way through all at once, or revisit a specific video while you're waiting for your game to start.
We hope you enjoy!
EYE OF THE STORM BG BLITZ STRATEGY
Hey guys, with how different BG Blitz can be compared to regular or even rated battlegrounds, we decided to make a course to make each and every map super simple to understand, allowing you to just jump in and play without having to figure every dang thing out on your own.
Now, the first map we're going to be covering here is Eye of the Storm, which has four bases, two on the side of the Horde with Fel Reaver and Blood Elf Tower, and two on the other side with Mage Tower and Draenei Ruins.
Now, in Eye of the Storm, these towers are your lifeline, as they're going to be the bulk of your points, giving four points every two seconds for controlling one base, and 15 points every two seconds for controlling two. Now, you may wonder why we only mentioned two bases just there.
Well, that's because unlike normal battlegrounds, only two of these bases are active at one time, and the other ones are locked until the final battlegrounds.
So, if you're going to be playing a battlegrounds, you're going to have to be very careful with your own bases, and you're going to have to be very careful with your own bases, The active bases will always start out at Draenei Ruins and Fel Reaver Ruins, so make sure you send your fastest flag capper to your closest base as soon as possible so they can begin that four second cap timer before the other team.
Now, as for the other bases, they're going to be inactive until either faction caps the flag, at which point Draenei and Fel Reaver will become inactive, and you're going to have to go and cap Blood Elf and Mage Tower instead.
Now, there is, however, a grace period before the bases do become active on a switch, so make sure that when the flag is going to be captured, you're ready to go and take the other base before the enemy team does.
Now, if you're a stealth class, this is definitely going to be your time to shine, as you can break off easier than everyone else and beelight it to the base before anyone gets there.
As for the flag itself, it's generally going to be a good idea to contest this from the get-go, as it's going to give you 175 points for the first time you've played the game, and you'll be able to get a lot of points with one base and 250 points with two.
So, having control of the flag is going to allow your team to not only have a massive point lead, but also force the enemy team to come fight on your base, at which point you can cap it and then easily take the other inactive bases, as you've forced the enemy team to all bundle on your flag carrier, meaning that they're all going to be concentrated in one singular area.
Now, for this reason, you want to hold onto the flag for as long as possible to pull more players away from their bases, allowing far easier ninja caps. Now, finally, do note that if your team does manage to grab two bases, the flag becomes irrelevant, as the enemy team can't even cap it.
So just hold onto those bases as long as possible, and you'll end up with a pretty quick victory.
WARSONG GULCH AND TWIN PEAKS BG BLITZ STRATEGY
Warsong Gulch and Twin Peaks are both almost identical to Raided and normal battlegrounds, with the exception that they only last 12 minutes.
Warsong Gulch is more balanced to play on, as its power-ups and base positionings are basically mirrored for either faction, whereas Twin Peaks is definitely more horde-favored now with abilities like Monk's Rolls, Demon Hunter Glides, and Druid's Flap allowing them to cross the map with the flag, ridiculously fast, while also having the leaf in easier to get places for the horde than for the alliance.
Now, since you get a mixed bag of classes to play with in Blitz, if you don't happen to get a tank, you're going to want to make your flag carrier one of the specializations with the most mobility. Often, this is going to be your healer if they're a Mistweaver, Preservation Evoker, or Resto Druid.
But other fast classes like Boomkins or Rogues can also be viable as well. And don't really worry about them dying instantly, as when there's no tank, you can just go for the tank and get the tank.
If you have a tank in the game, your flag carrier is going to receive the Empowered Carrier buff, awarding them 10% stamina, 30% movement speed, and 25% less damage in stuns.
Now, once you've sorted out your flag carrier, you're going to want to have one DPS play with them all game, which will allow your flag carrier to get into the enemy's base without getting slowed too much and then stick to them until they cap the flag.
Now, while this is happening, the other remaining players of your team are going to be fighting to slow down the enemy's squad in the game. If you manage to wipe the enemy before the flag is picked up, then simply just turn around and pile onto the opposition's EFC.
Now, if you don't manage to wipe them, however, once the flag is picked, classes with slows and stuns like Death Knights, Rogues, and Mages should peel back to the enemy flag carrier anyway and try and prevent them crossing the map.
If successful, your flag carrier can get into your own base before the enemy can take any distance.
Now, once this opener has been completed, your team's flag carrier is going to generally sit inside the base with their defending DPS and optional second healer on the roofs of Warsong or the balcony of Twin Peaks to allow them to kite as much as possible.
If you're the defending DPS here, focus on snaring and peeling your flag carrier rather than just single targeting damage, as you just want to buy them as much time as you can. Now, as for the offensive team, the remaining five or six players of your party should all go and try and kill the flag carrier.
Now, if you're the defending DPS here, focus on snaring and peeling your flag carrier who at this point is going to have stacks of focused assault, meaning that they're going to take more damage, receive less healing, and not be able to use their mobility after it stacks over six times.
Now, because of this debuff stacking every 15 seconds after an initial holding of 30, the flag carriers will generally be very easy to kill after a few minutes, turning the BG into a race of who can slaughter the EFC the quickest.
Now, to finish the battleground, simply score more than the enemy team, or if in the instance of a 1-1 or 2-2 tie, the team that capped the last flag will win.
ARATHI BASIN BG BLITZ STRATEGY
Next up, we have the Arathi Basin, which if you've played any King of the Hill or Conquest type games before, you should be pretty familiar with its concept. Arathi Basin consists of five bases that you must capture to gain points in a race to reach 1,500 resources before the enemy team.
Now, these bases are Stables, Goldmine, Blacksmith, Lumbermill, and Farm, with each of them awarding the same amount of points.
And unlike regular Arathi Basin, once you assault a base and wait out the 30-second contested time, it becomes locked to that faction for the next 45 seconds, at which point you're going to need to go back and cap it again.
Like all capture maps in Blitz, these bases take four seconds to cap, so make sure you keep an eye on people trying to ninja buy playing close to the flag or just simply tossing some form of AoE on it every now and again if you're ready to go.
Now, as for the amount of points you gain, this increases with how many bases you have, with one base giving 7, two bases giving 10, three giving 15, four giving 50, and five giving 65 per tick.
And with each base ticking 22 times before resetting, you can easily see how losing all five bases even once can quickly spiral out of control. So to avoid this situation, make sure that you're constantly trying to get the right amount of points to get the right amount of points to get the right amount of points.
Now, if you're not sure what you're doing, you can test every single base in the game and not committing to teamfights. With only eight players on your team, the worst thing you can do is stalemate on one base while the enemy team runs around ninja capping the other four.
Apart from not committing to teamfights though, you should also make sure that your team are split so they can cover as much ground as possible. And as a general rule of thumb here, you can send one DPS to either farm or stables, depending if you're horde or alliance.
So you can send two DPS to gold mine, a healer and a tanky class to blacksmith, and the rest of them to lumber. This works pretty well as your team is very spread out and able to assist at whichever base needs help afterwards, while also putting pressure on at least four bases from the get-go.
And then once these fights are over, don't be afraid to leave your bases and support your team elsewhere for a few seconds and then get back to your base as the enemy can't cap it anyway due to it being locked.
Just watch out for any of those things that you're going to have to do to get to those sneaky stealthers lurking in the shadows.
DEEPWIND GORGE BG BLITZ STRATEGY
In this video, we're going to be covering Deep Wind Gorge, which is another Conquest-style game mode. So, similar to Arathi Basin, Deep Wind Gorge also has five bases, with a 45-second cap timer on them, with an overall goal of reaching 1,500 points first by controlling more bases over the game.
These bases are Quarry, Ruins, Market, Farm, and Shrine. And just like Arathi, all take four seconds to cap, and then become locked for that faction after 30 seconds.
Now, as for the point system, this is also identical to Arathi Basin, with them increasing depending on how many bases you have at one time, with one base giving 7, two bases giving 10, three giving 15, four giving 50, and five giving 65 per tick.
And once again, each and every base is going to tick for a total of 22 times before the game starts.
Now, while you don't necessarily need to know all the maths behind this, it can definitely be useful to understand in close games, where you can turtle it out and win with two bases, instead of really pushing for three of them.
Moving on to the general strat at the start of the game, you're going to want to try and defend Quarry and Ruins as Horde, as it's closer to your base and graveyard. Whereas Alliance is going to be taking Shrine and Farm for much the same reason.
Now, other than this, you're then going to teamfight in Mechagodzilla, which is a very good way to get your base and farm. But, as with Arathi Basin, just try not to commit too many bodies to this, as long teamfights are definitely going to be detrimental in BG Blitz, due to having a lack of players.
So instead, it's a better idea to just try and just spin this with a few players, and then try and contest the other bases around the map as much as possible, to delay their recaptures and potentially take the base for yourself.
Now, if you happen to be a stealth class like a Rogue, a Hunter, or a Druid, feel free to try and Ninja bases as much as possible after capping your own base, just do be aware to get back to your own node before the enemy team does.
TEMPLE OF KOTMOGU BG BLITZ STRATEGY
Next up we have Temple of Kotmogu, which is all about controlling orbs to reach 1500 points first. You can do this by holding any of the four orbs in different parts of the map for more points.
The most points you can gain are in the center, awarding 8 points per tick, followed by the inner square, which will award 6 points, and finally sitting outside the building will keep giving your team 2 points.
As for when these ticks happen, they go by every 5 seconds on the server, meaning that even if you just picked up an orb, if you're lucky, you can get a point instantly.
These orbs don't come without a downside though, as the longer you hold onto them, the more damage you take, so be careful of being in the fight for a little bit too long.
However, on the flip side of things, they also make you deal more damage too, so a ranged class that knows how to kite can actually deal a significant amount, while holding the orb, generating points for their team, while assisting with kills. So, moving on to strategy now.
Ideally, you want to get control of mid for higher score. However, the best game plan here on this BG is to kite the orb around the inner square and line of sight damage, as surviving as long as possible far outweighs taking the orb and just dying in the middle.
This fact is doubled down on the fact that when you die with the orb, you give the enemy 10 points. So if you manage to live for two ticks in the inner square and then you die, you've already done a disservice to your team.
And unlike regular RBGs, it's also very good to pick up orbs instantly as the game starts because of this, regardless of what class you are. Even if you happen to be a melee and can't deal damage with the orb, you're still way more valuable than if you were just hammering someone in the back.
This can even go for healers, however they generally have a lower priority on picking, as if your healer dies, well, you're probably gonna wipe. Finally, it's also imperative to be aware of when an orb is going to drop soon.
You can generally see this by how many stacks they have, as this means they're gonna be taking very high damage and they're likely going to die soon. Now when you see this, you should pre-move to their colors orb to be able to pick it up before the enemy team.
Or, if you're the orb holder and you know you're going to be dying, call out your color for your team, so they can move to it first. Temple can be chaotic, but with good calls and orb picking, you can actually solo carry pretty dang hard.
BATTLE OF GILNEAS BG BLITZ STRATEGY
Battle for Gilneas is probably the most simple Blitz map, as it's almost identical as both its normal and raided Battleground iterations.
This is because unlike the other maps in the pool which have that lock feature after the base is capped, Gilneas remains the same as ever with the base staying until contested, although it still has a 4 second timer to actually pick the base like the other Blitz BGs.
Other than that, Gilneas consists of 3 bases, of which the Horde will look to take Mines, while the Alliance takes the Lighthouse, with the remainders of each team battling it out at Waterworks.
Generally, the strongest team is going to prevail, at which point you'll then send some extra people to sit at your other beginner base to prevent any Ninja Caps and hold 2 bases until the game ends.
Now if you're not feeling like team fighting here, you can also go the Ninja route if you're playing a Stealth or Heavy Crowd Control class. And go for the Ninja route if you're playing a Stealth or Heavy Crowd Control class.
You can also go and contest the enemy team's starting base, but do be aware that doing this will mean your team fight has less numbers and therefore you're essentially throwing Waterworks for a Hail Mary of your own that may not even pan out. So, make sure that you can at least pull one enemy off WWs with your play.
Now, on the flip side, if you're a Defender at one of your bases, make sure to keep an eye on the Stealthers of the other teams so you can call out for help when they're invisible as they're going to most likely be coming to your base. So, make sure that you can at least pull one enemy off WWs with your play.
At which point, it's going to be too late for your team to react. At which point, it's going to be too late for your team to react.
SILVERSHARD MINES BG BLITZ STRATEGY
In this video, we're going to be covering Silver Shard Mines, in which you are going to be looking to capture mine carts to reach 1500 resources. Now to do this, you're going to be capping three different carts that spawn in the center and then follow their track to either lava, middle, or top.
To gain control of the cart, you have to be the majority or the only player in the cart to move the bar towards your team's side.
While the cart is in your control, you're going to be gaining one point every two seconds for each cart you hold, and then capping it in the end is going to reward you with an additional 150 points. Not all carts are made equal though, as they're all going to have their own timers on when they cap.
For lava, this is around the 95 second mark, middle is 125 seconds, and top is the longest at 180 seconds. Now, if you're wondering what carts to play for, the answer is the first fight you're generally going to be playing for lava, as it's going to be the closest to capping.
And then if you're going to send your two floaters, aka your most mobile or stealth classes, to the off carts that are the closest to your faction. After these initial carts, you can change which carts you value based on your team's comp.
If you're playing a comp full of slow classes like Death Knights, brawling it out in lava is the way to go, as due to how fast lava caps, if you win every lava and only get, one or two off carts, you're actually going to win the game on team fights alone.
However, if you're playing a very agile comp that can move around easily, but struggles in team fights, off carts can definitely be the play as the enemy team just won't be able to reach them in time. This allows you to avoid fighting big brawls altogether by making each cart a small player skirmish.
Lastly, you can also win fights with crowd control and knockbacks by zoning players out of the carts, so it ticks in your favor. So, make sure you're playing with a good team, and you're going to be able to win the game.
So, make sure you're playing with a good team, and you're going to be able to win the game. So, make sure you're playing with a good team, and you're going to be able to win the game.
No matter what carts you go for, though, just make sure that you try to die outside of the carts, as dying in the cart will actually push the contestant bar further in the enemy's direction. So, try and escape before you hit the ground.
And as a final note, you may be wondering when you use those arrows at lava and top. Well, the answer is that these arrows are going to change both their respective carts to go up, making lava cap take 155 seconds, making lava cap take 155 seconds, making lava cap take 155 seconds, and top 240.
This can be good for you if you're a team that's winning fights often, as by making top and lava go to the same place, you can force a big brawl for two carts, wiping the enemy team in the process.
Or, if you've just wiped, you can try and ninja swap lava to give your team enough time to regroup without the base capping. There's actually a ton of different little interactions you can abuse because of these arrows, but these two are definitely the most common.
No matter what you do, though, always switch the arrow with a purpose, otherwise, you're going to be causing absolute chaos for no reason.
DEEPHAUL RAVINE BG BLITZ STRATEGY
So, in this final video, we're going to be covering the newest battleground, Deep Hall Ravine, which is a combination of Silver Shard and Capture the Flag.
And even though it's a new battleground, it's using the old resurrection logic, so instead of having your individual reses, you'll always res as a team every 30 seconds. Now, in Deep Hall, there's two main objectives.
The first is the carts, which is going to be the bulk of your points. At the start of the game, a minecart will be active for both teams on either side, giving their faction 4 points per 2 seconds.
However, if you manage to grab the enemy's cart as well, you're going to gain 9 points per tick. These minecarts will then roll into their respective docking stations and give the faction that's in control of it 100 points, taking 2 minutes 45 seconds for a route to fully complete.
This means that if you remain in control of your cart the entire way and capture the flag, you'll be able to get the most points you can. So, let's get started.
After the carts are captured, there's then a 15 second grace period before the cart respawns, once again, at each faction's base. Because of all of these factors, it's really important to maintain control of the minecarts and not just focus on the other objective of the crystal.
Now, on the subject of the crystal, think of it kind of like the flag on Eye of the Storm. It's in the middle, and it's contested by everyone, rewarding whichever team you're going to be capturing.
So, you're going to be running either here or here, but weirdly enough, this isn't faction specific, so you can cap it on either one regardless of your team. Just do make sure that you use the stairs, as running up the ramp does seem to take a bit longer.
Then, once you've capped the crystal, it's going to respawn in 30 seconds time. You don't need to be in control of a cart for the crystal to be capped.
So, knowing all the factors that are in control of the battleground, you may wonder what the best course of action is. Well, to begin with, the best thing to do is to control the carts, as these are going to be the bulk of the points in the game.
Now, to do this, you should sit some people in your own cart, and you could even potentially ninja the other team's cart early on by using these trams to cross the map. Just do be aware, you can't go in these trams with the crystal, so don't try to get any crazy ideas here.
Following this, you should look to protect the crystal, from the enemy team. If you're in control of the carts, you're way ahead in the game.
So, spinning the crystal instead of trying to capture it will actually result in you still winning. You should, of course, try to wipe the other team, but not at the cost of losing your cart.
Well, that is unless your cart is capping. Remember that cart caps are only worth 100 points, and the crystal is worth 200, as well as that bloodlust effect.
If the cart is about to cap, and you see the enemy rushing towards it, go for that, and you can also use the crystal instead. The cart capping is the lowest priority, and should only be taken if there's nothing else to fight for.
POWER-UPS IN BG BLITZ
BG Blitz has added a few new power-ups on the new maps which may have you a little bit confused, so in this video we're going to be going over exactly what each and every one of them is. The first new power-up is one that you should know about if you play Arena, as it has the same appearance and function.
And in Blitz, this can be super useful if you know an incoming Stealther is trying to grab your base. So when you're defending on Deepwind Gorge, Arathi Basin, or Battle of Gilneas, make sure to pick Shadow Sight so you can see all Stealthers for 15 seconds.
Moving on, next we have a new power-up of Rune of Frequency, which is going to give you 50% cooldown recovery when it's taken. If you played Battle for Azeroth, you know how OP cooldown reduction is, so make sure to grab this whenever you see it to get your burst and defensives back as soon as possible.
Next up, we then have Into the Shadows, which does exactly the same thing as Into the Shadows, but with a different power-up. So if you're on the 10, giving you Stealth and some massive movement speed for 30 seconds.
This can be excellent for ninja capping bases, but do be aware that any action you use or damage you take will break its effect. Lastly, we then have Shield of Protection, which is going to give you a shield equal to 50% of your maximum health for 45 seconds.
Now while this may seem nice to pick up as a DPS, definitely let your healers take this one, as they're generally going to be the main targets. However, it can be very useful on Kodmogu where you have the orb as it does spawn in the middle of the map.