Duo ShowdownNot in rotation
Flying Fantasies
Be the last pair standing.

Overlays
Annotations are reviewed by hand for this map.
How this map plays
A four-fold symmetric map with water channels down both outer edges, bouncy fences threaded through the middle and jump pads that fling you between quadrants. Spawns sit in the four corners, so the early game is entirely about whether you farm your own quadrant or contest the crates stacked in the middle. The jump pads make third-partying faster here than on any other Showdown map.
- Spawn clusters sit in the four corners, one quadrant each.
- Crate stacks sit in the centre with bush bars planted immediately north and south of them.
- Water channels run down the far left and far right edges and cannot be crossed.
- Jump pads are scattered across the map and launch you a long way in a fixed direction.
- Bouncy fences thread through the middle, breaking projectile lanes without blocking movement.
What it is built from
ThemeScrapyard
Bushes404
Walls46
Crates32
Reviewed picks
reviewed 19 Jul 2026Coltthe bouncy fences leave long straight lanes he can hold across a quadrantPennyher mortar reaches over the fences into the centre crate stackDarrylhis roll plus a jump pad crosses the map faster than anyone can rotateRosaholds a quadrant alone while her partner farms the corner cratesBrockthe symmetry gives him predictable lanes into every quadrantPocohis heal covers a partner across a fence without either of them exposing themselves
Team compositions
Quadrant lockRosa · Penny · PocoOwn one corner completely, farm it out, and shell the centre from behind the fences.
Pad rushDarryl · Colt · ShellyUse the jump pads to arrive on top of duos already fighting over the centre crates.
Playing it well
- Farm your own quadrant first — the corners are safe and the centre is not.
- Learn which way each jump pad throws you before you use one under pressure; it is a fixed direction, not a choice.
- Contest the centre stack second, after another duo has already paid for it.
- Use the fences to break a losing lane; you can drop line of sight without giving up ground.
- The water edges mean a duo pushed against them has nowhere to go — that is the fight you want.








