KnockoutNot in rotation
Out in the Open
Wipe out the enemy team; two round wins takes the match.

Overlays
Annotations are reviewed by hand for this map.
How this map plays
The name is honest: two bush-and-wall blocks and almost nothing else across a very wide map. Long-range brawlers dictate everything because there is no covered route from one half to the other. Rounds are usually decided by who gets forced to cross open ground first, not by who wins a fight.
- One large bush block with a wall row sits on each side of the halfway line, staggered rather than mirrored.
- A gap on the left of red's block and on the right of blue's block are the only sheltered crossings.
- The far left and far right edges are completely open floor for almost the full length of the map.
- Small bush pillars near the outer edges are the only cover on the flanks.
- Both spawns sit on bare ground with nothing to retreat behind.
Best on Out in the Open
143 matches on this mapReviewed picks
reviewed 19 Jul 2026Piperthe open lanes are exactly the distance she wants and nobody can close themBrockpunishes anyone crossing and removes the only two cover blocks on the mapBelleher tether means one hit on a crosser hurts their whole teamMandyher focused beam covers a whole open lane by itselfByronheals from behind and can finish anyone forced into the openGenepulls a sniper out of position, which is the only way to break the stalemate
Team compositions
Double sniperPiper · Brock · ByronTwo long lanes covered and a healer who never has to leave cover.
Poke and pullMandy · Gene · SandyMandy holds the lane, Gene creates the pick, Sandy covers the retreat.
Playing it well
- Never cross the open lanes without a reason — the whole map is a sightline and they can see you enter it.
- Take the bush block on your side and make them approach through the crossing you can already shoot.
- Play for the ring: you have cover and they have to walk, so stalling is a winning position.
- Break the enemy block with a wall-breaker so their sniper has nowhere to sit for round two.
- If you lose a teammate, fall back to a single crossing and force a 2v3 into a one-tile gap.














