Knockout 5v5Not in rotation
Crescendo
Eliminate all five enemies; two round wins takes the match.

Overlays
Annotations are reviewed by hand for this map.
How this map plays
A big island map with the two teams facing each other left and right across a walled centre plateau, and water cutting off everything outside the island. Ten players funnel into three broad routes, and the northern and southern routes are long enough that a group sent round either one is out of the fight for a while. The centre is the only place a round actually gets decided.
- Blue spawns on the left edge of the island, red on the right — this map is not portrait-oriented.
- Water surrounds the island top and bottom; there is no route off the land.
- A walled plateau in the middle separates the two halves and funnels play into three routes.
- Long wall corridors flank the centre on both sides, forming the entrances each team defends.
- Bush clusters sit at the mouth of the north and south routes, hiding whoever committed to them.
What it is built from
ThemeWindstock
Best on Crescendo
333 matches on this mapReviewed picks
reviewed 19 Jul 2026Byronten players means constant chip damage and one healer changes every fightSandyhis storm covers a whole entrance and hides a five-man commitGaleblows a stacked enemy group back off the plateau in one SuperBrockthe centre crossing is long and he punishes everyone who uses itPama turret at your entrance sustains the whole team through a siegeFrankhis stun on a grouped enemy team is worth more with ten players on the map
Team compositions
Entrance holdPam · Frank · BrockFrank holds the choke, Pam sustains it, Brock covers the crossing behind them.
Group and displaceGale · Sandy · ByronSandy hides the commit, Gale scatters their formation, Byron keeps the push alive.
Playing it well
- Fight in the centre; the north and south routes are long enough that whoever takes one is briefly playing 4v5.
- Send exactly one brawler wide to keep a route honest — two is a fight you gave away.
- Hold your own entrance rather than crossing the plateau; the walls do half your work.
- Focus one target on the plateau — with ten guns the first pick decides the round.
- When the ring closes, take the side with the wall corridor and let them cross the open plateau into you.














