> For the complete documentation index, see [llms.txt](https://docs.battle.fyi/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.battle.fyi/weapons-and-sabotage/strategy.md).

# Strategy Guide

Credits are limited. Spend them wrong and you've wasted your advantage. Here's how to think about sabotage.

## The economy

Every lobby gives you a starting credit balance. Credits don't regenerate mid-round. Whatever you start with is all you get. Budget accordingly.

## Early rounds: save

Don't attack in round 1. Let other players waste their credits on each other. Focus on trading well and building your balance. The best move in the first round is usually no sabotage at all.

## Mid rounds: scout and protect

If you're in the top half, activate HEDGE (150 CR) to block the first incoming attack. Use INSIDER (175 CR) to see what everyone else is holding and identify counter-trade opportunities.

If you're in the bottom half, you need to take risks. A well-placed BLACKOUT on the current leader can drop them enough to save you from elimination.

## Final round: go nuclear

This is where credits matter most. The meta play:

1. Activate FIREWALL (250 CR) on yourself
2. Hit the leader with BLACKOUT (200 CR) in the last 90 seconds
3. Follow up with LEVERAGE CAP (300 CR) for immediate balance damage
4. If you have credits left, FORCE (500 CR) is the finisher

Total cost: 1,250 CR for a full combo that can flip the leaderboard.

## Best value weapons

| Weapon    | Cost   | Value Assessment                                                |
| --------- | ------ | --------------------------------------------------------------- |
| STOP-LOSS | 200 CR | Best defense. Punishes the attacker with their own weapon.      |
| BLACKOUT  | 200 CR | Best attack. 90 seconds of no trading can be devastating.       |
| INSIDER   | 175 CR | Best intel. Knowing positions lets you counter-trade the field. |
| HEDGE     | 150 CR | Cheapest reliable defense. Blocks one attack guaranteed.        |

## Worst value weapons

| Weapon    | Cost   | Why                                                             |
| --------- | ------ | --------------------------------------------------------------- |
| GLITCH    | 50 CR  | Annoying but barely impactful. 10 seconds of visual noise.      |
| HEADLINE  | 150 CR | Only works on inexperienced players. Pros ignore it.            |
| DARK POOL | 300 CR | Expensive for a defensive-only item. FIREWALL is better at 250. |

## Reads and counter-reads

* If someone is leading by a lot, they'll expect attacks. They probably have HEDGE or FIREWALL active.
* STOP-LOSS punishes predictable attackers. If someone always attacks the leader, attack them instead.
* REVEAL (100 CR) is cheap intel. Use it on the leader to see if counter-trading their positions is viable.
* Timing matters more than weapon choice. A BLACKOUT at 90 seconds left is worth more than a FORCE at 5 minutes left.


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