Guide · Canyon Storm Battlefield

Canyon Storm: hold the points, then take the overflow

The side with more Battlefield Points at the timer wins. The group decides which building that is.

By IИDI · · 6 min read

The decision

This is a 2 vs 1. The side with the most Battlefield Points at the timer wins. The group picks the building that is scoring and stays on it.

When matching completes, your Task Force is assigned a faction at random. It can differ from the one you asked for. Check it in spawn, then follow your side below.

A canyon map split in two: blue forces on the left, red forces on the right, a gold tower at the center
Rulebringers are one team. Dawnbreakers are two.

The plan

Arrows from a small tower to a bunker, then to a glowing domed building
Near buildings, then the Defense System, then the Virus Lab.

If you are Rulebringers

  1. Stay together. Your whole side is one team (the game calls it a Task Force), so move and fight as one group. One player on your side can be assigned as the Judicator, the only one who can use Judgment Day.
  2. Stage 1. Take the two Data Centers by your spawn, then go straight for a Power Tower. It pays +120 a second, six times a Data Center, and holding it shields your players in the Central Safe Zone.
  3. Stack your garrisons. Stand Ready lets more than one troop garrison the same building. Put several in the Power Tower, then in the Virus Lab. The enemy has to break all of them.
  4. Stage 2. Defense System before a Serum Factory. Once you hold it, it damages enemy troops garrisoned in core buildings.
  5. Stage 3. Move the stack to the Virus Lab when it opens.
  6. Judgment Day. Save it for when enemy bases are bunched up, such as around the Virus Lab. Each base it blasts cuts 30 seconds off your teleport cooldown, so the Judicator can keep teleporting into the crowd for its 120 seconds.

If you are Dawnbreakers

  1. Work as two teams. Your side is two teams (the game calls each one a Task Force). You have the numbers, so hold more buildings at once. Coordinate in the battlefield chat.
  2. Stage 1. One team takes the four Sample Warehouses by your spawn. The other goes for a Power Tower. It pays +120 a second, and while you hold it, the Rulebringers cannot use it to shield their safe zone.
  3. Stage 2. Defense System before a Serum Factory. Once you hold it, it damages enemy troops garrisoned in core buildings, including the Power Tower.
  4. Stage 3. Both teams converge on the Virus Lab when it opens.
  5. Turret. Teleport it next to the enemy bases around the building you are fighting for. It hits the nearest enemy base every 2 seconds for 30 seconds.

Both sides, all game

  • Garrison whatever you hold. A second of garrison pays +500 energy. A defeat pays 4–22. At +500 a second, one player earns a 500,000 skill in about 17 minutes, so start garrisoning early.
  • Retake the Defense System before you sit in a core building. While the enemy holds it, your garrisoned troops in the Virus Lab, Serum Factory, Defense System, and Power Tower take damage.
  • Hit buildings the enemy has held for a while. After a period they bank points past their cap. Capturing them takes those points.
  • Guard your own long-held buildings for the same reason.
  • Send idle troops to Power Stations. Every march should be scoring.
  • Fight hard. Units do not die here, and wounded units recover for free after the battle.
  • Field Hospital goes where enemy skills are hitting your bases. It restores durability to nearby allied bases and heals their wounded.
  • Save the free teleport for the Virus Lab or a skill. It goes on cooldown after use.
  • Do not leave the field. Leaving blocks re-entry. A temporary exit does not.

Four mistakes

  1. Rulebringers splitting up, or Dawnbreakers piling both teams into one fight.
  2. Garrisoning a core building while the enemy holds the Defense System.
  3. Leaving a long-held building unguarded. It is a points pickup for the enemy.
  4. Spending skills on empty ground. Damage skills hit enemy bases, so land them where enemy bases are.

Reference

From the in-game Canyon Storm tabs. Check a name here when the plan mentions it.

Buildings, by stage

Stage 1

  • Data Center I. Two, near the Rulebringers spawn. +20 a second.
  • Sample Warehouse I. Four, near the Dawnbreakers spawn. +15 a second.
  • Power Tower. +120 a second. If Rulebringers hold one, they can shield the Central Safe Zone. Bases inside cannot be attacked.

Stage 2

  • Defense System I. +20 a second. Once captured, it hits enemy-held core buildings (Virus Lab, Serum Factory, Defense System, Power Tower) and the troops inside.
  • Serum Factory I. +20 a second. At regular intervals it gives a buff to the commander who controls it. The buff is announced in advance.
  • Power Station. Appears at random. Gather it with idle troops.

Stage 3

  • Virus Lab. Center of the map, large points. It opens after a period. The screen does not give the minute.

Scoring

  • Points Supply Box. A held building keeps scoring past its cap. Defeat that building to take the extra.
A building stacked past its top with gold crates while troops carry crates away
A full building is a pickup for whoever takes it.

Energy

Skills are paid with energy, which the game also calls Individual Points. You earn it by contributing in battle. It is separate from Battlefield Points.

  • One second of garrison: +500.
  • Occupying a Power Plant: +100.
  • Collecting excess points: +100.
  • A defeat: 4–22.
  • A heal: 2–11.
  • A severe wound: 2–11.
  • One durability destroyed: +5.
Two guards on a tower with a banner, beside a beam of light marking a landing point
Garrison banks energy. The teleport is the skill.

Skills

  • Seismic Tower, Rulebringers. Teleport. 1000 durability on landing, then 300 durability and 60 severe wounds every 3 seconds. Lasts 30 seconds. Costs 500,000 energy. 300-second cooldown.
  • Turret, Dawnbreakers. Teleport, then every 2 seconds, 300 durability damage and 60 severe wounds on the nearest enemy base in range. Lasts 30 seconds. Costs 750,000 energy. 300-second cooldown.
  • Field Hospital, both sides. Teleport, then every 3 seconds restores 300 durability to nearby allied bases and heals 150 of their wounded units. Lasts 30 seconds. Costs 500,000 energy. 300-second cooldown.
  • Judgment Day, Judicator only. While it is up, a teleport deals 5000 durability in a wide area. A blast cuts your teleport cooldown by 30 seconds and adds 60 to theirs. Lasts 120 seconds. Costs 1,000,000 energy. 300-second cooldown.
  • Free teleport. One on an interval, then a cooldown. Teleport is off during the cooldown.

Stand Ready, Rulebringers only

  • Base durability maximum +50%.
  • Relocation cooldown −50%. Free march speed-up cooldown −50%.
  • Individual Points needed for skills −30%. Skill cooldown −30%.
  • Severe wound rate −20%.
  • Exclusive Frontline Safe Zone.
  • More than one troop can garrison the same building.
  • One random buff after the match:
  • Frontline Rescue. Severe wound rate −5%. Recovers 50 wounded units every 5 seconds in the hospital.
  • Fortified Works. Severe wound rate −10% while garrisoning the base. Recovers 100 base durability every 5 seconds.
  • Scorched Earth. +100% severe wounds to units on the Drill Ground when you breach a base. Durability damage +50%.

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