What are eSports Formats?


eSports Formats

We have 6 formats in eSports and the eSports Administration uses these formats to make and organize tournaments. Each tournament is based on 1 format (for example, Blitz Hard), while big tournaments are based on more than 1 format (for example, Clan Championship).


Hard Format

Let's take the rules of Blitz Hard. Blitz Hard is based on the Hard format. In the Hard format, you can use any turret and any hull you like, but as the rules say, you can use only two of the same turret and one of the same hull in the same team. For example, if you are using Magnum, only one more player from your team can equip Magnum, unless you change to another turret. You can use all turrets only twice per team, except Firebird, Freeze, and Isida, which can only be used once in a team.

Note: Isida can be used only on a light hull; the light hulls allowed are Hornet and Wasp.

Regarding hulls, you can use any hull, but not more than two heavy hulls in a team; the heavy hulls allowed are Mammoth and Titan. As for protection modules, you can take any protection modules except for unique ones like Spectrum B, which provides 20% protection against all turrets.

The mode played is CTF (Capture The Flag), and the rest of the battle's settings is as follows: Micro-upgrades OFF, smart supplies OFF, Overdrives ON, drones OFF, and friendly fire OFF. The total number of slots for each team (Alpha and Beta) in the map should be 7, a 7 versus 7 battle for 6 players with 1 additional slot to use in case of any technical issue.

For the penalty rounds, the rules are different. You can use all turrets, but each turret can only be used once, and Isida is not allowed to use. Same for hulls, you can use all hulls, but each hull can only be used once, and Hunter is not allowed to use. The map should be a 4 versus 4 having a total of 4 slots for each team of 3 players, with 1 additional slot to use in case of any technical issue.


The maps that can be used in the Hard format are Red Alert MM, Forest, Kungur MM, Bridges MM, Solikamsk MM, Barda MM, Parma, Siege, Osa, and Bobruisk. While for the penalty rounds, the maps are Atra, Cross, Sandal, Valley, Pass, Station, and Sandbox.

Spectrum B

Light Format

Now let's take the rules of Blitz Light. Blitz Light is based on the Light format. In the Light format, you have to bring 5 Railguns and 1 Smoky. You can't use any other turrets except these. You must have the following augments depending on which one you are using: Round Stabilization (for Railgun) and Assault Rounds (for Smoky).

Regarding hulls, you can use Hornet and Wasp (not more than 2 Hornets, and not more than 2 Wasps), and medium hulls (not more than 2 per team). Allowed medium hulls are Viking, Hunter, and Dictator.

Protection modules, you have to use a protection module that gives 35% protection from Smoky. If you are using a light hull (Hornet or Wasp), 2 players per team are allowed to have 35% protection from Railgun, for any allowed hull. And Micro-upgrades OFF, augments ON (hull augments are not allowed to use), supplies OFF, Overdrives OFF, and friendly fire ON in the battle settings.

For the penalty rounds, the rules are different. You can only use Railgun, with the mandatory augment, Round Stabilization. And as for hulls, you can use only 1 Hornet and 1 Wasp, you can take any protection modules that do not protect against Railgun. The total number of slots in the map for each team should be 3 (for 2 players with 1 additional slot to use in case of any technical issue), a 3 versus 3.

The maps that can be played in the Light format are Barda, Bridges MM, Forest, Red Alert, Kungur, Parma, and Tribute MM. While for the penalty rounds, the maps that can be played are Sandbox, Sandal, Garder, and Magadan.

Round Stabilization Augment for Railgun


Assault Rounds Augment for Smoky

Medium Format

Again, but now let's take the rules of Blitz Medium. Blitz Medium is based on the Medium format. In the Medium format, you can use all turrets, but each turret can be used not more than twice in the same team. One Magnum and one short-range turret (either Isida, Firebird, Freeze) can be used, but only once in a team. Isida can be used only on a light hull (Hornet or Wasp).

Hulls, you can use any light (Hornet, Wasp) and medium (Viking, Hunter, Dictator) hull, but not more than 2 in a team. Heavy hulls (Titan, Mammoth) are not allowed.

Augments are ON for turrets. Hull augments are not allowed. There are some specific augments you can use, you can see a list of allowed augments in the rules of that particular tournament.

You can take any protection modules except unique ones such as Spectrum B. Micro-upgrades is OFF, supplies is OFF, Overdrives is OFF, and friendly fire is ON.

Here as well, the rules are different for the penalty rounds. You can use any turret except Isida and Magnum. Each turret can be used only once and only one short-range turret is allowed in the same team

The total number of slots in the map for each team should be 4 (for 3 players with 1 additional slot to use in case of any technical issue), a 4 versus 4.

The maps that can be played in the Medium format are Bridges MM, Forest, Kungur, Gubakha, Iran, Red Alert, and Cologne.

For the penalty rounds, the maps that can be played are Sandbox and Valley.


XP/BP Format

And yet again, but this time, let's take Blitz XP/BP. Blitz XP/BP is based on the XP/BP format. In the XP/BP format, you can only use Railgun. And hulls, you can only use Hornet and Wasp, but not more than 3 in the same team, which means only 3 Hornets and 3 Wasps in a team.

Protection modules do not matter, micro-upgrades is OFF, augments is OFF, supplies is OFF, Overdrives is OFF and friendly fire is ON.

While it is different for the penalty rounds, you can't use more than one Wasp in a team. The total number of slots in the map for each team should be 3 (for 2 players with 1 additional slot to use in case of any technical issue).

The maps that can be played in the XP/BP format are Barda, Bridges, Forest, Solikamsk, Tribute, Osa, Red Alert, Kungur, and Parma.

For the penalty rounds, the maps that can be played are Sandbox, Garder, Duality, and Zone.

Setups Format

Every year, there is a Setups tournament in eSports. The Setups tournament, including but not limited to, is based on the Setups format, which depends on cross outs steps.

Before each match in the Setups format, clan leaders or their deputies determine which map to play on. To determine the order of crossing out formats and maps for the matches, the host and guest status of a clan for that particular match is considered. This status is determined by the tournament organizers for every match of every bracket. The host starts the first round of the main matches on the blue side, while for the penalty rounds, on the red side.

In the Qualification and Group Stages, all clans are divided into groups and play with each opponent in their group. The main battle consists of 4 rounds, playing on 2 maps. Before each match, the clan leaders determine the map to be played.

The maps that are used to play are Red Alert MM, Forest, Bridges MM, Barda MM, Iran, Bobruisk, and Tribute MM.

The maps are determined by cross outs by the clan leaders. Cross outs for the first and the second rounds are started by the host, and the match is played on the map that is left uncrossed. The host starts the first round on the blue side and the second round on the red side.

Cross outs for the third and the fourth rounds are started by the guest, and the match is played on the map that is left uncrossed. The guest starts the third round on the blue side and the fourth round on the red side.

The process of crossing out should begin no later than 50 minutes (90 minutes in the Playoffs stage), before the official start time of the match. If a clan is late to cross out in time, they may be punished after the match.

The matches take place in 6v6 (6 versus 6). The hulls to pick and ban are Wasp, Hornet, Viking, Hunter, Dictator, Titan, and Mammoth. And the turrets to pick and ban are Firebird, Freeze, Isida, Hammer, Twins, Ricochet, Smoky, Striker, Vulcan, Thunder, Railgun, Gauss, Magnum, and Shaft.

All protection modules, except unique ones such as Spectrum B, not more than 2 of the same one in a team, are allowed.

First Stage of Bans:

Clan leaders cross out a turret one at a time, and no one can equip turrets that have been crossed out.

For the first and the second rounds, C1 denotes the captain of the host team and C2 the captain of the guest team. While for the third and the fourth rounds, C1 denotes the captain of the guest team, and C2 denotes the captain of the host team.

C1: ban turret1 (Magnum, for example) - If the captain bans Magnum, both teams can't take Magnum.

C2: ban turret2 (Firebird, for example) - If the captain bans Firebird, both teams can't take Firebird.

First Stage of Picks:

From the list of remaining turrets and hulls, both captains choose two setups (turret + hull) for their team to use. Chosen setups combos can't be used again.

C1: pick1 (Isida + Dictator, for example).

C2: pick1 (Railgun + Viking, for example), pick2 (Ricochet + Mammoth, for example).

C1: pick2 (Hammer + Titan, for example).

Second Stage of Bans:

From the list of remaining turrets and hulls, captains cross out a turret and a hull. The crossed out equipment can't be picked anymore.

C2: ban hull1.

C1: ban hull1, ban turret2.

C2: ban turret2.

Second Stage of Picks:

From the list of remaining turrets and hulls, both captains choose two setups (turret + hull) for their team to use.

C2: pick3.

C1: pick3, pick4.

C2: pick4.

Third Stage of Bans:

From the list of remaining turrets and hulls, both captains cross out a turret and a hull. The crossed out equipment can't be picked anymore.

C1: ban hull2.

C2: ban hull2, ban turret3.

C1: ban turret3.

Third Stage of Picks:

From the list of remaining turrets and hulls, both captains choose three setups (turret + hull) for their team to use.

C1: pick5.

C2: pick5, pick6.

C1: pick6, pick7.

C2: pick7.

TOF Format

In eSports, there are some tournaments based on the TOF format. In the TOF format, you can use any turret, any hull, and any protection modules except unique ones. But there are some tournaments played in the TOF format where you can't take any turret you want, for example, the TOF Gauss tournament, which you can play by only using Gauss, any hull you want, and any protection modules you want except unique ones.

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