The drop-down from above quad
18% of contestsThe way the takers come. You are above the pad with a yellow on and drop onto it as it spawns; whoever is at the door has to look up.
Three ways to the schloss quad: the door at floor level, the drop-down from above it, and the path in from cathedral rocket. It is two to three seconds from the red area at speed, which is why the red and the quad are the same fight on schloss.
Of the players near the quad when it came back, the share who took it, by their stack two seconds before. Stack is the whole story: naked players almost never win it.
Being there first matters: the closest player two seconds out takes it 51% of the time, the most-stacked one 40%. Distances in units.
The way the takers come. You are above the pad with a yellow on and drop onto it as it spawns; whoever is at the door has to look up.
You leave the red with a rocket loaded and arrive at the door with armor on. This is where the fight is, more than where the quad is.
You take the cathedral RL and come along the path with the cathedral yellow on. Good stack, but you arrive after the players above have settled.
Down from the tower with the RL. Quick if you leave early; late if you wait for the fight up there to finish.
On the pad or low in the room when it spawns. Fine with stack; naked down here you are the target for the drop-down.
| from \ to | quad | pent | red | tower YA | Cat YA | tower RL | Cat RL | yard mega | cemetery mega | cemetery tele | Cat SSG |
|---|---|---|---|---|---|---|---|---|---|---|---|
| quad | · | 3 / 7 · RJ 6 | 9 / 16 · RJ 11 | 4 / 10 · RJ 4 | 2 / 5 · RJ 4 | 3 / 8 · RJ 5 | 1 / 1 · RJ 1 | 3 / 6 · RJ 5 | 4 / 11 · RJ 8 | 7 / 14 · RJ 10 | 3 / 9 · RJ 5 |
| pent | 4 / 10 · RJ 5 | · | 8 / 13 · RJ 8 | 4 / 8 · RJ 7 | 5 / 14 · RJ 9 | 1 / 10 · RJ 11 | 5 / 12 · RJ 7 | 1 / 2 · RJ 1 | 4 / 12 · RJ 12 | 1 / 13 · RJ 12 | 1 / 16 · RJ 10 |
| red | 9 / 14 · RJ 9 | 7 / 12 · RJ 8 | · | 6 / 12 · RJ 7 | 10 / 16 · RJ 11 | 4 / 9 · RJ 5 | 6 / 12 · RJ 9 | 4 / 10 · RJ 3 | 3 / 6 · RJ 3 | 3 / 8 · RJ 4 | 5 / 9 · RJ 7 |
| tower YA | 2 / 4 · RJ 4 | 2 / 6 · RJ 2 | 8 / 13 · RJ 9 | · | 6 / 9 · RJ 7 | 1 / 2 · RJ 1 | 3 / 8 · RJ 6 | 2 / 5 · RJ 2 | 6 / 12 · RJ 8 | 3 / 9 · RJ 5 | 6 / 13 · RJ 9 |
| Cat YA | 3 / 9 · RJ 6 | 6 / 14 · RJ 9 | 10 / 17 · RJ 10 | 5 / 14 · RJ 7 | · | 6 / 13 · RJ 9 | 1 / 4 · RJ 2 | 5 / 13 · RJ 8 | 4 / 10 · RJ 8 | 7 / 16 · RJ 11 | 3 / 8 · RJ 4 |
| tower RL | 4 / 7 · RJ 5 | 4 / 11 · RJ 7 | 7 / 13 · RJ 10 | 1 / 3 · RJ 2 | 7 / 12 · RJ 8 | · | 5 / 11 · RJ 8 | 4 / 10 · RJ 7 | 4 / 10 · RJ 7 | 2 / 4 · RJ 4 | 7 / 14 · RJ 8 |
| Cat RL | 1 / 2 · RJ 2 | 5 / 13 · RJ 8 | 7 / 15 · RJ 9 | 6 / 12 · RJ 8 | 1 / 2 · RJ 2 | 5 / 12 · RJ 8 | · | 5 / 11 · RJ 8 | 3 / 7 · RJ 4 | 6 / 14 · RJ 8 | 1 / 3 · RJ 2 |
| yard mega | 5 / 10 · RJ 3 | 0 / 1 · RJ 1 | 6 / 9 · RJ 6 | 6 / 12 · RJ 5 | 9 / 12 · RJ 7 | 6 / 10 · RJ 8 | 6 / 12 · RJ 6 | · | 5 / 10 · RJ 7 | 7 / 13 · RJ 10 | 6 / 13 · RJ 8 |
| cemetery mega | 4 / 10 · RJ 6 | 4 / 12 · RJ 5 | 4 / 7 · RJ 5 | 7 / 13 · RJ 4 | 5 / 10 · RJ 7 | 5 / 10 · RJ 2 | 3 / 5 · RJ 4 | 3 / 8 · RJ 6 | · | 4 / 8 · RJ 1 | 1 / 3 · RJ 1 |
| cemetery tele | 4 / 8 · RJ 6 | 5 / 11 · RJ 8 | 3 / 8 · RJ 6 | 2 / 3 · RJ 2 | 8 / 13 · RJ 10 | 1 / 1 · RJ 1 | 6 / 10 · RJ 7 | 5 / 10 · RJ 6 | 1 / 4 · RJ 2 | · | 4 / 9 · RJ 4 |
| Cat SSG | 3 / 4 · RJ 3 | 6 / 14 · RJ 10 | 5 / 10 · RJ 6 | 7 / 14 · RJ 10 | 3 / 5 · RJ 4 | 6 / 11 · RJ 6 | 1 / 2 · RJ 1 | 5 / 11 · RJ 8 | 1 / 2 · RJ 2 | 5 / 11 · RJ 5 | · |
Seconds from entering one room to entering the other, measured from 64 recent NA fours. Fast is the 10th percentile of the runs that actually went that way in one life, with the real stairs, lifts and jumps in it; typical is the median. A ~value is an estimate for a pair nobody ran directly. Count your item clock against the fast number and leave on time.
From 49,789 contested quad spawns on schloss in the demos (a player counts as contesting when within 650 units in the last 10 seconds before the spawn). Spots are the server's own location names for where a player stood 5 seconds before the spawn. Quad conversion, explained →