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GAME MODES · GUIDE

Warzone: build across three battles

Distribute your strengths

Warzone asks for multiple teams, so the strongest single trio may leave the rest unable to win. A practical starting plan is to give each team an initiator, control and a carry; distribute your best cards according to the fight each team is meant to win. [S04, S17]

Role-based team sketches

Control/area: All Might + Tsuyu + Nejire. Pressure/support: Stain + Tokoyami + Momo. Later-roster core: Mirio + WHM Shoto + Tamaki. These are editorial examples of complementary roles, not sourced universal best teams, and using all the best heroes in one trio can still be poor roster allocation.

Budget substitutions

Denki supplies ranged disruption; farmable Tsuyu can anchor control; a developed Ochaco can fill damage but is vulnerable to being knocked out of flight. A durable card-supported hero may be better than a theoretically stronger carry that is immediately interrupted. [S03, S05, S24, S37]

Cards and outcomes

Camie/Nagamasa are defensive candidates; Cold Shot/Game Start are offensive candidates; Nezu is a control active. Mastermind is a poor automatic choice when Warzone does not execute the expected ultimate. Breakthrough and target hyperarmor affect outcomes. [S05, S17]

Opponent scouting

Read the formations available through the legitimate in-game interface and change positioning accordingly. A 2021 thread described both formation inspection and a matchmaking-reset exploit; only formation inspection informs this guide. Its reset behavior is not a strategy recommendation. [S38]

Track what failed

Record which team lost and why: opening interruption, carry death, poor target selection or timeout. Total BP cannot answer those questions. Avoid declaring an entire hero weak based on a single unlucky AI sequence.

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