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ze_best_korea

This map has something for everyone. Long defenses, short defenses, traps, surfs, bosses, and even some tight timings. It requires an experienced leader for the best outcome, team coordination, and quick attention swapping from objective to objective. It is best suited for teams where a majority of players have a moderate or above understanding of ZE fundementals.

Rating: Medium

While this map has some very difficult sections, when working together with a coordinated team many difficult holds can be maintained indefinitely while longer triggers are being completed. The hardest parts of this map can also be mitigated by over-defending certain positions to skip more difficult mechanics/defenses.

Describe what happens in this stage: the path humans take, where the hold is, what triggers the stage end. Include:

  • Where to hold
  • How long the hold typically lasts
  • What triggers the push / stage completion

List each special item available on this map:

ItemEffectNotes
Item NameWhat it doesWho should hold it / when to use it

If the map has no special items, write “This map has no EntWatch items.”

Describe the key holds and strategies for the human team. Include:

  • The strongest hold positions per stage
  • When to break a hold vs. hold longer
  • Any map-specific movement tricks that help

Where and why do teams wipe? List the most common mistakes:

  • Stage X hold — teams often break too early when…
  • The final stage — …

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FieldValue
Map version tested
Last tested

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