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For your convenience, we've put together a list of game rules and regulations that will apply to all tournament matches this year. These rules are technical limitations of the tournament mode in the game. All tournaments arranged using this mode, automatically conform with these rules. However, this mode does not apply to some other rules, which can be modified by the tournament’s host. Please make sure to study them in detail before taking part in tournaments.

The concept we swear by is fairness. Participants of Guns of Boom tournaments must follow the special rules, the purpose of which is to equalize the opportunities for all parties, making the game fair.

Players must follow Terms of Use whenever playing Guns of Boom, including participation in any public tournaments. Tournaments are considered public when they have an organizer, a set of rules, exact dates, and match times. Breaching Terms of Use on the public tournament may lead to a permanent suspension of a player's game account without any prior notice and any other temporary measures.

In this regard, we as developers reserve the right to make any changes to these regulations, if we think it will improve the overall balance and quality of the tournaments.

Note: Some of the weapons were re-balanced in Update Patch 22.0.0 on January 27. Read the full Patch Notes in this article.

Table of contents:


Comparison of the game modes

Normal Game Pro Play Private Tournament Matches
Aim Assist yes no no
Player HP/Armor equalized to level 22 no yes yes
Regular Game Modes yes yes yes
Special Game Modes no yes yes
Special Rules for Consumables no yes yes
Esports Loadouts no no yes
Max level of all perks no no yes
Special Restrictions for Weapon/Equipment no no yes
Special balance for Weapon/Equipment grades no yes yes

Exclusive tournament rules

  • HP and Armor are capped to level 22 for all players.
  • Special settings for weapon levels and their availability.
  • Special settings of equipment levels and their availability.
  • Special settings for the number of available loadouts.
  • Special perk level settings and their availability.
  • Special settings for consumables and the amounts available in battles.
  • Special settings for lists of available maps and modes.
  • If your team leaves the battle in the first 30 seconds, your battle will restart without giving you a loss. You can do that only once per battle in case of any technical issues.
  • You have a 3-minute pause between matches and a 2-minute pause between battles in your current match for preparations

Character

  • Baseline quantity of НР for all players equals 2000
  • Baseline quantity of Armor for all players equals 1800

Weapons

Available weapons and their grades are shown in the table below. Rows in red indicate weapons that are banned in tournament matches due to their unsuitable balance or for other similar reasons.

If the weapon’s grade is listed as “special”, it means that the weapon was altered, and its stats fall outside the regular grades. Special grades are necessary to make certain weapons more in balance with other guns in the same category.

Assault rifles Grade Power Accuracy Range Ammo
LEGEND 2 388 35 20 38
GUILLOTINE 5 1028 60 19 35
STING 5 1400 35 23 30
SLICER 4 1384 47 25 38
VAMPIRE 4 1656 62 20 45
DESTROYER 3 1492 55 23 35
SCATTERSHOT 4 1544 22 18 60
MAMBA 3 1492 50 21 50
INCINERATOR special 1968 40 23 32
ANACONDA 3 1772 80 22 40
LIFESTEALER 0 1652 40 21 40
JUGGERNAUT special 1891 30 22 35
SALAMANDER 5 1472 35 25 30
CYCLOPS 3 1537 22 22 40
ODIN 0 1824 24 24 35
DRAGONFIRE 0 1852 22 21 50
WARMONGER 3 1560 22 20 50
FIREFLY special 1794 35 22 45
SUNBURST 0 1910 55 24 32
BASTION 1 1940 34 23 42
WASP 0 1580 42 20 27
SURVIVOR 0 1570 24 21 40
THE CHOPPER - - - - -
SUPPRESSOR - - - - -

Shotguns Grade Power Accuracy Range Ammo
TRICKSTER 2 388 20 20 8
DEATH DEALER 5 1028 50 9 9
BATTERING RAM 4 1384 42 9 6
STORM 4 1544 60 10 12
ONSLAUGHT 3 1400 20 11 9
BERSERKER 3 1492 35 10 10
REMEDY 1 1652 30 10 8
TRAITOR 3 1492 25 10 9
BRAWLER 3 1332 40 8 10
RANGER 2 1484 40 9 8
PORCUPINE special 1510 50 10 8
CERBERUS 1 1772 40 10 12
THUNDER special 1554 40 10 10
AVALANCHE special 1786 55 10 8
DOLORES special 1870 50 11 6
DESPERADO 5 1800 50 9 9
ORION 0 1860 62 12 6
REAPER special 2390 58 10 8
JOKER special 1630 52 11 12
BEAR TRAP special 2350 48 8 6
EXORCIST 2 2160 45 10 9

Sniper Rifles Grade Power Accuracy Range Ammo
VETERAN 2 388 85 36 8
UNDERTAKER 5 1028 88 37 25
FALCON 5 1400 65 39 10
PUNISHER 4 1384 85 41 10
MANTICORE 4 1656 66 38 10
THANATOS 3 1492 60 45 1
ICEBERG 1 1652 85 38 8
LIZARD 3 1772 85 42 12
SCOUT 3 1492 70 35 15
QUICKSILVER 3 1708 75 36 15
PROMETHEUS 0 1588 82 40 22
LIQUIDATOR special 1632 77 41 15
BARRACUDA 3 1680 65 44 5
ICEBREAKER 3 1720 50 40 15
LAST BREATH 0 1500 83 45 1
STORMBRINGER 1 1720 60 38 12
DARYL'S CROSSBOW 3 1760 85 42 1
OROCHI - - - - -

Machine guns Grade Power Accuracy Range Ammo
HANS 2 388 26 26 60
BUFFALO 5 1028 40 29 60
ANUBIS 5 1400 50 28 70
HURRICANE 4 1384 15 25 60
ARMAGEDDON 3 1492 52 30 55
HYDRA 4 1544 10 27 60
ANNIHILATOR special 1797 48 28 50
FORTUNA 3 1652 35 27 65
EQUALIZER 3 1708 42 27 60
PERSUADER 3 1492 44 25 70
PAIN 1 1772 38 27 60
JACK FROST special 1763 40 30 60
MATADOR 1 1800 50 27 50
HERO 0 1800 64 28 40
ZEUS 0 1800 72 29 60

Pistols Grade Power Accuracy Range Ammo
CHANCE 2 312 50 10 10
ANATHEMA 5 700 50 10 7
JACKAL 4 900 50 10 17
WHISPER 4 1035 50 10 12
EAGLE 3 992 50 10 7
CASCADE 3 1000 50 10 10
EXECUTIONER 3 1107 50 10 6
OPPRESSOR special 1103 50 10 15
BULLDOG 3 1125 50 10 8
RICK'S REVOLVER 1 1150 75 10 6

Knives Grade Power
SLAYER 2 480
CLAW 5 850
SURGEON 4 908
SUDOKU 3 1160
HORNET 4 1094
IGUANA 3 1328
DAMASCUS special 1350
SPINNER 5 1100
KINGSLAYER 4 1150
SHARK 3 1250
FANG 3 1410
LUCILLE 1 1410
SERPENT - -

Equipment

Available vests, helmets, pants, and their grades are shown in the table below. Again, rows in red indicate items that are banned in esports tournaments due to their unsuitable balance or for other similar reasons.

Vests Grade Armor
KEVLAR 11 1800
SHELL 11 1800
IFRIT 19 1800
CORSAIR 11 1800
ZERO 19 1800
ANTIDOTE 11 1800

Head Grade Perk
DOCTOR max Health Kit effectiveness increased by 25%
BALLISTIC MASK max +30% protection against damage to the head
TITAN max Adds 20 HP/sec if HP are below 20%
FUMIGATOR max Restores 25% HP after elimination
TSUNAMI max 2% HP/sec when you don't take damage for 3 sec
DARK STALKER max +20% damage to the head
PARACELSUS 3 Adds up to 210 HP, and up to 210 Armor, duration 3 sec
SCORPION 3 +20% damage, +15% protection, duration 5 sec
BULWARK 3 +30% protection, health regenerates when you don't take damage for 3 sec, duration 5 sec
COLOSSUS 3 20% armor regenerates, duration 5 sec
E.Y.E 3 +16% damage to the head, duration 6 sec
MIRAGE 3 +Stealth, +Speed, duration 5 sec
UNDYING - -

Pants Grade Perk
PANTHER max +20% speed
COWBOY max 4% armor regenerates
JOCKEY max +25% armor after elimination
DAREDEVIL max +20% damage (for 3 sec) after elimination
AQUAMARINE max +10% armor
SPACE MARINE max +35% protection (for 3 sec) after elimination
REANIMATOR 3 +11% speed, +25% to healing consumables
RHINOCEROS 3 +16% speed, +1 off consumable per life
CHEETAH 3 +16% speed, +22% reload speed
MUSTANG 3 +16% speed, +30% ammo in magazine
WOMBAT 3 +15% movement speed after respawn for 3 seconds, 26% reduce cooldown for offensive and defensive consumables 

Loadouts and perks

Each player can put together up to 3 loadouts. These loadouts are available in a separate Esports tab and can be pre-configured before entering the tournament lobby. All perks for all specializations are currently set to the maximum level (14). 

Assault

Name  Grade Description and numbers
Trooper 14 Maximum armor reduces by 20% while movement speed increases by 10%
Break a leg 14 Enemy slows down by 15% for 2 seconds, when hit in the legs with an assault rifle
Extreme Temperatures 14 Eliminating a frozen enemy with a shotgun restores armor; eliminating an enemy on fire with a shotgun restores health (both by 15%)
Battle Surgeon 14 If you hit a target with a shotgun, your melee attack on the same target within the next 2 seconds will restore 15% health for you
Rush  14 Eliminating an enemy with Perfect Aim using an assault rifle increases damage from offensive consumables by 15% for 5 seconds
Dualism 14 Eliminations with offensive consumables provide a 100% chance to set on fire or freeze the enemy with assault rifle hits in the next 5 seconds
Armor Thief 14 Melee eliminations restore 15% armor
Detection 14 Enemies hit with offensive consumables are highlighted for 2 seconds
Second Wind 14 Movement speed increases by 15% if you don't receive damage for 5 seconds
Piercing Rounds 14 After a reload, your assault rifle deals 30% more damage to armor for 3 seconds

Sniper

Name Grade Description and numbers
Another Shot 14 If an enemy wasn't eliminated with the first rifle hit, the next hit within 3 seconds will inflict 15% more damage. Does not stack with the High Ground perk
Trophy Hunter 14 Eliminating an enemy with Perfect Aim using a rifle restores 15% of armor
High Ground 14 Your rifle inflicts 15% more damage if the enemy is below you. Does not stack with the Another Shot perk
Sleight of hand 14 Eliminating an enemy with Perfect Aim using a rifle provides a 50% chance of reloading 2x faster
Berserk 14 The less armor you have, the more damage to the head your rifle inflicts (max. 15%)
Peacemaker 14 Running speed increases by 15% if you don't inflict damage for 5 seconds
Plan B 14 Hitting an enemy in the legs at less than 10 meters reduces their movement speed by 50% for 2 seconds
What a rush 14 Melee eliminations increase your running speed by 15% for 3 seconds
Gunslinger 14 Hitting an enemy to the head with a pistol inflicts 100% more damage and restores your armor
Retreat 14 Using defensive consumables increases your running speed by 15% for 3 seconds

Support

Name Grade Description and numbers
Tank 14 Maximum armor increased by 30%
Marauder 14 Armor restores by 8% per enemy hit with offensive consumables
Regroup 14 After you reload your machine gun, your maximum armor increases by 15% for 5 seconds
Kick Start 14 Eliminating an enemy with a machine gun provides a 50% chance of reloading 2x faster
Unbreakable 14 Eliminating an enemy with a machine gun increases your damage for 3 seconds. The more armor you have, the higher the damage (max. 15%)
Fortify 14 Eliminations with offensive consumables reduce incoming shot damage by 30% for 5 seconds
Burn-out 14 Offensive consumables have a 50% chance of setting the enemy on fire and dealing an additional 20% damage over 5 seconds
Patchwork 14 Defensive consumables restore 15% more armor
Helping Hand 14 Enemies eliminated with a machine gun drop power cells that any ally can pick up and restore 30% of their armor over 5 seconds
Double Trouble 14 A machine gun elimination increases damage from offensive consumables by 30% for 5 seconds

Recon

Name Grade Description and numbers
Dash 14 The maximum amount of armor is reduced by 20%, but movement speed is increased by 10%
Slowdown 14 A hit in the legs with a rifle slows the opponent down by 50% for 2 seconds
Sharp Shot 14 A Perfect Aim elimination with a rifle restores 15% armor
Overclocking 14 After a reload, the shotgun's damage to armor is increased by 30% for 3 seconds
Pacifist 14 Movement speed increases by 15% if you don't deal damage for 5 seconds
Combo 14 Eliminating an enemy with a knife increases shotgun damage by 30% for 3 seconds
Strategist 14 Within 3 seconds of a rifle hit, a shotgun hit to the head restores armor by 15%
Morale Boost 14 After eliminating an enemy with a shotgun, the effect of support consumables increases by 100% for 3 seconds
Chill Out 14 Offensive consumables have a 50% chance of freezing the enemy by slowing them down by 20% for 3 seconds
Adrenaline Rush 14 If health damage received within 2 seconds exceeds 30% of maximum health, 50% armor is restored in 10 seconds

Consumables

Consumables may have different settings in comparison to the normal game. Each item has a certain number of uses per battle.

Offensive consumables:

Name Grade Per Match Per Life Direct Hit Damage Minimum Damage Explosion Range Debuff
Grenade 0 10 2 1000 500 2 -
Flashbang special 2 2 200 80 6 meters Blind 3 sec
G-Launcher special 1 1 2000 1750 5 meters -

Defensive consumables:

Name Grade Per Match Per Life HP Regen Armor Regen Buff
Medkit special 25 5 750/5 sec - -
Stim-gun special 2 2 500/10sec none Damage reduction 20%/10 sec
Repair Kit special 3 3 none 1350/3 sec -

Maps and modes

While tournament matches put some restrictions on modes and maps made for regular games or private matches, there are also the ones specially tuned for tournament matches.

Team Deathmatch

  • Time Limit: 5 min
  • Maps: Old Factory, Construction Site, Military: Warehouse, Europe: Streets, Skyscrapers, Farm, Farm at Night, Mexico: Village
  • Description: Earn points by eliminating enemy players. The team that scores the most points in 5 minutes is considered the winner. Also, if one of the teams scores 500 points, it is instantly declared as the winner, and the remaining time is discarded.

Control Points

  • Time Limit: 5 min
  • Maps: Artium, Europe: Square, Farming Complex
  • Description: Teams need to score points in order to win. The team that gets the most points in 5 minutes is considered the winner. Also, if one of the teams scores 1200 points, it is instantly declared as the winner, and the remaining time is discarded. In this mode, teams score points for eliminating enemy players, as well as for capturing and retaining control over certain points.

King of the Hill

  • Time Limit: 5 min
  • Maps: Paradise Island, Subway Station, Wild West: Saloon
  • Description: Teams need to score points in order to win. The team that gets the most points in 5 minutes is considered the winner. Also, if one of the teams scores 1000 points, it is instantly declared as the winner, and the remaining time is discarded. In this mode, teams score points by eliminating enemy players, as well as capturing and retaining control over one point.

Point Domination

  • Time Limit: 5 min
  • Maps: Artium, Europe: Square, Farming Complex
  • Description: Teams need to score points in order to win. The team that gets the most points in 5 minutes is considered the winner. Also, if one of the teams scores 2000 points, it is instantly declared as the winner, and the remaining time is discarded. The more points a team controls, the more it scores for eliminations, assists, and other achievements, 1 controlled point multiplies score by 1,5, 2 points multiply the score by 2, and 3 captured points by 3.

Team Elimination

  • Time Limit: 5 min
  • Maps: Military Warehouse, Old Factory, Construction Site, Island: Ruins
  • Description: Each team has 25 lives in total. Each time a player is eliminated, their team loses one life. The team with more lives at the end wins.

These are the principal regulations we’ve established to make Guns of Boom tournaments fair, fun, and exciting for all participants. We may add some changes in the future if we decide it'll improve the overall experience. Follow us on social media and check out the schedule to be informed about the latest events and updates.

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