Guide to Playing Clash on BorderGuides
Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential.
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low. CLASH'S GADGET Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal CLASH’S COUNTERS & COUNTERING THEM Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets. LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile. Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting. DEFENDER BOMBSITES
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F] This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells. Pairing Castle with Clash here gives her much more freedom to move around. Have Castle place one at the top and bottom of Metal Stairs, and one on Workshop door on ping.
With the previously mentioned Castle Barricades and these reinforcements, Clash can slow attackers in CCTV and ping them for anchors with nitro cells.
Clash can safely navigate Blue Hall, gathering plenty of intel, and protecting the flank. Use the desk on ping to protect your feet if staggered.
This entire wall should be reinforced. Once opened, Clash can gather intel on attackers trying to push in and stall them out.
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F] The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank. Clash can watch here and stall attackers foolish enough to push through. These reinforcements allow you to safely move out to the hallway.
After swinging out you can stall attackers pushing down the staircase or through Blue Hall.
Reinforcing Customs helps control the perimeter, which is essential for Clash so you aren't easily shot in the back. You can also head over to the window on ping to gather intel on attackers outside.
Some attacking teams attempt to open the backside wall. Some defending teams like to extend site into Bathroom. Either way Clash can be useful in securing the flank.
BOMB SITE 3 – Bathroom [1F] and Tellers [1F] This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams. Start off the round nabbing some early intel on attackers pushing Tellers Window.
The default plant is behind this fridge. Clash can keep watch for an attempt to pull this off. You can also peek the breach once opened.
Extending site into Servers and reinforcing Servers wall gives defenders more room to control the perimeter. Clash can stop attackers from flanking site through Exit Hall.
With Blue Hall under control, you can position aggressively in Waiting Room to stall out flanks coming from this direction. The benches offer plenty of cover in case you are staggered.
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F] Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible. Stepping out onto West Balcony for a quick spawnpeek can score a teammate a kill or at least ID some of the attackers.
As your battery recharges back off to hear, but be super careful to avoid exposing your back to Lockers window if attackers are rappelling there!
Clash is also great for keeping attackers from pushing up Metal Stairs. To help her play this hallway reinforce all the walls under the default cam.
With all 4 corner walls reinforced, Clash can slide over to stall attackers trying to push up the hallway. This is only really effective if your team reinforces the Offices balcony walls so attackers cannot easily circumvent you.
You can also stall out attackers flanking from East balcony. This push is less common, but if you get a whiff of attackers focusing this side, rotate on over to help. Otherwise, feel free to stand here as cover for defenders looking for a tasty spawn peek!