Pull, aim, release
A direct swipe-to-fire gesture made for one thumb.
Pocket-sized artillery
Read the wind. Pick your angle. Then send a perfectly planned disaster across the battlefield.

Take the high ground
Drag away from your target, judge the arc and release. Terrain, wind and weapon choice do the rest. Every crater changes what comes next.
A direct swipe-to-fire gesture made for one thumb.
Explosions carve the terrain and open new angles.
Keep friend matches moving whenever the moment is right.
Pick your problem
The reliable one. The bouncy one. The one that becomes several problems at once. Learn the arsenal, then break your own rules.

Simple, steady and always ready.

Fast enough to make the wind nervous.

For arguments that need a larger crater.

One shot. Several awkward landings.

Because the straight line is overrated.
Your turn
Check the wind, the terrain and where your rival is hiding.
Pick a weapon and pull back to set the angle and power.
Release, watch the arc and pretend that was exactly the plan.
A little aim. A lot of boom.
Coming soon