Community Hadal strategy

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Hadal
Cp hadal.png
Basic Information
Map type: Attack/Defend
File name: cp_hadal
Released: July 18, 2024 Patch
(Summer 2024 Update)
Developer(s): Juha "Jusa" Kuoppala
Maxime "Fubar" Dupuis
Map Info
Environment: Research technologies
Setting: Inside
Map Items
Healthico.png Health Kits: Smallhealth.png ×7  •  Mediumhealth.png ×11  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×12   •  
Largeammo.png ×3
Map Photos
Loading screen photos.
Map overview
Hadal overview.png

This article is about Community Hadal strategy.

Note: It is recommended to read the main Hadal article first to become familiar with the names of key map locations used in this article.

General Strategy (All Classes)

See also: Community Attack/Defend strategy

Offense

Sector A
  • The Transfer is a great area for flanking enemies on the Catwalk, with a large health pack and medium ammo pack allowing for a refill while retreating.
  • The Catwalk can be used as a place for cover, especially to attack the control point.
  • The Backroom offers another flank to the control point, alongside entrances to Sector B.
  • The bottom route provides some cover and a medium health pack allowing you to work on clearing defender positions.
Sector B
  • BLU's far right B exit leads to a walkway dropdown and enclosed sniper nest. You can rotate back up here by jumping on the blue bottle crate, on top of the yellow barrel, followed by a final jump to the walkway.
  • The window room beside B can be entered from outside by crouch jumping on and over the yellow pipes. This can be useful to approach enemies on the other side here at an undetected angle or to reach the medium health kit faster.
Sector C
  • Falling in water prevents fall damage, allowing you to drop down safely into the water below C to quickly disengage from enemies.
  • The Plants offer multiple routes into the Main Core. Use it to quickly get there once your team captures Sector C.
Main Core
  • Your team can choose to attack the control points together or split attention from the defending team by threatening to capture the Main Core. Even if it is not captured, it draws away enemy team members that could be defending other control points.
  • Controlling the balconies surrounding the Main Core prevents the defending team from easily contesting the capture.

Defense

  • At the start of a round, you can watch from the balcony over at B to watch for incoming attackers. Relay important targets to your team, such as Medic and patient combos, Engineers, or any enemies heading to capture the Main Core.
  • The spawn's resupply locker moves with the elevator to each new floor. Keep this in mind when looking for a resupply to not waste time. The respawn rooms also serve as a connector to each Sector, the doors close after each control point is captured and the elevator raises to the next outer point.
Sector A
  • With plenty of high ground and pickups on their side to work with, defenders can chip away at the attacking team taking the lower routes.
  • Be wary of Snipers trying to snipe players from their spawn. Stay by cover and avoid or reduce the time you spend crossing over the control point.
  • Use the chain-link fence behind the point to safely look at enemies attacking the point.
  • If it is too quiet around A, they may be setting up an assault on the Main Core from B instead. Be ready to leave A if you notice the Main Core getting captured, but make sure that the control point is still well-defended in case it's a distraction.
Sector B
  • There is a glass window facing the Main Core that allows you to watch both control points simultaneously.
  • You can jump on the handrail below the connector door that leads to Sector A and crouch jump onto the ledge for quick access. Alternatively, you can flank this area by jumping up the dropdown that connects Sector A to the Main Core, walking past the spawn door, then heading left.
Sector C
  • The tower gives defenders a height advantage over the C point, as well as having a direct line of sight onto the Main Core.

Main Core

  • The Upper Balconies offer many sightlines across the Main Core, as well as offering a high ground advantage to anyone trying to capture the point early.
  • With no other control points remaining, keeping hold of the areas around the point is crucial to defending the Main Core.
    • Controlling the Upper Balcony leading to B denies attackers a good angle on the rest of the Upper Balconies, which are good spots for your own Engineers to build.

Class-specific strategy

Leaderboard class scout.png Scout

General
  • The Atomizer can be used to quickly access the Main Core's control point once it raises above ground level.
Offense
  • Your mobility allows you to slip past the defenses and easily attack the Main Core early, providing a good distraction for your team and reducing the amount of enemy players defending the other control points.
  • Your innate double capture rate comes in handy for securing points quickly. Help capture control points to put more pressure on the defending team by speeding up the capture.
  • The double capture rate can fool enemies thinking there are more enemies on a point than there really are, with 2 Scouts giving the impression of 4 enemies attacking the Main Core. This can pull even more defenders away from the other points giving your team an advantage to attack their weakened post.
  • Sector A is a particularly effective area for Scout with its many flanking opportunities, such as through the Transfer. To support this, the Bonk! Atomic Punch can help you push in deeper as by the time you reach the control point from the Transfer, the invulnerability effects will have ended, letting you open fire on enemies on the control point.
    • Going through Sector B, to the Main Core, then to Sector A is an easy way to flank the enemy's defenses.
Defense
  • Due to your fast speed, you can quickly rotate between the current control point and the Main Core's control point. This lets your team hold a stronger defense on the control point.

Leaderboard class soldier.png Soldier

Offense
  • If you're focusing on capturing the objective, consider equipping the Pain Train to capture points faster. It can be especially useful when trying to capture the Main Core early, as it speeds up the capture as well as showing an extra player on the point, tricking the enemy team.
  • The Direct Hit can be useful to take down any unguarded Sentry Guns overlooking the Main Core, particularly using the long sightlines from C.
Defense
  • On A, you can comfortably sit on the full health and ammo kit by to prevent any Snipers from using the walkway by shooting around the corner. You can always retreat up the stairs if things get dicey, and the window lets you look at enemy positions safely.
  • On A, the Catwalk gives a high ground advantage over the lower areas of Sector A, letting you fire rockets on enemies down below.
  • The open windows in the tower on C are a good place to shoot rockets onto the point from.
  • The Disciplinary Action can help you and your teammates rotate to another Sector quickly, this can be especially helpful when the Main Core is being contested.
  • You can rocket jump from the Main Core's Lower Floor to the Upper Balconies. Use this to your advantage when you're looking to gain the high ground, rotate to B, or anticipate enemy movement.

Leaderboard class pyro.png Pyro

General
  • The Scorch Shot can be used to hop from the Main Core's Lower Floor to B's dropdown ledge.
  • The Thermal Thruster can be used to reach any section of the Main Core.
  • Be careful of navigating the Main Core's Lower Floor, as its wide open space can easily put you out of Flame Thrower range.
  • The Neon Annihilator can be used in the water near Sector C to deal Critical hits to any player that enters.
Offense
  • At the start of a round, you can flank behind the defenses on A by going through B and the Main Core. This works especially well with the Backburner.
  • Consider equipping the Phlogistinator to amplify your close range damage when using Mmmph. Use the many corners and flanks around the map to ambush enemies at your preferred range.
  • Taking control of the Main Core's Upper Balconies allows you to ambush enemies from above.
Defense
  • On A, the Detonator can be fired over the chain-link fence behind the point to set enemies contesting the point on fire.
  • Controlling the narrow hallways and connectors puts you in your primary weapon's effective range.
  • Scare people away into retreating using your afterburn. With health packs spread far apart, flankers set on fire will usually be forced to retreat.
  • Use your flare guns to light people capturing objectives on fire when they're out of your Flame Thrower's reach. This can be particularly helpful once the Main Core has fully elevated.
  • Airblasting enemies off of the Main Core control point can be a quick and effective way to stop them from capturing the point.

Leaderboard class demoman.png Demoman

General
  • Sticky jumping can be used to quickly to access the Main Core's Upper Balconies.
Offense
  • At the start of a round while your team is capturing the Main Core, put stickies at the tunnel connecting Sector A to the Main Core to prevent RED from pushing out of the doorway.
  • Sentry Guns can be a pain when placed on the Upper Balconies on the Main Core. You can take control of the closest balcony from B and lob explosives over the short wall to destroy them.
  • The Pain Train's increased capture rate can serve you well here if you are focused on the front line or capturing the Main Core early in a round.
Defense
  • Behind A, the chain-link fence is low enough to arc your explosives over it and damage enemies contesting the point.
  • Setting up a stickytrap at the Transfer can prevent enemy flankers from using it to get onto the Catwalk.
  • Setting a trap on the Main Core can dissuade enemies from capturing it, as well as giving you an early sign they're going to capture the control point if they destroy them.
  • The Scottish Resistance specializes in defending multiple areas simultaneously. Considering equipping it if you're looking to keep a watchful eye on both the Main Core and currently-active control point.
  • In a desperate situation, you can temporarily switch class to Demoman and lob stickybombs at the Main Core to try and clear a group of enemies capturing it.

Leaderboard class heavy.png Heavy

General
  • Consider equipping the Eviction Notice or Gloves of Running Urgently to speed up your rotation times. Although it is generally not needed to rotate unless there is a full on assault on the Main Core due to your slow speed.
Offense
  • You may be unable to safely jump onto the Main Core control point once it has fully raised, but you can still defend the balconies to prevent RED from approaching the point while your team captures it.
Defense
  • On point B, there's a small window room with a medium health pack to watch the point from. You can stay revved up inside here and mow down enemies thinking it's safe to capture. The Brass Beast compliments this strategy fairly well.
  • With a precise crouch jump, Heavy can rotate through the Main Core to the B balcony via the Core's 2nd floor curved handrail. This is crucial for approaching the point unseen and can surprise anyone capturing B. However, this requires a speed buff such as from the Eviction Notice.
  • The Natascha's slowdown can disrupt enemies running through exposed areas (such as on B and the Main Core's Lower Floor).
    • Keep the damage penalty in mind before walking up narrow paths such as the Main Core's spiral staircase. Rev up in advance for the damage ramp up on all Miniguns to take effect as you don't want to lower your damage any further.

Leaderboard class engineer.png Engineer

Offense
  • If your team is struggling to take point presence on the Main Core, place a Sentry Gun on one of the surrounding balconies when you find an opening.
  • Once the Main Core is the only point left, you can build a nest at the tunnel leading to Sector A and C. A Sentry Gun watching the bottom floor controls the medium health pack and ammo pack, as well as killing anyone unlucky to fall down here.
Defense
  • Because the Main Core is available for capture at all times, consider dedicating yourself to defend either the Main Core or B at the start of a round. Be prepared to adapt to the game state and what will benefit your team the most.
  • A Sentry Gun can be very helpful watching the team's back and denying flankers. Defending the Main Core also protects your team's flank if BLU tries to cross through, which can be just as helpful as building on the active control point.
  • Consider equipping the Eureka Effect as a tool to access different parts of the map. For example, leaving a Teleporter Exit on a Main Core balcony can be used to personally rotate to the Main Core at a moment's notice.
    • You can also build Teleporter Entrances by the active control point so your team can rotate back to the Core at an advantageous position this way.
  • The Rescue Ranger can be used to rapidly haul buildings from one control point to another. This can aid in rotating your defenses quickly.
  • Sentry Guns don't require a wide scan angle to be effective. It can be sufficient to hold a narrow angle such as by the curved railing on the right spawn exit watching the Main Core's balcony leading to B. Especially once time gets closer to the end, the attackers may be scrambling to find an opening and your Sentry Gun can both catch them off guard and deter them from contesting the Main Core.
  • On A, be mindful of any ÜberCharge pushes coming from the dropdown on BLU's side, as they can have a short-range angle to your Sentry Gun.
  • While B is active, it may be worth leaving a Sentry Gun behind not only to watch the Main Core, but to watch for flanks from the path connecting Sector A to the Main Core.
  • While B is active, consider building a Teleporter Entrance by the large ammo kit that leads back to the top of the Main Core. This can help yourself and teammates rotate instantly to defend the Main Core from the balcony.
    • Alternatively, a Teleporter Exit above B itself can let teammates ambush enemies if they haven't cleared the area above B.
  • While B is active, you can set up a Sentry Gun on the top floor of the Main Core to watch the large ammo kit at B (and protect your team). You can haul the Sentry to cover Main if you anticipate BLU running behind through A, and then haul it right back to cover B again.
    • Be careful of splash damage from explosives just behind the chain-link fence, because Soldiers and Demomen have an angle to shoot it from the ledge just to the right of you.
  • While C is active, consider building a nest behind the tower so your team has both supplies and firepower to hold the control point.
  • While C is active, the balcony next to the RED spawn serves as a passive position to defend C and the Main Core from. Keep in mind that C's capture zone is large enough that enemies can still capture it while standing on the edges.
  • While no other control points remain, the top balconies or the covered wall outside RED spawn are good spots for a Sentry Gun.

Leaderboard class medic.png Medic

General
  • Hitting syringes from primary weapons (except the Crusader's Crossbow) are easier to hit in the many narrow hallways and rooms. This can be especially useful with the Blutsauger's health on hit.
Offense
  • On Sector A, you can ÜberCharge a Pyro to charge on the right side dropdown to burn down any Engineer nests watching the point.
Defense
  • Support teammates looking to defend the Main Core from the backdoor of A, as the healing you provide can keep them from taking too much chip damage.
  • While A is active, the Crusader's Crossbow can be used to defend the Main Core from the path connecting A to the Main Core. Any small groups trying to capture the point may be persuaded by your crossbow bolts to go somewhere else.

Leaderboard class sniper.png Sniper

General
  • There are plenty of doors and narrow angles that enable Snipers to take deliberate shots without exposing himself to too much danger. Be mindful of counter Snipers who peek corners with a fully charged shot.
  • The tower on C provides a good sightline to the Main Core on both offense and defense.
Offense
  • On control point A, look to split the area in half by having a sightline to the center room. You can catch players off-guard peeking corners here too.
  • On A, the Catwalk is a great sightline against those on the lower exits providing both cover and a high ground advantage.
  • The balcony above the Main Core is an important position RED may try to defend from. Find an angle from C or the path connecting B and C to the Main Core to take out classes using it and free the space for your team to push in after they're killed.
Defense
  • Maintaining a fully-charged Sniper Rifle on the Main Core's control point can be an effective deterrence to anyone trying to capture it. While A is in play, you have a long sightline from the path connecting A to the Main Core.

Leaderboard class spy.png Spy

Offense
  • Spies can sneak behind A by traveling through B to the Main Core at the start of a round.
  • Lone players defending flanks can be picked off with good timing, opening up routes for teammates to use.
Defense
  • On A, you can lurk in the corners at BLU's spawn to backstab anyone not checking behind them as they leave.
  • If you see any dangerous threats on the flank routes (such as an Engineer's nest), it's wise to relay the information to your team about their position if you can't stop it yourself.