Speed allows players to move faster. There is one upgrade on each side of the map and one in the middle. The one in the middle costs 16500 energy, while each side one costs 8500.
No Upgrades: 5.00 m/s
One Upgrade: 5.75 m/s
Two Upgrades: 6.50 m/s
Three Upgrades: 7.15 m/s
Efficiency allows players to use less energy while running. There is one upgrade on each side of the map. Each upgrade costs 6500 energy.
No Upgrades: 120 e/s
One Upgrade: 106 e/s
Two Upgrades: 92 e/s
EPQ upgrades allow players to gain more energy with questions. There is one upgrade on each side of the map. Each one costs 6500 energy.
No Upgrades: x EPQ
One Upgrade: x+200 EPQ
Two Upgrades: x+400 EPQ
Invisabits are a powerful tool attackers and defenders can use for stealth. A pack of 5 invisabits costs 2500 energy, and a player can hold up to 15 invisabits at a time. There is a button in the corner of the player's screen, which allows players to use up their invisabits to become invisible. Each invisabit allows the player to be invisible for one second. It is good for offense because it allows for unexpected attacks and evading defenders if they are not using a complete block strategy like the Gimwall. (That's why 1-6-1 or 0-8-0 GW formations are bad!) Invisabits are also good for defense because they can be used to lure flag carriers into a false sense of security, and can unexpectedly tag a player because the attacker does not realize they are being chased so they do not use fast manuevers to throw off the defender. However, please note that it is impossible to use invisabits while carrying the flag.
Teleportals allow players to teleport to another point in the map. However, the teleportal teleports to a point that is just as far from the flag as the original point, and they are not useful if the teams are using the Gim Wall strategy. Teleportals are useful for games with very few players.
There are two types of barriers: the useless tunnel barriers costing 30000 energy each, and the flag barriers costing 5000 each which are only useful if you are using the Gim Wall strategy.
In the Gim Wall 3-2-3 aka 2-6-4-1, there are 5 types of players:
6x Normal defenders: 3 at each choke point. These players barely move and they form the main defense, stopping individual attackers from getting through and forcing the opponent to use coordinated attacks.
2x Floating Defenders: Assist whichever choke point is under attack.
1x Flag Capturer: Capture the opposing flag and bring it back after the other attackers have destroyed the defense.
3x Normal Attackers: Overwhelm the defense using the 10-second tag cooldown.
1x Scout: Look at the opposing formation using invisabits. Can be used to help with overwhelming the defense or as a "midfielder" using invisabits to tag an opponent.