The Ultimate Copter Royale Gameplay Guide
First published: Thursday December 26th, 2024
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- Pre-Game Line-Up
- Acquiring Allies
- Basic Copter Controls
- Grasping Stats
- Mouse Utility
- Walls
- Cracking Crates
- Discussing Superpowers
- Power-Ups
- Superpower Strategies
- Dash
- Shrink
- Homing Missile
- Invisibility
- Turret
- Rapid Fire
- Lightning
- Shotgun
- Homing Shots
- Rocket
- Teleport
- Repulsive Shield
- Battling Bots
- Toxic Fog
- Endgame Approaches
The Ultimate Guide to the game Copter Royale. All the details you need to be the best. More below.
If you've never played the game, you can Google it or read a solid description in my blog here. I will not explain it in depth here, but it's a survival based game, and your goal is to be the last player alive. No health or anything, one bullet and you're done! There are buffs and bombs, so you need to actually be half decent to stand a chance. Thankfully, you've stumbled across this blog with the intention of helping you get better! So sit back, relax, and feel your noggin swell with knowledge.
(If you're reading this I'm assuming you have decent knowledge of the game. So, feel free to skip around a bit, and use the Quick Links to look for a section or sections that you find the most appealing).
Pre-Game Line-Up
Before you even load into a game, you should consider the customization options on the home screen. These options won't exactly help you in game, as most of them are just there to make your copter shine. However, there is one feature that can help you while in-game: Color. Colorization of your copter probably isn't what comes to mind when you think of usefulness. Well, the color you choose can actually be beneficial.
By clicking on "Customize" on the home screen, the first feature that pops up is the color options. There are 12 different colors (as well as random color), so you have a whole rainbow to choose from. This may sound appealing, or even the random option at that. However, one color is more optimal than the rest. This color is lime (or light green, they don't have names. It's the 8th color). Out of all the colors, this one is the lightest. You might assume it would be yellow, but yellow is in fact more visible than the lime color.
So why should you use the lime color? Well, by selecting this color, the game automatically eliminates this color from being the color of any other copter in your game (in your view). This means that only you can be this color (in your view). This is beneficial because every other color is more visible than lime, so you have a greater chance of seeing oncoming bullets. This won't directly impact your enemy's gameplay, although, it will certainly impact yours.
Other customization features include trails, emotes, and badges. Emotes and badges won't impact your gameplay, but trails do have the ability to. Trails can be, well, trails for your enemy. They can act as breadcrumbs, in the sense that it allows other players a better chance of following you. Trails are a nice feature to add to your copter, and I can't say that they are a negative aspect for you to use. So, feel free to use a trail. They can even symbolize greater power, as you need more levels/practice of the game to unlock, thus making you look fierce.
Acquiring Allies
Making friends in this game can be helpful. It's one less enemy on your back, and a friend can support you in battle. Being open to allying in the Training Room/Lobby can give you friends in the actual game. Allying isn't essential, but can serve beneficial when fighting other copters.
To signal that you want to ally, you can simply spin around. This is the universal sign that you want to be friends with them. They can accept or deny this request, and you can keep looking if you desire.
Be cautious when making friends, though. They could always stab you in the back! A true friend would help you win, even putting their own life on the line to aid you in combat.
Basic Copter Controls
While in game, there are a lot of factors to consider. The first point I'll discuss is movement. I'm not sure exactly which consoles this game is available on, but I think it's only on desktop computers. Thus, the controls are WASD to move, left and right arrow keys to turn, up arrow key to shoot, "e" key to use a superpower, "f" key to switch superpowers, and space to build (with a mouse, which is far better than the arrow keys, it's left click to shoot, and right click to build). I would highly suggest using a mouse for this game, but if you practice enough with the arrow keys, using them isn't terrible, just slower.
In game, moving is smooth, depending on your fps/ping. Since the screen is more horizontal than vertical, it makes seeing enemies coming from the top and bottom more difficult than seeing enemies coming from the left and right. This issue can be avoided by collecting a Radar, but that is for another section.
When moving up or down, don't go directly up or down. Instead, zigzag slightly or move diagonally. This simple movement slows your copter down, allowing for more time to react if an enemy is coming from the top or bottom of your screen. When moving left or right, this isn't necessary, as you have more vision in these directions.
Grasping Stats
All across the map are upgrade tokens. Upon collecting these tokens you get an upgrade to your copter depending on the color of the token. Each color gives a different upgrade level.
White upgrade token = Level 1 upgrade
Green upgrade token = Level 2 upgrade
Blue upgrade token = Level 3 upgrade
Purple upgrade token = Level 4 upgrade
Yellow upgrade token = Level 5 upgrade
In this picture of my gameplay, under "Your Stats" in the bottom left hand corner, I have a White upgrade token for Speed, a Purple upgrade token for Bullet Speed, a Green upgrade token for Bullet Reload, and a Yellow upgrade token for Wall Strength. A Blue upgrade token can also be seen near the middle of the picture.
Since I have a White upgrade token in Speed, my Speed is really slow. However, since I have a Yellow upgrade token in Wall Strength, my Wall Strength is very strong.
These upgrade tokens can be found all across the map, or in Crates. Collecting every upgrade token you see isn't necessary, as it can waste time. The White upgrade tokens are useless, so I would simply not even collect those. (More on Crates later).
Note: As you can see in my picture above, I am also using the lime color for my copter. This way, it's easier for me to see other players' bullets. I am also building walls, but this was just me trying to avoid an enemy. Building walls can greatly help you in game as well, but more on that later too.
Speed, Bullet Speed, Bullet Reload, and Wall Strength are all common upgrade tokens around the map. Power-ups are like upgrade tokens, but more useful (I will discuss power-ups later).
Faded items are items that you have "already collected". The collection scale is a color scale, with each color representing a different power level. If you've collected an upgrade token with a power level greater than the previous power level, this lower power level will be a faded item that you can no longer collect. This simply saves the item for another player to collect.
Mouse Utility
Using a mouse is much better for this game than using the arrow keys. It's far faster, and you gain the ability to actually aim. When using a mouse, a crosshair will appear wherever your mouse cursor is. This is really useful, so I would highly recommend using a mouse. However, like I've said previously, it isn't essential. Winning is very much possible by using the arrow keys.
Whether or not you use a mouse, you should still consider the direction your copter is facing. Facing the direction you're flying is a simple statement, but remembering to do this is key. If you quickly switch directions, make sure to point your copter's nose in this new direction in case you need to shoot or use a superpower.
Walls
Building walls is also something you should know how to do. When you press the spacebar or right click on the mouse, you will make a little dot. If you fly a little and repeat, you will build a wall. This wall will block bullets, making them bounce away. If one of the dots that make up the wall is destroyed, the wall will break. You can break a wall with bullets or certain superpowers.
By collecting the Wall Strength tokens, you can increase the strength of your wall. Depending on the token level, a barrier with varying defense will be placed around the dots that make up your wall, fortifying them and making them harder to break. This proves very useful late game, as walls can defend you from enemy attacks.
Cracking Crates
Crates are boxes that spawn across the map which can contain upgrade tokens, superpowers, and or power-ups. Crates are the easiest way to get a bunch of loot, so finding them is very beneficial.
Super Crates are regular Crates, but contain one more item. They have an increased chance to contain a Yellow upgrade token, a superpower, and a power-up. They usually contain similar loot to regular Crates. When the arena shrinks to a certain size, one Super Crate will drop around the map in a random location every 30 seconds (how often the toxic fog moves in). Trying to get this Super Crate is not necessary, as the chance it contains something good is not high enough for you to risk. Flying around the map is a better option, as stumbling upon a Crate or Super Crate this way is better, since you can find other items without the competition.
Discussing Superpowers
There are 17 superpowers in the game (I've underlined their first mention for your convenience). Some are bad, some are good. I won't list every superpower, but there is one you should just avoid. This superpower is Clone. It's exactly what it sounds like. It mimics everything you do, just off to the side a little. Not useful at all, stay away from it. Another pretty bad superpower is Charge Shot. I was debating on whether or not it's as bad as Clone, but it is. Charge Shot is also what it sounds like. You charge one huge bullet. Doing this makes you slower, leaving you vulnerable. A big bullet may sound nice, and it can be against bots or newer players because of the bullet speed increase. However, one wall can stop it, making it useless.
Some superpowers are better late game but not so good early on. Magnet is a great example of this. It's a small area that attracts enemy bullets. Nothing else. It doesn't deal any damage, it's basically a vacuum for bullets. This is pretty awful to use early game, but can be fairly useful late game. Fire Shots are also not good early game. These are regular bullets, but if you shoot them at any wall--either naturally spawning walls or player-made walls--the wall will be destroyed. This can actually be decent in the end game, as many players like to build to take up space. However, by using this superpower in the late game, it destroys walls, proving somewhat useful.
Another overrated superpower is Boost. Boost isn't terrible, but it's too hard to control. You can outrun enemies, sure, but going fast can also be a curse. The chance you hit a random bullet or wall is much higher (player-made walls pop your copter upon contact), so Boost isn't the best superpower to use, especially not in the late game.
Most other superpowers are middle of the road, or better. Dash, Shrink, and Homing Missile aren't the best, but aren't the worst either. Right in the middle. Invisibility is better, but has to be used at the right time. Turret and Rapid Fire can always be a useful way to deter enemies, so I would pick these up any time throughout the game. Shotgun and Lightning are some of the best superpowers in the game. Lightning is a quick discharge of bullets around you, which is quite strong. However, Lightning isn't the best because it only launches one discharge. This means that if you miss an enemy, you have to wait for the cooldown, leaving you vulnerable. Shotgun is much better because it shoots multiple rounds of bullets in front of you. It's like a sound wave blasting at your enemies. It forces others to back up or be popped.
Now comes the best superpowers. Homing Shots are much better than their Homing Missile counterpart. This is because Homing Shots are regular bullets, but they home onto your crosshair. So, you have more than one attempt at popping your enemy.
Rocket is also a better Homing Missile variant. You can use it without a mouse, but that isn't the only good thing about it. Rocket is far faster than Homing Missile, meaning it's more unpredictable for your enemies. If you have the right aim, this superpower can be crazy good. Aiming with the Rocket does take practice, but once you master it, it becomes so much fun to use. Both Rocket and Homing Missile destroy walls, so this can be great for attacks on your enemy (more in the next section).
Teleport is a very underrated superpower. It does exactly what you think it does, and like Rocket, can be unpredictable. If your enemy doesn't know you have Teleport, you can easily pop them. Simply teleport right beside them and pop them before they realize. Quick and easy. Teleport is also great for getting out of sticky situations.
The final superpower I have to discuss is Repulsive Shield. This superpower is not like any of the others. It acts as a defensive superpower, allowing you to block attacks from enemies for a brief moment. The reason why this superpower is so good is because, like the Rocket and Teleport, it is unpredictable. It allows you to get out of sticky situations (like Teleport), but instead of doing nothing to your enemy, the attacks you block with the Repulsive Shield are thrown back at the enemy copter. So, if you're shooting and deflecting bullets at the same time, your enemy will be overloaded, thus leading to an increased chance of them getting popped.
A rough tier list of every superpower. If superpowers are used correctly, they will fall in line with this list.
S . . . . . . . . . . . . . . . . . . . . . .
A . . . . . . . . . . . . . . . . . . . . . .
B . . . . . . . . . . . . . . . . . . . . . .
C . . . . . . . . . . . . . . . . . . . . . .
D . . . . . . . . . . . . . . . . . . . . . .
Repulsive Shield, Teleport, Rocket, Homing Shots
Shotgun, Lightning, Rapid Fire, Turret
Invisibility, Homing Missile, Shrink, Dash
Boost, Fire Shots, Magnet
Charge Shot, Clone
Power-Ups
Power-ups are like a mix of upgrade tokens and superpowers. You can find power-ups around the map or in crates, and they boost the stats of your copter upon collecting them. Power-ups have unique abilities, making them more rare than upgrade tokens or superpowers. Each power-up does something different, but all are very beneficial (I've underlined their first mention for your convenience).
The power-ups include: Double Shots, Triple Shots, Drone, Radar, Shield, and Loot Drone.
Double Shots are regular bullets, but instead of shooting one bullet, you now shoot two side by side. Triple Shots are Double Shots, but another bullet has been added in front of the two side by side bullets. Double Shots and Triple Shots are, of course, better than nothing, because they add width to your bullets. This makes it easier for you to pop other copters.
Drone is like a mini Turret that follows you everywhere, circling your copter. If an enemy is nearby, the Drone will lock on to this enemy and start firing single bullets at their copter. Drone can sense enemies off your screen, acting as a mini Radar. This can be beneficial, as the Drone will fire at enemies coming from any direction. Again, however, enemies coming from the top or bottom of your screen will have less time to react to these bullets. So, the Drone has a higher chance of popping these enemies. Another feature of the Drone is that it can phase through walls. This trick is useful any time of the game when a naturally spawning wall separates you and your enemy. By flying up to the wall with a Drone, the drone will circle around your copter, phasing through the wall in the process. The Drone will fire bullets at the enemy on the other side of the wall, possibly popping the enemy copter if they are not prepared for this secret attack. Be careful, as Drones can be popped by regular bullets and superpowers! If you are too close when this happens, you may also be popped.
Radar is a device that allows you to see nearby copters and crates. This power-up is beneficial, as you can track and sneak up to your enemies and launch surprise attacks, catching other copters off guard. Finding Crates is much easier when a Radar is equipped, as you won't accidentally fly by one you couldn't see. The issue of a lack of top/bottom vision can be fixed by having a Radar, as it gives you more intel on the players coming from these directions. There really isn't much to the Radar, just an extra / more extensive pair of eyes.
Shield, not to be confused with the Repulsive Shield superpower, is basically an extra life. Once collected, this power-up will create a barrier around you that stops all attacks from a player. The only ways this power-up won't save you are if you collide with a player-made wall, if another copter teleports onto you (or you teleport onto another copter / Drone), or if you are swallowed by the toxic fog. Any other attack, such as a bullet, will not pop you. If your shield is popped by an attack, you will have another chance to live. If you use the Repulsive Shield superpower with the Shield, the Shield won't be popped if a bullet or other superpower contacts the Repulsive Shield. Instead, the attack will bounce off the Repulsive Shield like it normally would, saving your Shield.
Loot Drone is like the Drone in the sense that it follows you. However, it doesn't fire any bullets. Instead, the Loot Drone will collect nearby upgrade tokens, superpowers, or power-ups that you still need (if you have a superpower already, the Loot Drone won't bring you any more. Similarly, it won't sense faded items). This little buddy will fly away and bring back anything you may need. Like Drone, it can sense items off the screen that aren't in your field of vision. Loot Drone is better for the early game, as more items will be scattered around the map. If the Loot Drone collects an item, it will hold onto it until it is close enough to your copter, or until it is popped by an external entity. This means that you can fly around the map, and the Loot Drone will not release its item until it's close enough to you. Loot Drone can fly through walls to collect items, and will fly far away from you to do so (unlike Drone, which stays close to your side to defend you).
Superpower Strategies
Now that the superpowers have been discussed, let's talk about how to use them well. Some have nice tricks, while others are plain and simple. I will not be discussing the bottom two tiers for a lack of useful tips. You can certainly skip around here to read about the superpowers you're most interested in or the superpowers you like to use the most.
Dash
Dash has the lowest cooldown time of any superpower in the game. This is because the power itself doesn't do anything besides push you forward a little. However, you can basically spam the Dash ability, making it useful for evading enemies. You can switch directions quickly, and run from any incoming attacks.
With the very low cooldown timer, you can use the superpower switch feature to load in another superpower faster. What this means is that when you switch between superpowers (using the F key), the cooldown for the new power doesn't reset if it's ready to be used; instead it stays full. So, if the superpower you're currently using is not off cooldown yet, you can switch your superpower with the Dash power. This will make the cooldown timer reset faster (because the Dash superpower has the fastest cooldown timer), thus allowing you to use your original power when you couldn't before. You're basically toggling between the superpower you want to use and the Dash superpower. When you switch with the Dash, your cooldown timer will reset faster. So when you switch back, the cooldown for your other power will be ready when it would have taken longer before. This is just a nice little trick you can use in game.
Shrink
Shrink allows you to shrink your copter size. No surprises there. The superpower can be useful for squeezing around tight locations such as avoiding bullets or between walls. Shrink also gives you a small speed boost, but nothing significant. Shrinking simply makes it harder for enemies to pop you.
Homing Missile
The Homing Missile is controlled by your mouse, and will follow your crosshair. This can be hazardous for your enemies, as there are very few ways to escape a Homing Missile. One way is to build a wall. If the Homing Missile hits a player-made wall, it will destroy that instead of you. Don't be too close to the wall, because the explosion radius of the Homing Missile could still hit you! This radius is very small, however, so building a wall is the best you have for avoiding this superpower. You can also hide behind walls that generate naturally across the map, as these will stop the Homing Missile too. Not as efficient, but could still save you.
The Repulsive Shield superpower will also deflect the Homing Missile, which is why the Repulsive Shield is so useful. If the Homing Missile is deflected by the Repulsive Shield, it will bounce off the shield and fly in the opposite direction, no longer being controlled by a player.
The Homing Missile is great for the early game, as players will be most vulnerable. It is also useful late game, since it can destroy walls your enemies have built. However, it is quite easy to evade, and the cooldown time is long.
A nice thing about the Homing Missile is that you can use it to escape sticky situations. If you find yourself cornered behind a wall, you can use this superpower to break the wall. This will allow you to fly away and escape danger. You can also do this for your convenience when flying around. Homing Missiles also destroy Turrets upon contact.
Invisibility
Invisibility is a very unpredictable superpower. It only lasts for a few seconds, but can prove mighty. If you're invisible, your enemies have no direct way to identify where you could be (there are ways to tell, but that's for later). So, you can slip anywhere undetected. You can surprise your enemies and easily pop them, or escape from your enemies if you're in a sticky situation. You only have a few seconds, but this is all you need. Pairing this superpower with Radar is lethal, as you can see enemies coming from a distance while your enemies can't see you at all.
There are drawbacks to Invisibility of course. The cooldown is long as like Homing Missile, and can leave you completely defenseless when you reappear. It's niche, as it can be used well all throughout the game, pouncing out at your opponents.
Turret
The Turret is a stationary machine gun that fires single bullets at enemies passing by. It chooses the closest enemy to lock onto, and wont stop firing until its timer expires. The timer for the Turret is 10 seconds, and the Turret cannot be destroyed by enemy bullets. It can be destroyed by Homing Missiles and Rockets, however, and this will not reset the cooldown timer.
The Turret is a great late game superpower, as it acts as another bullet being fired at your enemy. Moving away from your Turret is beneficial, as then it can force enemies to move into prime range for your Turret.
The Turret can also be glitched through walls. The wall has to be naturally spawning, and can't be diagonal. You can do this by flying onto a naturally spawning wall, pressing "E" to activate the Turret, and it will glitch through the wall. This trick doesn't always work, but when it does, most enemies aren't expecting it. This trick is very beneficial late game, as if a wall is dividing you and the last player, using a Turret in this way can catch your enemy off guard, possibly popping them.
Rapid Fire
Rapid Fire is quite underrated. This superpower allows you to spam bullets for a few moments. You can push any enemy away by using this superpower, as no one can get near you. This superpower is one of the best late game, but as good early game.
When flying up or down, Rapid Fire can be a great way to catch enemies off guard. Since there is less vision of the top and bottom of the screen, using this superpower when flying up or down can be a guaranteed pop. Pairing this superpower with Radar will make for better gameplay, as if you see a player coming from the top or bottom of the screen, you can easily bombard their copter with a wall of bullets.
Lightning
Lightning is a quick discharge of bullets in every direction around your copter. This discharge is fast, and again, unpredictable. If you get close enough to an enemy, this superpower is a guaranteed pop unless the enemy is able to block or escape quickly via Dash, Teleport, etc. Lightning is better early game instead of late game, as players will be better equipped to defend against Lightning late game. Using Lightning early game will catch enemies by surprise.
Lightning can be used to quickly break through player-made walls. If you come across a long string of player-made walls, using lightning can break the entire wall, rather than break each dot one by one.
Using Lightning in tight spaces is the best way to maximize its ability. Lightning will destroy player-made walls, but will bounce off naturally spawning walls. So, if you find yourself trapped in a tight space with naturally spawning walls around you, Lightning is a great superpower to have.
Shotgun
Shotgun is one of the best superpowers to use late game. Shotgun is great at any time of the game, but is most useful in the late game. This superpower fires multiple rounds of bullets in a semicircle formation in front of your copter (not like Lightning, which is one discharged ring all around your copter). This forces enemies to back away, as maneuvering between these bullets is not possible, unless you have the Repulsive Shield superpower.
Like Lightning, Shotgun bullets will destroy player-made walls, but bounce off naturally spawning walls. However, Shotgun is better because it releases more rounds of bullets than Lightning does. This makes Shotgun much better for the late game when space is essential. Using Shotgun in tight spaces is also a great way to use this superpower, because of the several rounds being fired instead of just one.
Unlike Lightning, however, using Shotgun in the opposite direction you're flying is a good way to maximize this superpower's ability. When flying forwards, Shotgun bullets (or regular bullets for that matter) won't go as far or as fast. This makes sense when in game. However, when flying in one direction and firing bullets in the opposite direction, the bullets will go farther and faster. This trick is especially useful when being chased, as enemies have to be extra careful. Shotgun bullets are not as fast as the Lightning discharge is, but the multiple rounds make up for it.
Homing Shots
Homing Shots are a mix of regular bullets and the Homing Missile superpower. When activated, Homing Shots will follow your crosshair. You can move the bullets wherever you want, and are most useful for tracking down enemies. Bending your bullets around walls is a great way to use this superpower, as enemies may not be expecting it. If the enemy tries to run, they will likely be swarmed and suffocated by your bullets!
This superpower is best late game when your copter's stats are higher. Homing Shots need high Bullet Speed and Bullet Reload to be useful, which will be later on in the game. Homing Shots also need more space to be used, like Homing Missile. The more space you have, the harder is is for your opponent to hide.
Like with Homing Missile, you can build walls behind you to minimize the reach of the Homing Shots if an enemy is chasing you. Building will cause the bullets to break your walls instead of popping you. If you're ever being attacked with Homing Shots, building walls is a smart play to get away.
Rocket
Rocket is a faster version of the Homing Missile, and doesn't home either. So more accuracy is needed upon the release of it. Once you activate the Rocket, it will go endlessly in the direction you send it until it hits something. If a Rocket hits a Drone or Loot Drone next to a player, the Drone(s) and the player will be popped. If the Drone or Loot Drone is not next to the player, only the Drone(s) will be popped.
Like Homing Missile, you can use the Rocket to break walls in your way. This trick is useful any time of the game, but especially late game, when there is less space for players to move around, and likely more player-made walls to destroy. If the Rocket explodes on the part of a wall that a player is next to, the player will be popped due to the "splash" damage. So, even if a player is on the other side of a wall, if they are too close to said wall, they will be popped when the Rocket explodes.
Exploding walls can be used in a sneaky way. If a player is on the other side of a wall, they might think they're safe from you. However, you have a Rocket. If this player is not close enough to the wall to be popped by the Rocket's "splash" damage, you can instead do the following: fire a bullet towards the wall. Then, quickly fire the Rocket at the wall to break it. Once the wall is destroyed, the bullet you fired will not bounce off the wall (because there is no wall) and pop the player who was on the other side. This player will not be expecting this sequence of moves, and you will pop them. If this initial bullet does not land, you can fire more bullets to hopefully pop them anyway.
Rockets, like with Homing Missiles, can also destroy Turrets. However, the Repulsive Shield superpower can deflect Rockets, like with Homing Missiles. Be careful of this, as if the Rocket is deflected in this way, it may ricochet and pop you!
Using the Rocket takes practice, as you have to be steady and aim correctly. Practice will make perfect. Once you get good, this superpower will not only make you a menace on the battlefield, but this superpower will also be fun to use because of its many possible uses. Leading (aiming in front of an enemy while they're moving) is essential. If you can't lead your enemy copters, then you won't be able to use this superpower to its full potential.
Teleport
Teleport is, in my eyes, the second best superpower in the game. It can be used offensively and defensively all throughout the game, allowing you to surprise your enemies with ease. When using Teleport, a mouse is best, since it's smoother and quicker than any other alternatives. By clicking a spot on your screen, you instantly move to this new location. It can be through walls, inside player-made forts, anywhere. There are of course good and bad ways to use Teleport, so lets discuss.
Quickly, let's mention the bad ways to use Teleport. You shouldn't teleport into player-made structures, since it's hard for you to get out, and you shouldn't teleport into the middle of other copter battles, since you could teleport onto a spot where a bullet might pop you.
Now the better ways to use teleport. Teleporting away from enemies is the most efficient way to escape them. They can't follow you as easily, and you get time to run away. You can also escape the Toxic Fog by teleporting away. Be careful when teleporting, as you could accidentally teleport by an enemy off-screen that you didn't see. Pairing this superpower with Radar is also a great way to maximize this superpower's strength. This way, you can see where other copters are and can avoid them if necessary. However, using Radar isn't only for defensiveness. You can use Radar to track down enemies, and then use Teleport to instantly move next to them (behind them to avoid immediate retaliation), popping their copter. You don't need Radar to pull this off, you can still teleport next to any copter and attack them like this. You need to pick and choose who you think will be an easy pop, or who you think will be able to fight back.
Teleport is a very vulnerable superpower if you use it at the wrong time. Even though it is unpredictable for your opponents (catching them off-guard is easy with Teleport), your opponents can quickly respond, leaving you vulnerable as well. Lightning, Shotgun, and Repulsive Shield can quickly be used against you by your opponents if you teleport too close to them, since you cannot run away from these superpowers (your Teleport would be on cooldown). So, teleporting next to an enemy can be rewarding if you are able to pop them first. You will likely catch them off-guard, and your enemy won't be able to react in time.
Building while teleporting is also a lethal strategy to use against your opponents. The steps to doing this must be executed to precision, or they won't work. Firstly, you press the space bar or right click. This builds a dot, which will become a wall. Next, aim your copter's nose directly in front of your opponent; if you drew a line, the line would be able to go from the nose of your copter and pass in front of your opponent. If your opponent is moving, this may be tricky, and will take much practice. Next, teleport. Don't teleport onto your opponent, but teleport past them. Finally, press the space bar or right click. This will build the wall. If you did all of these steps fast enough, your opponent will be clueless, and will fly into your wall. This toxic trick takes a lot of time to learn and develop, but once you get it down, it's dangerous. However, this trick will not work if you teleport through a wall, since you cannot build through walls. Teleporting onto the other player will pop them, so make sure you don't do this either. Not even a Shield will save you from this.
Repulsive Shield
Repulsive Shield is an outstanding, yet seemingly underrated superpower. The reason for it being at the top is quite simple: it blocks every attack in the game. All of them. This superpower isn't like the Shield power-up, however. Repulsive Shield is only applied to the front of your copter (a semicircle), and only lasts for a few seconds. If you use Repulsive Shield to its max, then it can easily prove itself with the title of best superpower.
The best way to use this superpower is offensively. That may sound weird, because why would a shield be offensive? Well, just like the Gladiators, you don't just need to just block attacks, you can attack while using a shield. If an enemy is chasing you, Repulsive Shield is the ultimate way to pop them. By quickly turning around, activating the superpower, and charging at them, your enemy will have no idea what just happened; because now, instead of them attacking you, you're attacking them! Repulsive Shield deflects all bullets that make contact with it. So, if your enemy is firing at your Repulsive Shield, the bullets they are firing will be shot back at them, on top of the bullets that you yourself are firing. It's a double attack against your opponent, and they will be completely overwhelmed. Now, the Repulsive Shield will only last a few seconds, so make the most of this quick attack. If you feel like the superpower is running out, turn away before it's too late.
Of course, Repulsive Shield can also be used as a regular shield, blocking any and all attacks from your enemies. As mentioned before, all bullets will ricochet off the Repulsive Shield, but so will Homing Missiles and Rockets. If these superpowers make contact with the Repulsive Shield, they will bounce off and go in the opposite direction (the Homing Missile will become a 'regular Rocket', not homing anymore). If the Homing Missile tries to curve around your Repulsive Shield, then turn your copter's nose to face the Homing Missile head on.
There are some vulnerabilities to the Repulsive Shield that you need to take note of. Homing Shots are the best way to counterattack the Repulsive Shield. Homing Shots can curve around the Repulsive Shield (remember that Repulsive Shield is only in the front half of your copter, not all the way around), and pop you from behind. The same thing goes with any attack, really. If an attack hits you from behind, you're popped. You can try to turn your copter to face these attacks head on, but it may be ineffective, as too many bullets will overpower the Repulsive Shield if used at the right angle. Walls can be used against the Repulsive Shield, since if a bullet bounces off the walls, it could hit your copter from behind, popping you. Be careful of this.
Repulsive Shield is great any time of the game, but especially strong in the end game. This is because of the less space that you and your opponents have to run around in, while you have a Shield to block attacks. You can dominate your opponents with the tricks above, as they may not be able to do anything about the surprise attacks.
Pairing Repulsive Shield with the Shield power-up is a surefire way to pop other players. If you use the Repulsive Shield on top of the Shield power-up, the Shield power-up will not be popped. Using Repulsive Shield with Drone and Radar also adds extreme buffs to your copter.
Battling Bots
Copter Royale is a multiplayer game, but that doesn't mean people will be playing 24/7. A game consists of up to 100 players, but it's usually 95. If this limit is not reached by real players, then bots will be added to fill the slots. So, understanding bots is important for this game.
Just like most other games with bots, they don't act like real players. The bots in Copter Royale use AimBot, a feature which allows the bots to auto-lock onto your copter. However, not every shot will be accurate, since you'll be moving.
Bots tend to build wherever there is free space. This is very annoying, as it acts as a massive roadblock, clogging up pathways around the map. Even though bots may sound like a nuisance (they are), they can still be easy kills. Bots will try and avoid your bullets, but don't understand movement. So, just leading the bots (aiming in front of the bot and firing bullets so they hit it) is an easy way to pop them.
Bots can be unpredictable, as again, they don't follow basic movement principles. So, be ready when trying to pop a bot. They tend to find all the best loot (I don't know how, but they do), so popping bots lategame can be rewarding.
Toxic Fog
The Toxic Fog is what makes the game playable. If there wasn't any Toxic Fog, then players would be flying around the vast map, endlessly searching for other copters. The Toxic Fog acts as a timer, as well as a forcefield, pulling enemies in. The Toxic Fog's circumference shrinks by a good amount every 30 seconds, and a circular line represents the new safe area until the Toxic Fog reaches this line. After three of these shrinks, one Super Crate will drop at a random spot on the map, and will continue to drop every time the Toxic Fog advances. This gives players something to fight over, and the winner will fly away with better loot.
If you are in the Toxic Fog for 10 seconds, you will be popped. There are methods you can use to escape the Toxic Fog in sticky situations, like Dash, Boost, and Teleport. Once the Toxic Fog reaches it's smallest circle, all remaining players will ultimately have about a minute to either win or lose, since the Toxic Fog will completely engulf the map at the very end of the match. If you have made any allies, then you may decide to wait until the very end, and be popped by the Toxic Fog. A wholesome way to go out.
Endgame Approaches
The end of the game is the part when being able to use all the techniques from above pays off. So, I'm dedicating a section to explaining it further. In the end game, you need to take every factor into consideration. Here are the important ones:
How close is the Toxic Fog? How many copters are left? Do I have enough upgrade tokens? Is my superpower beneficial to me now? (it might have been in the early game, but may not be in the end game). What superpower does my opponent have? Is there a Super Crate I can try and collect? Are there any walls I can hide behind? How good is my opponent?
These are just the biggest factors to consider, so pay attention to every aspect around you. If you are being attacked, focus on your enemy's bullets rather than your own. Know where your enemy's bullets are so that you can avoid them and weave in between them when you need to. Just understand that firing at your enemy will cause them to do the same. If you have breathing room, then you can look at what your enemy is doing. Are they exchanging superpowers? Are they going after a Super Crate?
Don't constantly be in your enemy's space. They will become more aggressive, and you could mess up. Instead, if you notice they are near the Toxic Fog, try to push them into it. This way, they have two hazards to try and avoid while you only have one. Similarly, if you are too close, you could have no escape from your enemy's attacks. Keeping your distance is better, as it gives you more room.
I've also mentioned that certain superpowers are better for the end game, but I will repeat it here too.
Shrink, Homing Missile (only if used properly), Turret, Rapid Fire, Shotgun, Homing Shots, Rocket (if used properly), Teleport, and Repulsive Shield.
All of these superpowers can benefit you in the end game: Shrink can be useful for zipping around quickly. Homing Missile is good for destroying walls and, if used properly, can pop the enemy themselves. Turret can be great for annoying your enemy, as placing it down acts as another chain of bullets they have to deal with. Rapid Fire is highly underrated in the end game, as it creates a massive wave of bullets that's hard to defend against. Shotgun takes up a lot of space when fired. Homing Shots can enclose your enemy, leaving them defenseless. Rocket can be devastating, as it can break walls and attack enemies in the blink of an eye. Teleport can be great for escaping an enemy's attacks, while also surprising them. Repulsive Shield can block any attack from the front, pushing it at your enemy instead.
Not being too aggressive is a great way to get yourself into the end game. Just sitting back and letting other copters fight can almost guarantee you a spot in the top 10. There will be a point when you need to fight back, of course, but not constantly fighting will save you from the potential of being popped. If you take this approach, make sure to be on the move. Look for any valuable items laying around or a better end game superpower mentioned above. Any power-up or Yellow upgrade token will benefit you greatly in the final fight between you and your few remaining opponents.
Overall, this is a lot to know about the tiny game of Copter Royale. Not very many people play this game, but I do think that some people have heard of it before. This is just my take on it. I am a good player, so consider taking my advice if you play the game yourself. Once you understand these fundamentals, you can start to play better and use more advanced strategies. I tried to cover mostly everything in this blog, and I'm well over 40,000 characters right now. That's an incredible amount, so I hope you learned something from this.
Thank you all! I give you my Luck, you may need it!
edit: oh wait this is copter royale, i have heard of it before, but this is one of the games i never really played
In order to use lightning properly, you must get close to your enemies. In the endgame, you want space. So, Lightning isn't the best power-up to use in the endgame. Shotgun is much better, as it's multiple rounds of bullets, and the go farther. Lightning is good to use early game tho :)