Theme Park — Throne Room / Armory (1F)
Operator picks, callouts, utility, and bans for Throne Room / Armory on Theme Park. Both attack and defense covered.
Open interactive Throne Room / Armory strat →1F — Throne Room / Armory
attack
Thermite opens the Throne Room reinforced wall while Thatcher clears electronics. Buck plays vertical from above to destroy the floor over Armory and force defenders off anchor. Capitao fire bolts deny key positions behind Throne Room cover. Nomad watches flanks from connector and back stairs.
defense
Kaid electrifies the Throne Room wall to deny hard breach. Smoke holds Armory doorways and denies plant in the last 30 seconds. Jager ADS protect key angles from projectile spam. Vigil roams connector and Dragon stairs to waste time. Maestro Evil Eyes give intel on the Throne Room push.
Map-wide ban recommendations (Theme Park)
- Thatcher (attack ban) — Theme Park's reinforced walls on Throne Room and Lab are heavily electrified. Without Thatcher, hard breachers struggle to open critical walls.
- Capitao (attack ban) — Fire bolts deny anchor positions in Throne Room's tight corners and Lab's storage area. Removing him weakens late-round plant executes.
- Kaid (defense ban) — Electroclaw range lets Kaid deny hatches and walls on multiple Theme Park sites simultaneously. Critical for Throne Room and Lab defense.
- Smoke (defense ban) — Theme Park's narrow doorways and connector hallways make Smoke's canisters devastating for denying plant on every site.
Other Theme Park bomb sites
- Lab / Storage (1F)
- Office / Initiation (2F)
- Bunk / Day Care (2F)
Want full utility placement + AI VOD review?
Recon 6 Pro unlocks per-operator utility breakdown, enemy predictions, and AI-powered gameplay analysis. Founding rate $9/mo before May 31.
See plans