-- Generated by Tools/import-guides.mjs from the RatedTracker website.
-- Do not edit by hand. Website guide data is the source of truth.
local ADDON_NAME, ns = ...

ns.GuideContent = {
    ["arathi-basin"] = {
        opening = {
            "Before gates open, assign Blacksmith and Lumber Mill spin pairs: one healer and one DPS to each. Send a defender to pick up your spawn base (Stables for Alliance, Farm for Horde), then rotate that player toward Gold Mine as soon as the opening cap is safe.",
            "The rest of the team fights at Gold Mine for the 3v3 or 4v4 off-node battle. Do not send extra DPS to Blacksmith or Lumber Mill; over-stacking spin nodes leaves Mines undermanned and is a common opening mistake.",
            "Use the Objectives panel or Capping addon to see capture progress. When a node unlocks and is neutral, the flag takes 4 seconds to interact. After that, hold it 30 seconds without the enemy recapturing, then it locks for 45 seconds while it ticks. One secured node alone is 7 resources every 2 seconds (154 over the full lock). Team rate scales with bases held: 7/10/15/50/65 per tick.",
        },
        standard = {
            "Treat Arathi like a numbers game after the opening split: match enemy bodies at contested nodes. **2** enemies on Farm means **2** of yours go, not **6** at Blacksmith while Farm is free. Use BGE to confirm who is where before you rotate off a spin.",
            "Spin nodes (Blacksmith and Lumber Mill) exist to delay caps, not to win 3v2 team fights forever. Your job is to spin and live as long as possible - kills are a bonus. Spinning > killing. A healer plus one DPS can spin a long time; call for help when numbers grow.",
            "Gold Mine / off-node team should cap quickly and join the mine fight, then rotate toward whichever side base unlocks next on the timer.",
        },
        roles = {
            "Lumber Mill: assign healers and DPS with reliable knockback when available (Evokers, Shamans, Druids, Mages). The cliff makes knockback decisive; use it to remove defenders and finish caps.",
            "Blacksmith: durable spin anchors (Death Knights, Warriors, Warlocks) or specs that recover from shoves (Monks, Warlocks). Less knock leverage than Lumber Mill, so save specs without knockback for here when possible.",
            "Off-node (Gold Mine): self-sufficient DPS such as Retribution Paladins, Rogues, Hunters, Feral Druids, Mages, Devourer Demon Hunters, and Shamans who can win or delay without a healer.",
            "Side base defenders: stealth specs, pet classes, or duelists on spawn bases; call incs early and float when pinged.",
            "Healers: one on each spin node at open, then rotate to the loudest inc. Prefer a knockback healer at Lumber Mill when your comp allows.",
        },
        rotations = {
            "When a node locks, leave it. It is immune for 45 seconds. Move to the next node unlocking in 10-15 seconds on your timer.",
            "Shortly before a base unlocks, pick up Shadow Sight and keep BGE visible; combine them to spot stealth and missing bodies before the unlock. Call early so help arrives before you lose the base.",
            "After Mines resolves, watch Farm and Stables timers. If all **3** off-node players stack one base while the other unlocks in 15 seconds, someone must break off.",
            "Cappers can stealth-cap Stables or Farm when the enemy over-commits mid-map, but only when the team agreed you have numbers at Mines.",
        },
        mid = {
            "Mid game is timer chaos: multiple nodes unlock within seconds. The team that arrives first with matched numbers usually gets a free cap.",
            "Call incs early with node name and count: \"Inc Farm 2, stealth possible.\" Spot with Shadow Sight and BGE before you call; late calls lose free bases.",
            "Trading is fine: losing Lumber Mill while taking Stables plus Mines can be correct if timers align.",
        },
        late = {
            "Near 1500, stop gambling on **4**th bases. Hold **3** stable nodes or **2** plus a winning spin rather than chasing a cross-map cap.",
            "If one node decides the game, send minimum bodies to stabilize elsewhere and stack the decisive fight.",
        },
        mistakes = {
            "Sending extra DPS to a spin node and leaving a non-spin node short a player.",
            "Both healers at the same node instead of splitting Blacksmith and Lumber Mill.",
            "Sitting on a locked node doing nothing while another base is about to unlock.",
            "Ignoring Lumber Mill knockback edge: Evokers, Shamans, and Druids can knock enemies off the cliff.",
            "Abandoning your assigned role after the first rotate; chasing kills or random nodes instead of the job you took at open.",
        },
        advanced = {
            "Lumber Mill: bring knockback or knockback immunity. Warlocks and Monks excel at recovering from shoves.",
            "You can cap and mount toward Mines without waiting the full immunity timer if no enemy is rotating; confirm with BGE before leaving.",
            "Priests and paladins fit Blacksmith spin better than Lumber Mill when knockbacks are still relevant.",
        },
    },
    ["battle-for-gilneas"] = {
        opening = {
            "3-node map: Lighthouse, Waterworks, and Mine only. You win by holding any **2** bases at once, not by rotating to a **4**th flag.",
            "Comp check at open: count enemy Rogues, Druids, Hunters, and other stealth or pet defenders. More enemy stealth means naming more floaters before gates open.",
            "Default split: one home defender, everyone else Waterworks. Name one spinner on the flag before gates open.",
            "Waterworks fight: everyone converges on Waterworks at open. The assigned spinner stays on the cap circle, pings cappers while CC'd, and calls numbers so the team can deny a cap even when the brawl is losing.",
        },
        standard = {
            "Safe default: one defender on Lighthouse or Mine, both healers and bulk DPS at Waterworks.",
            "Enemy stealth: name floaters before gates open - Rogues, Hunters, Druids, and other mobile specs. Scale up with enemy stealth; sitters keep Shadow Sight and BGE up; missing bodies at Waterworks means a home inc.",
            "Waterworks fight: interrupt heals, CC healers, and spin the flag so a losing brawl still denies the cap. Assign one spinner before open; they ping anyone on the flag while CC'd.",
            "2-base sit: once you hold any **2** bases, put **2** DPS on each owned node and float healers plus mobile DPS between them for inc calls. Each base sitter keeps Shadow Sight and BGE up.",
            "Node awareness: track player locations (BGE helps) and match numbers.",
            "Lost the fight: regroup and push again for a second base - send a few to the other node if they overcommit. Staying on one base while they hold **2** is often unrecoverable.",
        },
        roles = {
            "Base sitters (home or 2-base rotation): durable duelists or pet classes on Lighthouse or Mine. Keep Shadow Sight and BGE up; call inc count and stealth the instant someone appears so floaters can rotate before you lose the base.",
            "Waterworks fighters: both healers and most DPS at open unless floating home.",
            "Waterworks spinner: one assigned player stays on the cap circle during the open fight; ping cappers while CC'd and call numbers for the team.",
            "Floater roster: Rogues, Hunters, Druids, and other mobile specs - name **1** or **2** in the starting room; add more when the enemy is stealth-heavy.",
            "Floaters: answer inc calls between Waterworks and home whenever they come, not kills in mid.",
        },
        rotations = {
            "Defender job: spin and live as long as possible - kills are a bonus. Spinning > killing. Shadow Sight and BGE on cooldown; call \"Inc [base] [number], stealth possible\" the moment you see someone - early calls are what let floaters arrive in time.",
            "When holding **2** bases: rotate floaters between owned nodes on those inc calls; do not send **4** to one base and empty Waterworks.",
            "If enemy sends **2** to your home, send **2** back. If they send **3**, send **3** or trade Waterworks pressure deliberately.",
            "Shadow Sight and BGE on defenders; ping stealthed frames when your client allows.",
        },
        mid = {
            "Holding **2** bases (any **2**): put **2** DPS on each owned base; healers and mobile DPS float between them and match numbers to inc calls.",
            "Lost the fight (usually at Waterworks): regroup, do not trickle; push again for a second base. Send a few to the other node if they overcommit and steal a cap.",
        },
        late = {
            "Near 1500, hold **2**-base control; do not gamble for a **3**rd cap you do not need.",
            "Ahead but losing a base: pressure their thinner node to pull bodies, then retake a second base with numbers. Behind: get back to **2** bases - take whichever node is thinner.",
            "Do not chase kills off nodes you must spin or float to. Match defender inc calls through match point; one free cap swings faster in Blitz.",
        },
        mistakes = {
            "Sending everybody to Waterworks with nobody assigned to help home against stealth-heavy comps.",
            "No one assigned to spin Waterworks during the open fight.",
            "Home defender delaying the inc call so floaters arrive after the base is already lost.",
            "Home defender prioritizing the skirmish instead of spinning the flag.",
            "Healers anchoring on a quiet home while the other healer is outnumbered at Waterworks.",
            "Taking the enemy home base without leaving enough defenders; they spawn there and can recap before help arrives.",
            "Tunnel visioning one node while you lose another.",
            "Rotating between bases without matching numbers to the inc call.",
            "Abandoning your assigned role after the first rotate or Waterworks fight; chasing kills or random nodes instead of home, float, or Waterworks.",
        },
        advanced = {
            "Read the open: watch the hill between Mine and Lighthouse for red names - that path is how home incs sneak past the Waterworks fight.",
            "BGE on defense: home defenders should click it constantly; spotting any stealthed capper early wins many Gilneas games.",
        },
    },
    ["deepwind-gorge"] = {
        opening = {
            "**2** at Market - **1 healer** and **1 DPS**.",
            "**3** topside (north: Quarry and Farm).",
            "**3** bottomside (south: Ruins and Shrine).",
            "Put your second healer on the same side as theirs.",
            "Best skirmisher sits the home node on each side; the other **2** contest with them.",
            "Market stays at **2** - never a third body.",
            "Anyone sitting a node keeps Shadow Sight and BGE up.",
            "**5** nodes: Market mid, Farm and Shrine on the Alliance side, Quarry and Ruins on the Horde side. First to 1500 resources wins.",
            "Blitz capture cadence: 4-second interact when a node is neutral, 30 seconds to secure without a contest, then 45 seconds locked while it ticks. One secured node alone is 7 resources every 2 seconds (154 over the full lock). Team rate scales with bases held: 7/10/15/50/65 per tick. Use the Objectives panel or Capping addon for unlock timers.",
        },
        standard = {
            "Market is the spin node: healer plus one DPS only. Your job is to spin and live as long as possible - kills are a bonus. Spinning > killing. Do not send a third player to Market; over-stacking Market leaves a side lane undermanned.",
            "Standard split: one healer at Market with a DPS. Put the other healer on the same side as theirs. A hybrid tank plus DPS spin Market is advanced (see Advanced Tips).",
            "Home node sitters: assign your strongest skirmishers to Farm and Shrine (Alliance) or Quarry and Ruins (Horde). Your job is to spin and live as long as possible - kills are a bonus. Spinning > killing. Keep Shadow Sight and BGE up; call inc count immediately and spin until help arrives.",
            "Treat every unlock as a numbers check: **2** enemies at Ruins means **2** of yours, not **6** at Market. Use BGE to confirm bodies before you leave a lane.",
            "Leave locked nodes when the timer runs out. Be at the next unlocking node 10-15 seconds early.",
        },
        roles = {
            "Market spin: one healer plus one DPS who can spin and peel.",
            "Topside lane (Quarry and Farm): **3** bodies - home skirmisher plus **2**.",
            "Bottomside lane (Ruins and Shrine): **3** bodies - home skirmisher plus **2**.",
            "Skirmishers on home nodes: stealth-capable specs, pet classes, or duelists who win or delay 1v1s and call incs early.",
            "Healers: one at Market with a DPS. Put the other on the same side as their healer. Answer lane incs when called; do not leave Market without a healer spin.",
        },
        rotations = {
            "Capping timers drive the game: rotate off a locked node and meet the next unlock before it opens.",
            "Home skirmisher calls inc the moment someone appears; mount immediately. Deepwind punishes late rotates.",
            "If a side lane is losing, pull help from the other side - not from Market. Market stays at **2**.",
            "Rune of Frequency spawns north and south of Market (50% cooldown recovery for 30 seconds). Pre-move to the pickup when a contest aligns with the spawn.",
            "Reset Cooldowns inside the Market and Shrine buildings fully resets your cooldowns. Fight for the building buff when you control or contest those nodes.",
            "If the enemy over-commits to one side, counter-push their far home node only when BGE shows it empty.",
        },
        mid = {
            "Mid game is **5** nodes plus long travel time. Unlocks drift as fights finish at different times - the team that matches numbers first usually gets the free cap.",
            "Keep only **2** bodies on Market unless an inc call demands a rotate off a side lane. Topside and bottomside stay **3** each. Your second healer plays on the side their healer is on.",
            "When a home node becomes a thin duel, your skirmisher stays; send extra help only when the inc call matches enemy numbers.",
            "Rune of Frequency or Reset Cooldowns can decide a close unlock; call numbers before committing on the rune pickup or building buff.",
        },
        late = {
            "3 stable caps plus timer control usually wins. Stop chasing a **4**th node when **3** owned bases are ticking.",
            "Minimum bodies on quiet owned nodes; stack the unlock that decides the scoreboard.",
            "One late unmatched inc costs more here because help arrives slow. Keep responding until the match ends.",
        },
        mistakes = {
            "Sending a third or fourth player to Market while a side lane loses 2v3.",
            "Both healers on side lanes with no healer spinning Market.",
            "Matching healer on the wrong map edge while the enemy healer is on the other side.",
            "Weak specs on home nodes instead of your best skirmishers on Farm, Shrine, Quarry, or Ruins.",
            "Ignoring Rune of Frequency north or south of Market, or Reset Cooldowns inside Market or Shrine, when a node unlock aligns with the buff.",
            "Finishing a kill mid-map instead of mounting when a home skirmisher calls inc.",
            "Sitting on a locked node while the next unlock timer is about to expire.",
            "Abandoning your assigned role after the first Market rotate; chasing kills or random lanes instead of your home node or Market job.",
        },
        advanced = {
            "Off-heal tank Market spin: a hybrid tank plus DPS spin Market. Both healers stay topside and bottomside.",
            "Lane swap: move bodies between topside and bottomside when one lane is unwinnable. Keep Market at **2**.",
            "Counter-push: when BGE shows every enemy body on your side, mobile DPS can cap their undefended far home as a trade.",
        },
    },
    ["deephaul-ravine"] = {
        opening = {
            "Default open: both healers and most DPS fight mid for the first crystal and cart intersection. Crystal spin priority: tank, then Warrior, then Death Knight, then other melee DPS (not Rogues), then ranged last. Tanks spin and disrupt near the crystal, not in cart circles. Assign one durable non-tank defender (pet class or strong duelist) to your spawn cart lane; they call incs and stay on the path. Do not send the whole team mid with nobody on either cart lane.",
            "Trade as much damage as you can without dying with defensives still available. The most common opener mistake is underestimating enemy burst and dying in seconds while major cooldowns remain unused. Healers: survive the burst window first; losing a DPS going for CC is not worth the trade. Do not leave high kill-pressure specs casting freely (Subtlety Rogues, Marksmanship Hunters, Destruction Warlocks, Devastation Evokers, Voidweaver Disc Priests); disrupt or kill them. When enemy melee overextends into your backline, eliminate them, then refocus objectives.",
            "Steal the enemy cart in the ravine at mid as it travels toward the center depot; a cart you control caps closer to your spawn. The elevated crystal spot gives healers line of sight to both cart lanes, but active crystal fights put you in melee range and easier to CC.",
            "Meet the incoming cart in the ravine at mid. A stolen cart caps closer to your spawn.",
            "If you lose the first mid fight but hold the stolen cart, that cart is your rally point to still push a cap on your side. Otherwise regroup as a full team before re-engaging; do not trickle back in solo.",
        },
        standard = {
            "Each controlled cart passively earns points for your team. Cart control is decided in the cart circle: whichever team has more players inside gains or keeps control. A crystal turn-in at an Earthen cart building pays 150 points plus ~20s team Bloodlust or Heroism. First team to 1500 wins.",
            "Fight at mid to contest carts in the ravine and the crystal when it spawns.",
            "Secure your spawn cart lane so the enemy cannot steal it for free points.",
            "After a cart reaches the center depot, the next mine cart rolls out from the lane depots; meet the incoming enemy cart in the ravine at mid or steal an undefended cart while the team fights.",
        },
        roles = {
            "Team fighters: most DPS and healers mid for crystal and cart intersections.",
            "Crystal spinner: spin priority is tank, then Warrior, then Death Knight, then other melee DPS (not Rogues), then ranged last. Everyone helps spin even when someone is assigned.",
            "Cart defenders: **1** durable non-tank player or pet class on your spawn cart lane.",
            "Incoming cart contest: steal the enemy cart in the ravine at mid as it travels toward the center depot.",
            "Healers: elevated crystal covers both lanes but puts you in melee during crystal fights.",
        },
        rotations = {
            "Meet the incoming enemy cart in the ravine at mid. If you lose mid but hold the stolen cart, use it as a rally point to push a cap on your side.",
            "After a mid wipe, read cart location first.",
            "Stolen cart on your side: rally there and push a cap.",
            "Both carts lost: regroup full team and secure your spawn lane before re-engaging.",
            "Next cart from your lane depot: cover your spawn lane.",
            "Next cart from their lane depot: meet it in the ravine at mid as it rolls toward the center depot.",
        },
        mid = {
            "Crystal can be capped at either end; pick the safer turn-in if you are the carrier.",
            "If enemy has crystal near their turn-in, float to their high ground.",
            "Fight on top of a cart circle when possible so control and damage happen together.",
        },
        late = {
            "Before you commit to a mid fight, ask whether a bad wipe loses both carts and the crystal at once.",
            "A stolen cart plus crystal cap swing is larger than winning a meaningless mid fight.",
            "CC enemies out of cart circles; roots and knocks win cart control.",
        },
        mistakes = {
            "Trickling into mid one at a time instead of regrouping; one bad mid wipe can lose both carts and the crystal at once.",
            "Whole team tunnels mid while both carts get stolen.",
            "Dying in the opener with defensives still available.",
            "Letting Subtlety Rogues, Marksmanship Hunters, Destruction Warlocks, Devastation Evokers, Voidweaver Disc Priests, or other high kill-pressure specs cast freely mid.",
            "Ignoring overextending enemy melee in your backline while you chase objectives.",
            "Ignoring the crystal; everyone should spin even when someone is assigned.",
            "Overextending without support and dying.",
            "Healers running the crystal pull a critical role out of the mid fight and can cause a wipe; if you pick it up, drop it to a DPS to carry to turn-in.",
            "Abandoning your assigned role after the first cart fight or crystal turn-in; chasing kills or random objectives instead of your lane.",
        },
        advanced = {
            "Knocks and roots off the cart path matter as much as raw damage.",
            "Wiping the enemy as carts approach the ravine can let you take both carts and the crystal - about 450 points (150 per cart delivery plus 150 crystal) plus the haste window.",
        },
    },
    ["eye-of-the-storm"] = {
        opening = {
            "Rated Eye of the Storm uses a base flag at each tower you must capture; random BG caps towers by proximity only.",
            "All **4** towers are capturable from the start: Draenei Ruins, Fel Reaver Ruins, Mage Tower, and Blood Elf Tower.",
            "Default open: **2** skirmishers on towers (Ret, Feral, Hunter, Frost Mage, Demo Lock, or Rogue), everyone else mid.",
            "First team fight: pop offensive cooldowns and deal as much damage as you can in mid.",
            "Do not die in the opener with major defensives still available.",
            "Healers heal through the burst window; do not chase CC. Disrupt or kill high kill-pressure specs (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest), then refocus the flag.",
        },
        standard = {
            "Win mid, grab the flag, and cap it at the nearest tower you control.",
            "The more towers you control, the faster you score. **2** towers tick 6 points per tick; a flag cap with **2** towers held is worth 125 points.",
            "Default finish on **2** towers: cap around 1375 for 125 to hit 1500 instantly.",
            "If mid is lost, regroup and burst the enemy carrier before they reach a tower.",
        },
        roles = {
            "Tower sitters: strongest skirmishers or duelists. Your job is to spin and live as long as possible - kills are a bonus. Spinning > killing. Keep Shadow Sight and BGE up; call inc count and stealth the instant someone appears so mid can rotate before you lose the tower.",
            "Mid: both healers and remaining DPS contest the flag; one healer often carries after mid is won.",
            "Flag carrier: whoever wins mid and is mobile; cap at your nearest controlled tower.",
            "Float: match enemy healers and DPS on mid and on tower incs; send matched numbers, not one extra body.",
        },
        rotations = {
            "Tower defender job: spin and live as long as possible - kills are a bonus. Spinning > killing. Shadow Sight and BGE on cooldown; call inc count and stealth the moment you see someone - early calls are what let mid arrive in time.",
            "When you lose a tower, send matched numbers to recap before the enemy stabilizes on ticks.",
            "Match enemy healers in mid and on rotates; match DPS count on every tower inc.",
            "Cap the flag when it closes a score gap or finishes at 1500.",
            "If the enemy has the flag with a lead, kill their carrier in mid before they reach a tower to cap.",
        },
        mid = {
            "Whoever grabs the flag heads straight to your nearest controlled tower; do not park it in mid.",
            "If team wipes mid with flag, run it to a controlled tower graveyard or jump off edge to reset spawn in center.",
            "Track which towers you own; you cannot cap without at least one.",
        },
        late = {
            "Near 1500, time a flag cap to finish; only hold the flag briefly to sync a cap with a base about to tick.",
            "If behind on towers, recap one node before fighting mid again; ticks matter more than a risky flag grab.",
            "Protect the capper's path to the tower.",
        },
        mistakes = {
            "Tunneling mid while your team is losing a tower.",
            "Not matching enemy healers or DPS on mid and tower fights.",
            "Tunneling a base duel while the base is capped by another enemy player. Do not get distracted from your primary objective. No base means no points.",
            "6 or more players mid while enemy owns **3** or **4** towers.",
            "Dying in the opener with defensives still available, or healers chasing CC instead of keeping DPS alive.",
            "Trickling into mid one at a time after losing flag.",
            "Defenders leaving tower for any reason and an enemy takes the node.",
            "Tower sitter defending without Shadow Sight or BGE, or calling incs too late for mid to save the tower.",
            "Picking up flag with no controlled tower to cap at.",
            "Weak specs on towers instead of your best skirmishers.",
            "Abandoning your assigned role after the first rotate or flag cap; chasing kills or random objectives instead of your tower, mid, or flag job.",
        },
        advanced = {
            "If you have a tank: pair tank plus healer to spin mid at open, then rotate together onto a contested enemy tower.",
            "Jumping off the map with flag resets it to center for another mid fight.",
            "Read scoreboard: **3** towers plus flag caps close out faster than tower ticks alone.",
        },
    },
    ["silvershard-mines"] = {
        opening = {
            "Default open: **5** to lava (both healers plus remaining DPS); **3** off-cart start Mid then rotate Top.",
            "Once roles are decided in the waiting area, pre-position at the gate for your lane before doors open; seconds matter at the first cart tags.",
            "Pick your best 1v1 duelists for off-cart, not team-fight bulk.",
            "Alliance off-cart: contest Top cart tag, take the elevated route (map overlay) for Berserking, hold height over the mid cart path, then drop to engage or poke melee that cannot reach you.",
            "Horde off-cart: group mid together at open and wait for Alliance to drop down or for a fight over the mid cart.",
            "First lava fight: pressure enemy healers with kicks, stuns, and CC. Do not die with defensives still up. Healers survive burst first; regroup before re-engaging.",
        },
        standard = {
            "Every cart is neutral at spawn. At each cart's capture circle, one more player inside than the enemy shifts control toward your team; a bigger lead does not speed the bar.",
            "Kills in the circle flip faster; step out before you die. Dying inside nudges control to the enemy.",
            "After lava delivers, fight for the next lava tag; the lava team does not leave for off-cart lanes.",
        },
        roles = {
            "Lava team: both healers plus bulk DPS (Warriors, Death Knights, Warlocks, etc.) win the 5v5.",
            "Off-cart trio: 3 best skirmishers only; no healers unless enemy sends one and you must match.",
            "Off-cart priority: Subtlety Rogue, Retribution Paladin, Feral Druid, Frost Mage, Windwalker Monk, Hunters, Demonology Warlock, Fire Mage, Enhancement Shaman, Havoc Demon Hunter.",
            "Lava DPS: pop cooldowns, disrupt high kill-pressure casters (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest), eliminate overextending enemy melee in your backline.",
            "Lava healers: survive opener burst first; losing a DPS going for CC is not worth the trade.",
            "Deny enemy healers Restoration leaves; if you are oom and denied a leaf, die for full mana on respawn.",
        },
        rotations = {
            "Off-cart fights Mid first, then Top, then back to Mid; on the open, Mid caps before Lava because mid and top pre-spawn.",
            "Lava 5v5: pressure enemy healers; trade damage without dying with defensives still up. Healers survive burst first; disrupt high kill-pressure casters (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest); kill overextending melee; regroup do not trickle.",
            "When losing lava repeatedly, flip the lava track switch at the crossroads to send the cart up the longer route.",
            "When losing off-carts, flip the top track switch to buy time for more lava wins.",
        },
        mid = {
            "Mid has a hill: knocks send far. Top has water: knocks drop climbers.",
            "Knocks and displacement remove bodies from the circle; CC that leaves enemies standing inside does not change the count.",
            "Match enemy healer on off-cart with your healer when they send one.",
            "Deny enemy healers Restoration leaves (map markers); body-block or kill them off the pickup.",
            "Healers: if denied a leaf and at 0 mana, die on purpose (lava jump or let enemy kill you) for full mana on respawn; do not sit oom for ego.",
        },
        late = {
            "One cart from winning score: stack all **8** on that cart only.",
            "Turn tracks deliberately to force enemy confusion when one cart from 1500.",
            "Do not chase lava only while top and mid feed free caps.",
        },
        mistakes = {
            "Off-cart player going lava instead of mid, leaving 2v3 off-cart.",
            "Sitting top cart at start while mid loses.",
            "Dying inside the cart circle nudges control to the enemy.",
            "5 players idle on lava after a wipe while mid caps.",
            "Lava team leaving after a cap before the next lava tag is secured.",
            "Trickling into lava one at a time instead of regrouping.",
            "Dying in the opener with defensives still available.",
            "Letting Subtlety Rogues, Marksmanship Hunters, Destruction Warlocks, Devastation Evokers, Voidweaver Disc Priests, or other high kill-pressure specs cast freely in lava.",
            "Weak specs on off-cart instead of your best skirmishers.",
            "Abandoning your assigned role after the first off-cart rotate or lava wipe; chasing kills or other carts instead of your lane.",
            "Healer sitting at 0 mana when denied Restoration leaves instead of dying for a full mana respawn.",
        },
        advanced = {
            "You do not need kills to control; CC and knocks outside the circle work.",
            "Stealth can flip either track switch for surprise pathing.",
            "Residual ticks matter between caps; control through the whole route, not only at the end.",
        },
    },
    ["temple-of-kotmogu"] = {
        opening = {
            "Before gates open, call orb assignments by color or left/right.",
            "Default mid pit when you win the brawl; alternate platform ring kite when you cannot.",
        },
        standard = {
            "Mobile specs carry; immobile specs kill enemy carriers.",
            "Orb of Power stacks ramp damage taken and reduce healing; peel your assigned carrier.",
        },
        roles = {
            "Tanks carry except Blood Death Knight, who kills carriers instead.",
            "Holy Paladin, Disc, and Holy Priest never pick orbs; Pres Evoker and Mistweaver can carry if comp allows.",
            "Kill enemy orb carriers first; CC enemy healers, do not tunnel them for kills.",
        },
        rotations = {
            "Pre-position to re-pick orb color when a holder is about to die.",
            "Platform ring at 6 ticks often beats pit at 8 if you feed fewer +10 deaths.",
        },
        mid = {
            "Enemy orb carriers are always kill priority; CC enemy healers instead of tunneling them.",
        },
        mistakes = {
            "Chasing kills or tunneling healers while enemy carriers stack; immobile healers picking orbs; immobile hard-carries into +10 deaths; pit stands without control.",
        },
        advanced = {
            "Preservation Evoker plus Subtlety Rogue is a top carry pair; use vertical escapes from the pit.",
        },
    },
    ["twin-peaks"] = {
        opening = {
            "Assign flag carrier, Offense (O), and Defense (D) before gates open.",
            "Flag carrier: Preservation Evoker first; Mistweaver Monk and Restoration Druid next. Low MMR: almost anyone can carry if the team plays objective. Mobile tanks work in non-tank lobbies with Empowered Carrier.",
            "Pres gap: wipe their offense as a team before you push offense; Focused Assault stacks on both FCs help kill their Pres.",
            "Stealth handoff: Rogue or Druid picks in stealth and hands off to the designated FC so the team can clash mid with both healers up. When the enemy has no stealth, you can slow or deny their pickup and give your FC a better chance to cap.",
            "Win the opener: trade damage without dying with defensives still up. Wiping in the opener with cooldowns unused swings momentum, letting the enemy turn and focus your flag carrier while your team respawns. Healers survive the burst window first; disrupt or kill high kill-pressure specs (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest).",
        },
        standard = {
            "Offense: group before every push; kill the EFC before Focused Assault stacks make your FC unhealable; intercept their carrier if the flag is still in base; regroup after a wipe or cap.",
            "Defense: stay with your FC, peel and escort toward cap; do not leave your FC alone to chase mid kills.",
            "Heavy enemy defense: when they run **2** healers or heavy peel, offense stays with your healer or you wipe.",
        },
        roles = {
            "Healer: default FC pick; one healer on offense, not **2** on defense.",
            "Melee: stick to Offense or Defense; disrupt enemy healers and high-priority DPS (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest).",
            "Ranged: stick to Offense or Defense; disrupt enemy healers and high-priority DPS (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest).",
            "Flex: stealth handoff or coordinated no-healer offense burst.",
        },
        rotations = {
            "Healer FC: track EFC health in BGE, Follow the Flag, default frames, or focus; pre-position toward cap as their health drops for an instant cap after kill.",
            "Don't return the enemy flag until your Flag Carrier is on the capture point.",
            "Handoffs: Rogue Shadowstep to FC, Evoker Rescue, clear BGE for stealthed intercept.",
            "If losing defense, temporarily stack offense into defense until stable.",
        },
        mid = {
            "After a cap, both teams reset; offense should regroup before re-push.",
            "If the same Offense or Defense assignments keep failing, adjust roles; flip the script instead of repeating a losing plan.",
        },
        late = {
            "At **2** caps each, one clean exchange wins; do not lose the match on greedy offense.",
            "FC should know whether to hold or run based on the team's cap call.",
            "Trade FC death only if you secure enemy flag return and cap.",
        },
        mistakes = {
            "Don't return the enemy flag until your Flag Carrier is on the capture point. Returning it too early lets the enemy pick it up again, deny the capture, and force your healer into a bad position. Wait for your FC to be ready, then return the flag for an instant cap.",
            "Abandoning your assigned role after the first flag cap; offense or defense chasing kills or random fights instead of sticking to your lane.",
            "All offense DPS chasing a Pres Evoker EFC from behind instead of cutting off the cap path.",
            "Offense pushing without your healer into double-healer defense or heavy peel; usually a wipe and a momentum swing.",
            "**2** healers on defense with weak offense (FC becomes unhealable from stacks).",
            "Turtling after first cap; no offense on EFC, late cap loss.",
            "FC beelining cap while team is not ready to cap.",
        },
        advanced = {
            "Stealth opener on enemy FC before defense sets.",
            "Preservation Evoker plus Subtlety Rogue on defense: both mobile; layer Rescue and Shadowstep to peel your FC through stacks.",
        },
    },
    ["warsong-gulch"] = {
        opening = {
            "Assign flag carrier, Offense (O), and Defense (D) before gates open.",
            "Flag carrier: Preservation Evoker first; Mistweaver Monk and Restoration Druid next. Low MMR: almost anyone can carry if the team plays objective. Mobile tanks work in non-tank lobbies with Empowered Carrier.",
            "Pres gap: wipe their offense as a team before you push offense; Focused Assault stacks on both FCs help kill their Pres.",
            "Stealth handoff: Rogue or Druid picks in stealth and hands off to the designated FC so the team can clash mid with both healers up. When the enemy has no stealth, you can slow or deny their pickup and give your FC a better chance to cap.",
            "Win the opener: trade damage without dying with defensives still up. Wiping in the opener with cooldowns unused swings momentum, letting the enemy turn and focus your flag carrier while your team respawns. Healers survive the burst window first; disrupt or kill high kill-pressure specs (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest).",
        },
        standard = {
            "Offense: group before every push; kill the EFC before Focused Assault stacks make your FC unhealable; intercept their carrier if the flag is still in base; regroup mid after a wipe or cap.",
            "Defense: stay with your FC, peel and escort through mid toward cap; do not leave your FC alone to chase mid kills.",
            "Heavy enemy defense: when they run **2** healers or heavy peel, offense stays with your healer or you wipe.",
        },
        roles = {
            "Healer: default FC pick; one healer on offense, not **2** on defense.",
            "Melee: stick to Offense or Defense; disrupt enemy healers and high-priority DPS (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest).",
            "Ranged: stick to Offense or Defense; disrupt enemy healers and high-priority DPS (Subtlety Rogue, Marksmanship Hunter, Destruction Warlock, Devastation Evoker, Voidweaver Disc Priest).",
            "Flex: stealth handoff or coordinated no-healer offense burst.",
        },
        rotations = {
            "When offense gets pick on enemy FC, escort your FC toward cap together.",
            "Don't return the enemy flag until your Flag Carrier is on the capture point.",
            "If both flags out, kill enemy FC first unless yours is about to die.",
            "Regroup mid-map after a wipe before next push.",
        },
        mid = {
            "Mid control speeds offense access to enemy base.",
            "Track enemy FC health in BGE and Follow the Flag; go for cap when they dip.",
            "Switch to full defense temporarily if your FC is dying repeatedly.",
        },
        late = {
            "At match point, stack defense until enemy flag is out, then coordinated offense.",
            "Do not leave your cap zone undefended when enemy offense is alive.",
            "FC kiting in tunnel or ramp can buy time for peel respawns.",
        },
        mistakes = {
            "Don't return the enemy flag until your Flag Carrier is on the capture point. Returning it too early lets the enemy pick it up again, deny the capture, and force your healer into a bad position. Wait for your FC to be ready, then return the flag for an instant cap.",
            "Abandoning your assigned role after the first flag cap; offense or defense chasing kills instead of sticking to your lane.",
            "All offense DPS chasing a Pres Evoker EFC from behind instead of cutting off the cap path.",
            "Offense pushing without your healer into double-healer defense or heavy peel; usually a wipe and a momentum swing.",
            "Defense leaving FC alone to chase kills mid.",
            "Turtling after first cap; no offense on EFC, late cap loss.",
            "Offense without grouping.",
        },
        advanced = {
            "Rogue plus Druid stealth handoff into FC.",
            "Temporary **4**-on-defense when enemy has strong offense comp.",
            "Healer FC: track EFC health in BGE, Follow the Flag, default frames, or focus; drift toward cap as their health drops.",
        },
    },
}

