-- 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.GuideMeta = {
    ["arathi-basin"] = {
        glance = {
            winCondition = {
                "First team to **1500 resources**.",
                "Hold **more bases** than the enemy and bank resources faster to hit the **score cap** first.",
                "**Opening splits** and base trades decide most Blitz matches.",
            },
            primaryObjective = {
                "Control **5 nodes** on timers.",
                "Open **1 healer + 1 DPS** per spin.",
                "**Match enemy numbers** on contested rotates.",
            },
            openingFocus = {
                "Spin **Blacksmith** and **Lumber Mill**.",
                "Bulk fight **Gold Mine**.",
            },
            difficulty = 4,
            matchLength = "**10-14 min**",
            commonMistake = "Over-stacking spin nodes while outnumbered at **Stables**, **Gold Mine** or **Farm**.",
        },
        rememberThree = {
            {
                "Opening Split",
                {
                    "**1 healer + 1 DPS** per spin node (**Blacksmith** and **Lumber Mill**).",
                    "Send the rest to **Gold Mine**.",
                    "Stay on your assigned nodes all game.",
                },
            },
            "**Spin First** - On a sat node, **spin** and live as long as possible. Kills are a bonus - **spinning** > killing.",
            "**Match Numbers** - **2** at **Farm** means **2** of yours, not **6** at **Blacksmith**. Use **BGE** before you leave a node. Leave locked bases and rotate **10-15 seconds** before the next unlock.",
        },
        rotationFlow = {
            "**Blacksmith** spin",
            "**Lumber Mill** spin",
            "**Gold Mine** / off-node",
            "Next unlocking base",
            "Collapse to contested spin",
        },
        roleCards = {
            tank = {
                primary = {
                    "**Anchor** your assigned spin node (**Blacksmith** or **Lumber Mill**) with stuns and peels.",
                    "Interrupt and CC enemy cap attempts - standing on the flag while controlled does not stop a cap.",
                },
                mistakes = {
                    "Chasing kills off the node while the flag spins.",
                    "Leaving spin to solo push a side base.",
                },
                objectives = {
                    "Assigned spin node (priority)",
                    "Float to **Stables** or **Farm** if time allows before rotate",
                },
                advanced = {
                    "**Protection Paladins** and other off-heal tanks anchor spin nodes, not the **Gold Mine** off-node pack.",
                    "Strong off-heals can keep a spin partner alive long enough to free a **healer** for the next active node when the team calls it.",
                },
            },
            healer = {
                primary = {
                    "**1 healer** per spin node at open.",
                    "Float to the loudest inc whenever it is called.",
                },
                mistakes = {
                    "**Both healers** at the same node - at open, split one to **Blacksmith** and one to **Lumber Mill**.",
                    "Hard-anchoring one base all game.",
                    "**Healer** without knockback at **Lumber Mill** when a knockback healer (**Shaman**, **Druid**, **Evoker**) is on your team.",
                },
                objectives = {
                    "**Lumber Mill** when you bring knockback",
                    "**Blacksmith** otherwise",
                    "Next contested or unlocking node if no healer is already there",
                },
                advanced = {
                    "**Priests** and **Paladins** fit **Blacksmith** better when **Lumber Mill** knockbacks are in play.",
                },
            },
            melee = {
                primary = {
                    "**Death Knights** and **Warriors** anchor assigned spin nodes.",
                    "Hybrid specs (**Ret Paladin**, **Ele/Enh Shaman**, **Balance/Feral Druid**, etc.) suit off-node fights and side bases.",
                    "Use knockbacks at **Lumber Mill** to remove defenders from the cliff.",
                },
                mistakes = {
                    "**3rd DPS** on a spin node.",
                    "Splitting to **Farm** or **Stables** without a team call.",
                },
                objectives = {
                    "**Gold Mine** off-node fight",
                    "Spin nodes when assigned",
                    "Timer rotates",
                },
                advanced = {
                    "Cap and mount toward **Mines** without waiting full immunity if **BGE** shows no rotate.",
                },
            },
            ranged = {
                primary = {
                    "**Mages** and **Evokers** with knockback prioritize **Lumber Mill**.",
                    "**Hunters** and **Devourer Demon Hunters** flex off-node or spin.",
                },
                mistakes = {
                    "Standing on **Lumber Mill** cliff without using knock.",
                    "Ignoring objective timers while padding damage.",
                },
                objectives = {
                    "**Lumber Mill** knockback",
                    "**Gold Mine** off-node fight",
                    "Cap open nodes when team has numbers",
                },
                advanced = {
                    "**Warlocks** and **Monks** recover from **Lumber Mill** shoves - assign them to **Blacksmith** when possible.",
                },
            },
        },
        openingSubsections = {
            {
                title = "Opening Split",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Split",
                        bullets = {
                            "**1 healer + 1 DPS** on each spin node - **Blacksmith** and **Lumber Mill**.",
                            "Send the rest of the team to **Gold Mine** for the **3v3** or **4v4** off-node fight.",
                            "No **3rd DPS** on a spin node.",
                            "Assign before gates open.",
                        },
                    },
                },
            },
            {
                title = "Capture Timers",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Neutral Flag",
                        bullets = {
                            "When a node unlocks and is neutral, the flag takes **4 seconds** to interact.",
                        },
                    },
                    {
                        type = "info",
                        title = "Secure and Lock",
                        bullets = {
                            "Hold **30 seconds** without the enemy recapturing, then the node locks for **45 seconds**.",
                            "One node alone ticks **7** every **2 seconds** (**154** over the lock).",
                            "Team rate scales per tick: **7 / 10 / 15 / 50 / 65**.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Match Numbers",
                cards = {
                    {
                        type = "info",
                        title = "Match Numbers",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Spin to Delay",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Spin to Delay",
                        bullets = {
                            "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 **1 DPS** can spin a long time - call for help when numbers grow.",
                        },
                    },
                },
            },
            {
                title = "Off-Node Rotate",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Off-Node Rotate",
                        bullets = {
                            "**Gold Mine** / off-node team should cap quickly and join the mine fight.",
                            "Then rotate toward whichever side base unlocks next on the timer.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Node Lock Rule",
                cards = {
                    {
                        type = "rec",
                        title = "Node Lock Rule",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Shadow Sight and BGE",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Shadow Sight and BGE",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Mine Resolution",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Mine Resolution",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Stealth Caps",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Stealth Caps",
                        bullets = {
                            "Cappers can stealth-cap **Stables** or **Farm** when the enemy over-commits mid-map.",
                            "Only when the team agreed you have numbers at **Mines**.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Timer Chaos",
                cards = {
                    {
                        type = "info",
                        title = "Timer Chaos",
                        bullets = {
                            "Mid game is timer chaos - multiple nodes unlock within seconds.",
                            "The team that arrives first with matched numbers usually gets a free cap.",
                        },
                    },
                },
            },
            {
                title = "Inc Calls",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Inc Calls",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Trades",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Trades",
                        bullets = {
                            "Trading is fine - losing **Lumber Mill** while taking **Stables** plus **Mines** can be correct if timers align.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Closing Out",
                cards = {
                    {
                        type = "rec",
                        title = "Closing Out",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Decisive Node",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Decisive Node",
                        bullets = {
                            "If one node decides the game, send minimum bodies to stabilize elsewhere and stack the decisive fight.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                cards = {
                    {
                        type = "warn",
                        title = "Common Mistakes",
                        bullets = {
                            "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.",
                            "Rotating off a node without checking **BGE** for an enemy rotate onto the base you just left.",
                            "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.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                cards = {
                    {
                        type = "advanced",
                        title = "Lumber Mill Knockback",
                        bullets = {
                            "Lumber Mill - bring knockback or knockback immunity.",
                            "**Warlocks** and **Monks** excel at recovering from shoves.",
                        },
                    },
                    {
                        type = "advanced",
                        title = "Fast Rotate",
                        bullets = {
                            "You can cap and mount toward **Mines** without waiting the full immunity timer if no enemy is rotating.",
                            "Confirm with **BGE** before leaving.",
                        },
                    },
                    {
                        type = "advanced",
                        title = "Spin Assignments",
                        bullets = {
                            "**Priests** and **Paladins** fit **Blacksmith** spin better than **Lumber Mill** when knockbacks are still relevant.",
                        },
                    },
                },
            },
        },
    },
    ["battle-for-gilneas"] = {
        glance = {
            winCondition = {
                "First team to **1500 resources**.",
                "**3** bases only: **Lighthouse (LH)**, **Waterworks (WW)**, and **Mine**.",
                "Hold any **2** to win. Your home (**LH** or **Mine**) is free at open.",
            },
            primaryObjective = {
                "Hold **2** of the **3** bases.",
                "Your home is free at open - take any second base to get on the board.",
            },
            openingFocus = {
                "Comp check at open.",
                "**1** home defender, mobile floaters, rest **Waterworks**.",
                "Assign **Rogues**, **Hunters**, **Druids**, and other mobile specs as floaters.",
            },
            difficulty = 3,
            matchLength = "**6-10 min**",
            commonMistake = "Full **Waterworks** stack with no floater plan against a stealth-heavy comp.",
        },
        rememberThree = {
            "**2-Base Win** - **3** bases only; hold any **2**.",
            "**Spin First** - On a sat base, **spin** and live as long as possible. Kills are a bonus - **spinning** > killing. Keep **Shadow Sight** and **BGE** up; call early so floaters arrive.",
            "**Floater Plan** - Assign **Rogues**, **Hunters**, **Druids**, and other mobile specs as floaters. Scale up with enemy stealth; answer incs whenever they come.",
        },
        rotationFlow = {
            "Comp check",
            "Home defender",
            "Teamfight (usually **WW**)",
            "**2**-base sit",
            "Float on incs",
        },
        openingSubsections = {
            {
                title = "Map and Comp",
                cards = {
                    {
                        type = "info",
                        title = "3 Bases",
                        bullets = {
                            "**Lighthouse**, **Waterworks**, and **Mine** only.",
                            "You win by holding any **2** at once.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Comp Check",
                        bullets = {
                            "Count enemy stealth and pet defenders at open.",
                            "More **Rogues**, **Druids**, and **Hunters** means naming more floaters before gates open.",
                        },
                    },
                },
            },
            {
                title = "Default Split",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Default Split",
                        bullets = {
                            "**1** home defender - everyone else **Waterworks**.",
                            "Name floaters before gates open: **Rogues**, **Hunters**, **Druids**, and other mobile specs.",
                            "Name **1 spinner** on the flag before gates open.",
                        },
                    },
                },
            },
            {
                title = "Waterworks Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Waterworks Fight",
                        bullets = {
                            "Everyone converges on **Waterworks** at open.",
                            "Winning there while keeping your spawn base is the usual 2-base path.",
                            "The assigned spinner stays on the cap circle during the brawl.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Holding 2 Bases",
                cards = {
                    {
                        type = "info",
                        title = "2-Base Sit",
                        bullets = {
                            "Any **2** bases win - it does not have to be home plus **Waterworks**.",
                            "Put **2 DPS** on each owned base.",
                            "**Healers** and mobile **DPS** float between your **2** and answer inc calls.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Match the Inc",
                        bullets = {
                            "**2** at a base means **2** back. **3** means **3** or a deliberate trade.",
                            "Track player locations (**BGE** helps) and match numbers - floaters exist for incs, not padding damage on a quiet node.",
                        },
                    },
                },
            },
            {
                title = "Lost the Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Regroup and Push",
                        bullets = {
                            "The teamfight usually happens at **Waterworks** - if you lose it, regroup. Do not trickle in one at a time.",
                            "Push again as a group for a second base.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Punish Thin Nodes",
                        bullets = {
                            "Send a few to the other node while they stack the last fight - catch them lacking and steal a cap.",
                            "Getting back to **2** bases matters more than retaking the exact node you just lost.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Close Out",
                cards = {
                    {
                        type = "rec",
                        title = "Close with Control",
                        bullets = {
                            "Near **1500**, stable 2-base control beats gambling for a **3**rd cap you do not need.",
                            "Minimum bodies on the quiet base - stack the fight that keeps your **2**.",
                        },
                    },
                },
            },
            {
                title = "Trades and Pressure",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Ahead but Losing a Base",
                        bullets = {
                            "Pressure their thinner node to pull bodies off the fight, then retake a second base with matched numbers on your terms.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Behind on the Board",
                        bullets = {
                            "Get back to **2** bases - take whichever node is thinner.",
                            "Accept a home loss only when it buys a full regroup onto a second base, not when it leaves both bases undefended.",
                        },
                    },
                },
            },
            {
                title = "Finish Line",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Node Over Kills",
                        bullets = {
                            "Your job on a sat base is to **spin** and live as long as possible - kills are a bonus. **Spinning** > killing.",
                            "Do not chase kills away from a node you must spin or float to.",
                            "A late pick does not matter if the enemy finishes a free cap while you are out of position.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Inc Discipline",
                        bullets = {
                            "Keep matching rotations to defender inc calls through the end.",
                            "One late unmatched inc at match point swings faster than in retail Gilneas.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Safe Default",
                cards = {
                    {
                        type = "rec",
                        title = "Safe Default",
                        bullets = {
                            "**1** defender on **Lighthouse** or **Mine**.",
                            "Both **healers** and bulk **DPS** at **Waterworks**.",
                        },
                    },
                },
            },
            {
                title = "Enemy Stealth",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Enemy Stealth",
                        bullets = {
                            "Name floaters before gates open - **Rogues**, **Hunters**, **Druids**, and other mobile specs.",
                            "Scale up when the enemy brings more stealth; sitters keep **Shadow Sight** and **BGE** up and call incs early.",
                            "Missing bodies at **Waterworks** means a home inc - call it and rotate before you lose home.",
                        },
                    },
                },
            },
            {
                title = "Waterworks Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Waterworks Fight",
                        bullets = {
                            "Interrupt heals, CC healers, and spin the flag so a losing brawl still denies the cap.",
                            "Assign **1 spinner** before open - they ping anyone on the flag while CC'd.",
                        },
                    },
                },
            },
            {
                title = "2-Base Sit",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "2-Base Sit",
                        bullets = {
                            "Once you hold any **2** bases, put **2 DPS** on each owned node.",
                            "Float **healers** plus mobile **DPS** between them for inc calls.",
                            "Each base sitter keeps **Shadow Sight** and **BGE** up.",
                        },
                    },
                },
            },
            {
                title = "Node Awareness",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Node Awareness",
                        bullets = {
                            "Track player locations (**BGE** helps) and match numbers.",
                        },
                    },
                },
            },
            {
                title = "Lost the Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "warn",
                        title = "Lost the Fight",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Defender Job",
                cards = {
                    {
                        type = "rec",
                        title = "Defender Job",
                        bullets = {
                            "Your job is to **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.",
                        },
                    },
                },
            },
            {
                title = "2-Base Rotation",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "2-Base Rotation",
                        bullets = {
                            "When holding **2** bases, rotate floaters between owned nodes on those inc calls.",
                            "Do not send **4** to one base and empty **Waterworks**.",
                        },
                    },
                },
            },
            {
                title = "Match Numbers",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Match Numbers",
                        bullets = {
                            "If enemy sends **2** to your home, send **2** back.",
                            "If they send **3**, send **3** or trade **Waterworks** pressure deliberately.",
                        },
                    },
                },
            },
            {
                title = "Stealth Detection",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Stealth Detection",
                        bullets = {
                            "**Shadow Sight** and **BGE** on defenders.",
                            "Ping stealthed frames when your client allows.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Common Mistakes",
                cards = {
                    {
                        type = "warn",
                        title = "Common Mistakes",
                        bullets = {
                            "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**.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Read the Open",
                cards = {
                    {
                        type = "advanced",
                        title = "Read the Open",
                        bullets = {
                            "Watch the hill between **Mine** and **Lighthouse** for red names at open - that path is how home incs sneak past the **Waterworks** fight.",
                        },
                    },
                },
            },
            {
                title = "Defender Awareness",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Defender Awareness",
                        bullets = {
                            "**BGE** on defense - home defenders should click it constantly.",
                            "Spotting any stealthed capper early wins many Gilneas games.",
                        },
                    },
                },
            },
        },
        roleCards = {
            tank = {
                primary = {
                    "**Waterworks** team fight by default.",
                    "Assigned spinner on the flag during the open brawl.",
                    "Home sit or float only when named on the floater roster.",
                },
                mistakes = {
                    "Home defender not calling inc early or prioritizing the skirmish over spinning.",
                    "No one assigned to spin **Waterworks** during the open fight.",
                    "No one assigned to help home against stealth-heavy comps.",
                    "Taking the enemy home base without enough defenders - they spawn there.",
                    "Sitting a base without **Shadow Sight** or **BGE** up.",
                },
                objectives = {
                    "**Waterworks**",
                    "Float home when called",
                },
            },
            healer = {
                primary = {
                    "Both **healers** to **Waterworks** at open unless floating home.",
                    "Answer incs whenever they are called; never hard-anchor on a quiet base.",
                },
                mistakes = {
                    "Sitting home while the other healer is outnumbered at **Waterworks**.",
                    "No floater response when **BGE** shows missing bodies at **Waterworks**.",
                },
                objectives = {
                    "**Waterworks**",
                    "Float between **Waterworks** and home incs",
                },
                advanced = {
                    "Against heavy stealth, treat missing enemies at **Waterworks** as a home inc and rotate early.",
                },
            },
            melee = {
                primary = {
                    "Bulk **DPS** at **Waterworks** at open.",
                    "**Rogues**, **Druids**, and other mobile melee are the floater roster - answer home incs when named.",
                },
                mistakes = {
                    "Prioritizing the home skirmish over spinning the flag when defending alone.",
                    "Late inc calls or sitting a base without **Shadow Sight** or **BGE** up.",
                },
                objectives = {
                    "**Waterworks** damage",
                    "Float home when pinged",
                    "2-base float after cap",
                },
            },
            ranged = {
                primary = {
                    "Casters stack **Waterworks** at open.",
                    "**Hunters**, **Druids**, and other mobile ranged are preferred floaters - answer incs when named.",
                },
                mistakes = {
                    "Tunnel visioning one node while you lose another.",
                    "Ignoring incoming to your base at open.",
                },
                objectives = {
                    "**Waterworks**",
                    "Float when pinged",
                    "Disrupt enemies with CC and interrupts.",
                },
                advanced = {
                    "If **BGE** shows fewer than **7** enemies at **Waterworks**, float home before you lose it.",
                },
            },
        },
    },
    ["deepwind-gorge"] = {
        glance = {
            winCondition = {
                "First team to **1500 resources**.",
            },
            primaryObjective = {
                "**5 nodes** - hold **3** for stable control.",
                {
                    "**Opening shape**",
                    {
                        "**2** at **Market** - **1 healer** and **1 DPS**.",
                        "**3** topside (**Quarry**/**Farm**).",
                        "**3** bottomside (**Ruins**/**Shrine**).",
                        "Second **healer** goes to the same side as theirs.",
                    },
                },
                "Match numbers on every rotate (**BGE** helps).",
                "Do not over-stack **Market** past the dedicated **2**.",
            },
            openingFocus = {
                "Best skirmishers on home nodes.",
                {
                    "**Opening Split**",
                    {
                        "**2** at **Market** - **1 healer** and **1 DPS**.",
                        "**3** topside (**Quarry**/**Farm**).",
                        "**3** bottomside (**Ruins**/**Shrine**).",
                        "Put your second **healer** on the same side as theirs.",
                    },
                },
            },
            difficulty = 5,
            matchLength = "**10-14 min**",
            commonMistake = {
                "Stacking **Market** beyond the dedicated **2**.",
                "Leaving your assigned side of the map.",
            },
        },
        rememberThree = {
            {
                "**Opening Split**",
                {
                    "**2** at **Market** - **1 healer** and **1 DPS**.",
                    "**3** topside (**Quarry**/**Farm**).",
                    "**3** bottomside (**Ruins**/**Shrine**).",
                    "Anyone sitting a node keeps **Shadow Sight** and **BGE** up.",
                },
            },
            "**Spin First** - On a sat node, **spin** and live as long as possible. Kills are a bonus - **spinning** > killing.",
            "**Healer Split** - **1** at **Market** with a DPS; put the other on the same side as their healer. Match numbers on every unlock (**BGE** helps); do not send extra bodies to **Market**.",
        },
        rotationFlow = {
            "**Market** **x2**",
            "Topside **x3**",
            "Bottomside **x3**",
            "Next unlock",
        },
        openingSubsections = {
            {
                title = "Opening Split",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Split",
                        bullets = {
                            "**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.",
                        },
                    },
                },
            },
            {
                title = "Map and Timers",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "5 Nodes",
                        bullets = {
                            "**Market** mid; **Farm** and **Shrine** (Alliance); **Quarry** and **Ruins** (Horde).",
                            "**4 seconds** to interact on neutral, **30 seconds** to secure, then **45 seconds** locked while it ticks.",
                        },
                    },
                    {
                        type = "info",
                        title = "Capture Cadence",
                        bullets = {
                            "**4-second** neutral flag, **30 seconds** to secure, **45 seconds** locked.",
                            "One node alone ticks **7** every **2 seconds** (**154** over the lock).",
                            "Team rate scales: **7 / 10 / 15 / 50 / 65** per tick.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Lane Shape",
                cards = {
                    {
                        type = "info",
                        title = "Keep 3-3-2",
                        bullets = {
                            "**Market** stays **2**. Topside and bottomside stay **3** each.",
                            "Your second **healer** plays on the side their **healer** is on.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Unlock Rotation",
                        bullets = {
                            "Use **Capping** to know which node opens next.",
                            "Arrive **10-15 seconds** early and match numbers at the contest.",
                        },
                    },
                },
            },
            {
                title = "Home Skirmishers",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Best Specs Home",
                        bullets = {
                            "Put your strongest skirmishers on your **2** home nodes.",
                            "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 the instant someone appears and spin until help mounts.",
                        },
                    },
                    {
                        type = "info",
                        title = "Long Rotates",
                        bullets = {
                            "Deepwind punishes late help.",
                            "Home sitters call early with **BGE** and **Shadow Sight** - rotators must mount immediately.",
                        },
                    },
                },
            },
            {
                title = "Map Buffs",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Rune of Frequency",
                        bullets = {
                            "Spawns north and south of **Market**.",
                            "**50%** cooldown recovery for **30 seconds**.",
                        },
                    },
                    {
                        type = "info",
                        title = "Reset Cooldowns",
                        bullets = {
                            "Inside the **Market** and **Shrine** buildings.",
                            "Fully resets your cooldowns.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Fight for the Buff",
                        bullets = {
                            "Pre-move to the **Market** rune pickup or building buff when **Capping** shows a node contest in the same window.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Close Out",
                cards = {
                    {
                        type = "rec",
                        title = "3 Caps Win",
                        bullets = {
                            "**3** stable bases plus timer control beats gambling for a **4**th.",
                            "Minimum bodies on quiet nodes - stack the decisive unlock.",
                        },
                    },
                    {
                        type = "info",
                        title = "Late Inc Discipline",
                        bullets = {
                            "One late response to a home inc call swings the score fast here.",
                            "Keep matching until the match ends.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Market Spin",
                cards = {
                    {
                        type = "rec",
                        title = "Market Spin",
                        bullets = {
                            "**Market** is the spin node - **healer** plus **1 DPS** only.",
                            "Your job is to **spin** and live as long as possible - kills are a bonus. **Spinning** > killing.",
                            "Do not send a **3**rd player to **Market** - over-stacking mid leaves a side lane undermanned.",
                        },
                    },
                },
            },
            {
                title = "Healer Split",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Healer Split",
                        bullets = {
                            "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).",
                        },
                    },
                },
            },
            {
                title = "Home Node Sitters",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Home Node Sitters",
                        bullets = {
                            "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.",
                            "Each sitter keeps **Shadow Sight** and **BGE** up; call inc count immediately and spin until help arrives.",
                        },
                    },
                },
            },
            {
                title = "Match Numbers",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Match Numbers",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Rotate Off Locked Nodes",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Rotate Off Locked Nodes",
                        bullets = {
                            "Leave locked nodes when the timer runs out.",
                            "Be at the next unlocking node **10-15 seconds** early.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Timer Priority",
                cards = {
                    {
                        type = "rec",
                        title = "Timer Priority",
                        bullets = {
                            "**Capping** timers drive the game - rotate off a locked node and meet the next unlock before it opens.",
                        },
                    },
                },
            },
            {
                title = "Call Incs Early",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Call Incs Early",
                        bullets = {
                            "Home skirmisher keeps **Shadow Sight** and **BGE** on cooldown; call the moment someone appears - mount immediately.",
                            "Deepwind punishes late rotates.",
                        },
                    },
                },
            },
            {
                title = "Lane Swaps",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Lane Swaps",
                        bullets = {
                            "If a side lane is losing, pull help from the other side - not from **Market**.",
                            "**Market** stays at **2**; leaving **1** there loses the spin.",
                        },
                    },
                },
            },
            {
                title = "Map Buffs",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Rune of Frequency",
                        bullets = {
                            "**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.",
                        },
                    },
                    {
                        type = "info",
                        title = "Reset Cooldowns",
                        bullets = {
                            "**Reset Cooldowns** inside the **Market** and **Shrine** buildings fully resets your cooldowns.",
                            "Fight for the building buff when you control or contest those nodes.",
                        },
                    },
                },
            },
            {
                title = "Counter-Push",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Counter-Push",
                        bullets = {
                            "If the enemy over-commits to one side, counter-push their far home node only when **BGE** shows it empty.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Common Mistakes",
                cards = {
                    {
                        type = "warn",
                        title = "Common Mistakes",
                        bullets = {
                            "Sending a **3**rd or **4**th 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**.",
                            "Sitting a home node without **Shadow Sight** or **BGE** up.",
                            "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.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Off-Heal Tank Spin",
                cards = {
                    {
                        type = "advanced",
                        title = "Off-Heal Tank Spin",
                        bullets = {
                            "A hybrid **tank** plus **DPS** spin **Market**.",
                            "Both **healers** stay topside and bottomside.",
                        },
                    },
                },
            },
            {
                title = "Lane Swap",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Lane Swap",
                        bullets = {
                            "Move bodies between topside and bottomside when one lane is unwinnable.",
                            "Keep **Market** at **2** - do not strip mid to feed a side fight.",
                        },
                    },
                },
            },
            {
                title = "Counter-Push",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Counter-Push",
                        bullets = {
                            "When **BGE** shows every enemy body on your side, mobile **DPS** can cap their undefended far home as a trade.",
                        },
                    },
                },
            },
        },
        roleCards = {
            tank = {
                primary = {
                    "Home skirmisher when assigned and you win the **1v1**.",
                    "**Market** spin with a **DPS** partner when running the off-heal tank advanced split.",
                },
                mistakes = {
                    "Third body at **Market** while a side lane is **2v3**.",
                    "Chasing kills instead of mounting on home inc call.",
                    "Home sit without **Shadow Sight** or **BGE** up.",
                },
                objectives = {
                    "**Market** spin",
                    "Home skirmisher",
                    "Lane brawl when pulled off mid",
                },
                advanced = {
                    "A hybrid **tank** plus **DPS** spin **Market** so both **healers** stay topside and bottomside.",
                },
            },
            healer = {
                primary = {
                    "One **healer** at **Market** with a **DPS** at open.",
                    "Put the other **healer** on the same side as theirs.",
                },
                mistakes = {
                    "**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.",
                    "Rotating without checking **BGE** for a thinner contest elsewhere.",
                },
                objectives = {
                    "**Market** spin",
                    "Match enemy healer",
                    "Float to inc calls",
                },
                advanced = {
                    "A hybrid **tank** plus **DPS** spin **Market** so both **healers** can stay on the sides.",
                },
            },
            melee = {
                primary = {
                    "**DPS** in a side lane or **Market** spin partner for the mid **healer**.",
                    "Home skirmisher when you are the best duelist for that node.",
                },
                mistakes = {
                    "Weak home sitter on **Quarry**, **Ruins**, **Farm**, or **Shrine**.",
                    "Rotating to **Market**.",
                },
                objectives = {
                    "Topside",
                    "Bottomside",
                    "**Market** spin",
                },
                advanced = {
                    "Swap lanes when your side is outnumbered and **BGE** shows a thinner contest elsewhere.",
                },
            },
            ranged = {
                primary = {
                    "Flex **DPS** topside or bottomside.",
                    "Home skirmisher when stealth or pets fit the node.",
                },
                mistakes = {
                    "Missing unlock timers while fighting mid.",
                    "Not using **BGE** to match numbers on rotate.",
                },
                objectives = {
                    "Side lane **DPS**",
                    "Home skirmisher",
                    "Counter-push when enemy over-commits",
                },
                advanced = {
                    "Counter-cap far enemy home when **BGE** shows every body on your side.",
                },
            },
        },
    },
    ["deephaul-ravine"] = {
        glance = {
            winCondition = {
                "First team to **1500 points**.",
            },
            primaryObjective = {
                "Control both **carts**.",
                "Contest the central **crystal**.",
            },
            openingFocus = {
                {
                    "**Opening Split**",
                    {
                        "**1** durable defender on your spawn cart lane (**not** your tank).",
                        "Rest (**both healers** + most **DPS**) push **mid**.",
                        "Meet the incoming cart in the **mid ravine**.",
                    },
                },
            },
            difficulty = 4,
            matchLength = "**8-12 min**",
            commonMistake = "Trickling in **mid** one at a time instead of regrouping as a team.",
        },
        rememberThree = {
            {
                "**Opening Split**",
                {
                    "**1** spawn-lane defender (**not** your tank).",
                    "Rest push **mid** for crystal and carts.",
                    "Meet the incoming cart in the **mid ravine**.",
                },
            },
            "**Cart Control** - Cart control passively ticks; **crystal turn-in** pays **150**.",
            "**Regroup Mid** - Regroup as a team before re-engaging mid. Use **BGE** to confirm matched numbers; trickling in one at a time keeps you split.",
        },
        rotationFlow = {
            "**Mid** crystal fight",
            "Meet passing **cart**",
            "Spawn cart defense",
            "**Cart** control",
        },
        roleCards = {
            tank = {
                primary = {
                    "Spin or grab the **crystal** when you are the assigned spinner.",
                    "Disrupt enemies trying to pick up or cap the **crystal** at mid.",
                    "**Call incs** on your spawn cart lane early.",
                },
                mistakes = {
                    "Leaving the **crystal** to chase kills instead of spinning or grabbing.",
                    "Holding the **cart circle** as a tank; one extra enemy body steals control.",
                },
                objectives = {
                    "Crystal spin",
                    "Mid cart intersection",
                },
                advanced = {
                    "Trap the enemy between your cart and a mid wipe.",
                },
            },
            healer = {
                primary = {
                    "Stay **mid-adjacent** for crystal and cart fights.",
                    "The **elevated crystal** spot can cover both cart lanes, but active crystal fights put you in melee range and easier to **CC**.",
                    "Keep the team alive through the opener burst; losing a **DPS** going for **CC** is not worth the trade.",
                },
                mistakes = {
                    "Only healing mid while either cart gets stolen.",
                    "Running the **crystal** as healer; drop it to a **DPS** for turn-in if you pick it up.",
                    "Trickling back in solo instead of waiting for a full regroup.",
                },
                objectives = {
                    "Mid",
                    "Rotate to lane depot cart spawn",
                },
                advanced = {
                    "After a mid wipe: rally on a stolen cart on your side, regroup if both carts are lost, cover your spawn lane if the next cart is yours, meet theirs in the ravine at mid if it is not.",
                },
            },
            melee = {
                primary = {
                    "**Mid** team fight; stun and slow enemies contesting the **crystal** or carrying it to turn-in.",
                    "Eliminate overextending enemy melee in your backline.",
                },
                mistakes = {
                    "Overextending without support and dying.",
                    "Trickling into mid one at a time instead of regrouping.",
                },
                objectives = {
                    "Mid",
                    "Cart circle control",
                },
                advanced = {
                    "**CC** enemies out of **cart circles**; roots and knocks win points.",
                },
            },
            ranged = {
                primary = {
                    "**Mid** pressure; knock enemies off cart paths.",
                    "Disrupt or kill high kill-pressure specs (**Subtlety Rogues**, **Marksmanship Hunters**, **Destruction Warlocks**, **Devastation Evokers**, **Voidweaver Disc Priests**).",
                },
                mistakes = {
                    "Ignoring the **crystal**; everyone should spin even when someone is assigned, whether you are picking it up or stopping an enemy capture.",
                },
                objectives = {
                    "Mid",
                    "Cart circle",
                    "Intercept crystal turn-in",
                },
            },
        },
        openingSubsections = {
            {
                title = "Opening Split",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Split",
                        bullets = {
                            "**1** durable defender on your spawn cart lane (pet class or strong duelist; **not** your tank).",
                            "The rest of the team (**both healers** and most **DPS**) pushes **mid** for the first crystal and cart intersection.",
                            {
                                "The defender:",
                                {
                                    "Keeps **BGE** active.",
                                    "Calls incoming enemies early.",
                                    "Stays on the cart path.",
                                },
                            },
                            "**Never** send the entire team mid and leave your spawn cart undefended.",
                        },
                    },
                },
            },
            {
                title = "Crystal Assignment",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Who Spins the Crystal",
                        bullets = {
                            "Before the crystal spawns, **call who is spinning**.",
                            "Spin priority: **Tank**, then **Warrior**, then **Death Knight**, then other **melee DPS** (not **Rogues**), then **ranged DPS** last.",
                            "**Everyone** still helps with pick-up and contest even when someone is assigned.",
                            "The assigned spinner stays focused on the **crystal**; do not abandon it to chase kills.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Why Tanks Spin",
                        bullets = {
                            "**Tanks** are poor cart defenders: the enemy only needs **1** extra body inside the capture circle to steal the cart.",
                            "**Tanks** provide much more value spinning and disrupting around the **crystal**.",
                        },
                    },
                },
            },
            {
                title = "Winning the First Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Win the Opener",
                        bullets = {
                            "Trade as much damage as possible **without dying with defensives still available**.",
                            "The most common mistake is underestimating enemy burst and dying in seconds while major cooldowns remain unused.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Healer Priority",
                        bullets = {
                            "**Healers**: survive the enemy burst window first.",
                            "Losing a **DPS** going for **CC** is usually a better trade than losing a healer.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Kill Priority",
                        bullets = {
                            {
                                "Do not allow high kill-pressure specs to cast or free play:",
                                {
                                    "**Subtlety Rogue**",
                                    "**Marksmanship Hunter**",
                                    "**Destruction Warlock**",
                                    "**Devastation Evoker**",
                                    "**Voidweaver Disc Priest**",
                                },
                            },
                            "Disrupt or eliminate these specs before they decide the fight.",
                            "If enemy melee overextend into your backline, kill them first, then immediately return focus to the objective.",
                        },
                    },
                },
            },
            {
                title = "First Rotation",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Contesting the Incoming Cart",
                        bullets = {
                            "Steal the enemy cart in the **mid ravine** as it travels toward the **center depot**.",
                            "A cart you control caps much closer to your spawn, making it easier to secure.",
                            "Meet their cart in the **ravine**; do **not** split players between both ends of the lane.",
                            "If you lose the opening fight but retain control of the stolen cart, use it as your **rally point** to still secure the cap.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Healer Positioning",
                        bullets = {
                            "The elevated **crystal platform** provides line of sight to both cart lanes through mid.",
                            "During an active crystal fight, that position places you in melee range and makes you easier to **CC**.",
                            "Use the elevated position when the fight is stable.",
                            "Step lower whenever you need distance from the brawl.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Scoring",
                cards = {
                    {
                        type = "info",
                        title = "How Points Work",
                        bullets = {
                            "**First to 1500** wins.",
                            "Each controlled cart passively earns points for your team over time.",
                            "**Cart control** is decided in the cart circle: whichever team has more players inside gains or keeps control.",
                            "Crystal turn-in at an **Earthen cart building** pays **150** points.",
                            "Successful crystal cap grants **~20s** team **Bloodlust** or **Heroism**.",
                        },
                    },
                },
            },
            {
                title = "Core Strategy",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Fight at Mid",
                        bullets = {
                            "Carts pass through the **ravine at mid**; contest them as they travel toward the **center depot**.",
                            "Contest the **crystal** whenever it spawns mid.",
                            "After a cart reaches the **center depot**, the next mine cart rolls out from the **lane depots**.",
                        },
                    },
                },
            },
            {
                title = "Team Coordination",
                dividerBefore = true,
                cards = {
                    {
                        type = "warn",
                        title = "Regroup, Do Not Trickle",
                        bullets = {
                            "Trickling in one at a time keeps the team split and loses mid fights you should win.",
                            "**Regroup as a full team** before re-engaging when both carts and the crystal are contested in mid.",
                            "A wipe in mid while both carts are there can cost **both carts plus the crystal**; that swing is nearly impossible to recover from.",
                        },
                    },
                },
            },
            {
                title = "Cart Lanes",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Protect Your Cart",
                        bullets = {
                            "Keep a body on your **spawn cart lane** so steals are not free points.",
                            "**Mobile DPS** can steal an undefended enemy cart while the team fights mid - confirm with **BGE** first.",
                            "**Meet the incoming enemy cart in mid**; controlling it near your side is worth more than covering both lane ends.",
                            "Secure your cart before chasing kills.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Mid Game Focus",
                cards = {
                    {
                        type = "rec",
                        title = "Crystal and Carts",
                        bullets = {
                            "Pick the safer turn-in if you are the carrier; crystal can cap at either end.",
                            "If enemy has crystal near their turn-in, float to their high ground.",
                            "Fight on top of a **cart circle** when possible; control and damage together.",
                            "Watch **BGE** for missing mid bodies - that usually means a cart steal is live.",
                        },
                    },
                },
            },
            {
                title = "Comeback Strategy",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "After a Lost Mid Fight",
                        bullets = {
                            "Do **not** chase revenge kills while both carts score.",
                            "**Regroup as a full team** before running back in; trickling in solo keeps you split.",
                            "**Secure your spawn lane** if you cannot regroup in time.",
                            "**Contest the next crystal spawn** only once **BGE** shows matched numbers.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Closing the Game",
                cards = {
                    {
                        type = "rec",
                        title = "Finish Strong",
                        bullets = {
                            "Do **not** abandon both carts for a mid wipe if you are only slightly ahead.",
                            "Before you commit to mid, ask whether a bad wipe loses **both carts and the crystal** at once.",
                            "A stolen cart plus crystal cap swings more than a meaningless mid wipe.",
                            "**CC** enemies out of **cart circles**; roots and knocks win cart control.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Common Mistakes",
                cards = {
                    {
                        type = "warn",
                        title = "Common Mistakes",
                        bullets = {
                            "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 - ignoring **BGE** when bodies go missing.",
                            "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.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Cart Path Control",
                cards = {
                    {
                        type = "advanced",
                        title = "Cart Path Control",
                        bullets = {
                            "Knocks and roots off the cart path matter as much as raw damage.",
                        },
                    },
                },
            },
            {
                title = "Ravine Wipe",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Ravine Wipe",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Rotate Timing",
                cards = {
                    {
                        type = "rec",
                        title = "When to Move",
                        bullets = {
                            "Contest carts in the **ravine at mid** as they travel toward center.",
                            "If you lose mid but still 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; do not trickle back into mid.",
                            "**Both carts lost**: regroup as a full team, secure your spawn lane, re-engage only when **BGE** shows matched numbers.",
                            "**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 center.",
                        },
                    },
                },
            },
        },
    },
    ["eye-of-the-storm"] = {
        overviewSubsections = {
            {
                title = "Rated vs Random Eye of the Storm",
                defaultOpen = false,
                cards = {
                    {
                        type = "info",
                        title = "Tower Capture",
                        bullets = {
                            "In **rated Eye of the Storm** (including Blitz), each active tower has a **base flag** you must capture to take the node.",
                            "In **random** Eye of the Storm, towers do not use that flag; they cap from **proximity** while you stand on the point.",
                        },
                    },
                },
            },
        },
        glance = {
            winCondition = {
                "First team to **1500 points**.",
            },
            primaryObjective = {
                "Control as many of **4 towers** as possible.",
                "Contest the **mid flag**.",
            },
            openingFocus = {
                {
                    "**Opening Split**",
                    {
                        "**2** skirmishers on towers.",
                        "Both healers and remaining **4** DPS fight **mid**.",
                    },
                },
            },
            difficulty = 4,
            matchLength = "**8-14 min**",
            commonMistake = {
                "Tunneling **mid** while losing a tower.",
                "Tunneling a base duel while the base is capped by another enemy player.",
            },
        },
        rememberThree = {
            {
                "**Opening Split**",
                {
                    "**2** skirmishers on towers.",
                    "Both healers and remaining **4** DPS **mid**.",
                },
            },
            "**Spin First** - On a sat tower, **spin** and live as long as possible. Kills are a bonus - **spinning** > killing. Keep **Shadow Sight** and **BGE** up; call early so mid can rotate.",
            "**Match Numbers** - Match enemy healers and DPS on mid and tower incs (**BGE** helps); do not tunnel while a base is lost.",
        },
        rotationFlow = {
            "**2** tower skirmishers",
            "**Mid** flag fight",
            "Grab and cap",
            "Rotate on inc calls",
            "Cap to finish",
        },
        roleCards = {
            tank = {
                primary = {
                    "**Mid** fight and peel when no tank is assumed; tower only if you win the 1v1.",
                },
                mistakes = {
                    "Tunneling mid while a tower is lost.",
                    "Tunneling a base duel while the base is capped by another enemy player.",
                    "Getting distracted from your primary objective. No base means no points.",
                    "Tower sit without **Shadow Sight** or **BGE** up.",
                },
                objectives = {
                    "Mid",
                    "FC peel",
                    "Tower skirmisher when assigned",
                },
                advanced = {
                    "With a tank in comp: spin mid with healer at open, then push an enemy tower together.",
                },
            },
            healer = {
                primary = {
                    "**Mid** heal and **FC** when assigned; float to a tower only on inc calls.",
                },
                mistakes = {
                    "Not matching the enemy healer in mid or on rotates.",
                    "Chasing **CC** instead of healing through the opener burst window.",
                },
                objectives = {
                    "Mid",
                    "FC heal",
                    "Tower float on inc",
                },
                advanced = {
                    "Tank in comp: spin mid with tank at open, then rotate to an enemy tower.",
                },
            },
            melee = {
                primary = {
                    "Tower skirmisher when you win 1v1s (**Ret**, **Feral**, **Rogue**); otherwise mid fight on **FC**.",
                    "On tower: **Shadow Sight** and **BGE** on cooldown; call incs early.",
                },
                mistakes = {
                    "Not matching enemy **DPS** on mid or tower incs.",
                    "Tunneling a base duel while the base is capped by another enemy player. No base means no points.",
                    "Late inc calls or defending a tower without **Shadow Sight** or **BGE** up.",
                },
                objectives = {
                    "Tower skirmisher",
                    "Mid",
                },
                advanced = {
                    "Jump off map with flag to reset to center if needed.",
                },
            },
            ranged = {
                primary = {
                    "**Frost Mage** or **Demo** on tower when best skirmisher; otherwise mid control and **FC** knocks.",
                    "On tower: **Shadow Sight** and **BGE** on cooldown; call incs early.",
                },
                mistakes = {
                    "Not matching enemy **DPS** on mid or tower incs.",
                    "Staying mid on kills while your tower falls unmanned.",
                    "Late inc calls or defending a tower without **Shadow Sight** or **BGE** up.",
                },
                objectives = {
                    "Tower skirmisher",
                    "Mid",
                },
                advanced = {
                    "**3** towers plus late cap often closes faster than ticks alone.",
                },
            },
        },
        openingSubsections = {
            {
                title = "Opening Split",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Split",
                        bullets = {
                            "**2** skirmishers on towers.",
                            "Both healers and remaining **4** DPS go **mid**.",
                            "Win the flag fight, escort your capper to a controlled tower, and rotate off towers only on inc calls.",
                        },
                    },
                },
            },
            {
                title = "Tower Skirmishers",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Tower Skirmishers",
                        bullets = {
                            "Priority specs: **Retribution Paladin**, **Feral Druid**, any **Hunter** spec, **Frost Mage**, **Demonology Warlock**.",
                            "**Rogues** if you lack those.",
                            "Your job is to **spin** and live as long as possible - kills are a bonus. **Spinning** > killing.",
                            "Weak duelists on towers is a common loss.",
                        },
                    },
                },
            },
            {
                title = "Defender Tools",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Defender Tools",
                        bullets = {
                            "Your job is to **spin** and live as long as possible - kills are a bonus. **Spinning** > killing.",
                            "Keep **Shadow Sight** and **BGE** up on any tower you sit.",
                            "Call count and stealth the second you see someone so mid can rotate before you lose the tower.",
                        },
                    },
                },
            },
            {
                title = "First Team Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Win the Opener",
                        bullets = {
                            "Pop offensive cooldowns and deal as much damage as you can in the first mid fight.",
                            "Do not die with major defensives still available.",
                            "**Healers**: survive the burst window first; chasing **CC** instead of healing loses **DPS** you cannot replace.",
                            "Disrupt or kill high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                            "When enemy melee overextends into your backline, kill them, then refocus the flag.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Core Strategy",
                cards = {
                    {
                        type = "rec",
                        title = "Mid and Flag",
                        bullets = {
                            "Win mid, grab the flag, and cap it at the nearest controlled tower.",
                            "If mid is lost, regroup and burst the enemy carrier before they reach a tower.",
                        },
                    },
                },
            },
            {
                title = "Scoring",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Tower Ticks and Flag Burst",
                        bullets = {
                            "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.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Mid Game Focus",
                cards = {
                    {
                        type = "info",
                        title = "Flag Carrier",
                        bullets = {
                            "Whoever wins mid grabs the flag and runs to your nearest controlled tower to cap.",
                            "Only hold briefly to sync a cap with a base about to capture.",
                            "If you cannot reach a tower, **jump off the edge** to reset the flag to center.",
                        },
                    },
                },
            },
            {
                title = "Map Control",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Towers and Flag",
                        bullets = {
                            "Track which towers you own. You cannot cap without at least one.",
                            "If the team wipes mid with flag, run it to a controlled tower graveyard or **jump off the edge** to reset spawn in center.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Closing the Game",
                cards = {
                    {
                        type = "rec",
                        title = "Finish Strong",
                        bullets = {
                            "Near **1500**, time a flag cap to finish; only hold briefly to sync a cap with a base about to tick.",
                            "**3** towers plus flag caps close faster than tower ticks alone.",
                        },
                    },
                },
            },
            {
                title = "Recovering From Lost Objectives",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "When Behind",
                        bullets = {
                            "If behind on towers, **recap one node** before fighting mid again.",
                            "Ticks matter more than a risky flag grab when you do not control the map.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Number Matching",
                cards = {
                    {
                        type = "rec",
                        title = "Match Healers and DPS",
                        bullets = {
                            "Match enemy healers in mid and on rotates - use **BGE** to see who left mid for a tower.",
                            "Match **DPS** count on every tower inc; send matched numbers, not one extra body.",
                            "When you lose a tower, send matched numbers to recap before the enemy stabilizes on ticks.",
                        },
                    },
                },
            },
            {
                title = "Flag Timing",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "When to Cap",
                        bullets = {
                            "Cap when it closes a score gap or finishes at **1500**.",
                            "If the enemy has the flag with a lead, kill their carrier before they reach a tower to cap.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Map Awareness",
                cards = {
                    {
                        type = "warn",
                        title = "Tunneling and Rotates",
                        bullets = {
                            "Tunneling mid while your team is losing a tower.",
                            "Tunneling a base duel while the base is capped by another enemy player.",
                            "Getting distracted from your primary objective. No base means no points.",
                            "**6** or more players mid while the enemy owns **3** or **4** towers.",
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Matching and Flag",
                dividerBefore = true,
                cards = {
                    {
                        type = "warn",
                        title = "Numbers and Objectives",
                        bullets = {
                            "Not matching enemy healers or **DPS** on mid and tower fights.",
                            "Trickling into mid one at a time after losing flag.",
                            "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.",
                        },
                    },
                },
            },
            {
                title = "Opener",
                dividerBefore = true,
                cards = {
                    {
                        type = "warn",
                        title = "First Team Fight",
                        bullets = {
                            "Dying in the opener with defensives still available.",
                            "**Healers** chasing **CC** instead of keeping **DPS** alive through the burst window.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Tank Comp",
                cards = {
                    {
                        type = "advanced",
                        title = "When You Have a Tank",
                        bullets = {
                            "Rare in most queues: pair **tank plus healer** to spin mid at open, then rotate together onto a contested enemy tower.",
                            "Default open without a tank stays **2** skirmishers on towers and everyone else mid.",
                        },
                    },
                },
            },
            {
                title = "High-Level Plays",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Resets",
                        bullets = {
                            "Jumping off the map with flag resets it to center for another mid fight.",
                        },
                    },
                },
            },
        },
    },
    ["silvershard-mines"] = {
        glance = {
            winCondition = {
                "First to **1500 points**.",
                "You only need every **lava** cap plus **2** off-cart caps; **lava alone is not enough**.",
                "Each delivered cart pays **150** when it reaches your lane finish (**lava**, **mid**, or **top**).",
                "Each controlled cart also earns **1** point every **2 seconds** while it travels.",
            },
            primaryObjective = {
                "Every **lava** cap plus **2** off-carts.",
            },
            openingFocus = {
                {
                    "**Opening Split**",
                    {
                        "**5** to **lava** - both healers plus **DPS**.",
                        "**3** off-cart start at **mid**, then rotate **Top**.",
                    },
                },
            },
            difficulty = 4,
            matchLength = "**7-12 min**",
            commonMistake = "Sitting **top** cart at start while **mid** loses **2v3**.",
        },
        rememberThree = {
            {
                "**Opening Split**",
                {
                    "**5** to **lava** - both healers plus **DPS**.",
                    "**3** off-cart start at **mid**, then rotate **Top**.",
                },
            },
            "**Lava First** - **Lava** caps the fastest; you only need every lava plus **2** off-carts to win.",
            "**Capture Circle** - **1** more player than the enemy shifts control toward your team; kills in the circle flip faster, and dying inside nudges control to the enemy.",
        },
        rotationFlow = {
            "**Mid** off-cart",
            "**Top** off-cart",
            "Back to **Mid**",
            "**Lava** team fight",
            "Final cart stack at **1500**",
        },
        roleCards = {
            tank = {
                primary = {
                    "Lobby tanks usually sit **off-cart** (**Mid**/**Top**): hold the **+1** in the circle; **Protection Paladin** and **Blood** are the common picks.",
                    "Use grips, roots, and stuns to pull enemies out of the circle or stop them from entering; your body is only **one** toward the count.",
                    "Stay inside the circle while healthy; step out before you die so the tag does not flip to the enemy.",
                },
                mistakes = {
                    "Dying inside the **cart circle**; move out and let a fresher body hold the **+1**.",
                },
                objectives = {
                    "Sticking to your assigned lane",
                    "Staying in the cart circle to ensure control",
                },
                advanced = {
                    "At **lava**, **Death Grip** and similar tools pull enemies off the tag or away from the next circle.",
                    "Flip the **lava track switch** when losing repeated 5v5s; send the cart up the longer route.",
                },
                specs = {
                    {
                        classToken = "PALADIN",
                        spec = "Protection",
                        title = "Protection Paladin",
                        bullets = {
                            "Default **off-cart sitter**: strong self-heals plus **Hammer of Justice** to lock down killers contesting the tag.",
                            "**Words of Glory** and other off-heals keep teammates alive through burst so they do not have to step out of the circle.",
                            "**Blessing of Sacrifice** on the ally being focused; your damage soak buys time for them to hold the tag or for healers to recover them.",
                            "**Blessing of Freedom** breaks roots and slows on rotating allies; **Blessing of Protection** saves a focused ally from physical burst in the circle.",
                        },
                    },
                },
            },
            healer = {
                primary = {
                    "**Both healers to lava** at open; off-cart runs **3** DPS only.",
                    "Survive the burst window first; losing a **DPS** going for **CC** is not worth the trade.",
                    "Keep the **lava** 5v5 alive through opener burst.",
                },
                mistakes = {
                    "Off-cart **2v3** without matching enemy healer when they send one.",
                    "Chasing **CC** instead of healing through burst.",
                    "Trickling back to **lava** solo instead of waiting for a full regroup.",
                    "**Holy Priest**: do not pop **Spirit of the Redeemer** inside the circle when your team needs your body count.",
                    "Sitting at **0 mana** when denied **Restoration leaves**; die on purpose for full mana on respawn.",
                },
                objectives = {
                    "Sticking to your assigned lane",
                    "Staying in the cart circle to ensure control",
                },
                advanced = {
                    "If off-cart is outclassed, send **1 healer + 2 DPS** instead of **3 DPS** only.",
                },
                specs = {
                    {
                        classToken = "PRIEST",
                        spec = "Holy",
                        title = "Holy Priest",
                        bullets = {
                            "While in spirit form you do not count as a player in the **capture circle** for the duration.",
                            "You can free-cast heals from the edge, but do not spirit inside the circle when your team needs your **+1**.",
                        },
                    },
                },
            },
            melee = {
                primary = {
                    "**Lava** team fight unless you are one of the **3** off-cart skirmishers.",
                    "Pressure enemy healers with kicks, stuns, and **CC**; a free-casting healer can undo almost any damage your team deals.",
                    "Eliminate overextending enemy melee in your backline.",
                },
                mistakes = {
                    "Off-cart player going **lava** instead of **Mid**.",
                    "Overextending without support and dying with defensives still up.",
                    "Trickling into **lava** one at a time.",
                },
                objectives = {
                    "Sticking to your assigned lane",
                    "Staying in the cart circle to ensure control",
                },
                advanced = {
                    "Knocks and displacement that remove bodies from the circle flip tags; **CC** that leaves enemies standing inside does not change the count.",
                },
                specs = {
                    {
                        classToken = "PALADIN",
                        spec = "Retribution",
                        title = "Retribution Paladin",
                        bullets = {
                            "Top **off-cart skirmisher**: self-heals plus **Hammer of Justice** to lock down killers contesting the tag.",
                            "**Words of Glory** and other off-heals keep teammates alive through burst so they do not have to step out of the circle.",
                            "**Blessing of Sacrifice** on the ally being focused; your damage soak buys time for them to hold the tag or for healers to recover them.",
                            "**Blessing of Freedom** breaks roots and slows on rotating allies; **Blessing of Protection** saves a focused ally from physical burst in the circle.",
                        },
                    },
                },
            },
            ranged = {
                primary = {
                    "**Lava** damage when on the **5**-man team; knocks and roots on off-cart.",
                    "Pressure enemy healers with kicks, stuns, and **CC**; a free-casting healer can undo almost any damage your team deals.",
                    "Disrupt or kill high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                },
                mistakes = {
                    "Dying inside the **cart circle** nudges control to the enemy.",
                    "Letting high kill-pressure specs cast freely in the **lava** fight.",
                    "Staying on **lava** when you are assigned off-cart.",
                },
                objectives = {
                    "Sticking to your assigned lane",
                    "Staying in the cart circle to ensure control",
                },
                advanced = {
                    "**Stealth** can flip either **track switch** for surprise pathing.",
                },
            },
        },
        openingSubsections = {
            {
                title = "Opening Split",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Split",
                        bullets = {
                            "**5** to **lava** - both healers plus remaining **DPS**.",
                            "**3** off-cart skirmishers start **Mid**, then rotate **Top**.",
                            "Watch **BGE** so lava does not overcommit while you leave mid empty.",
                        },
                    },
                },
            },
            {
                title = "Gate Pre-Position",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Gate Pre-Position",
                        bullets = {
                            "Once roles are decided in the waiting area, pre-position at the gate for your assigned lane before doors open; seconds matter reaching the first cart tags.",
                            "**Lava team** (both healers plus bulk **DPS**): stack at the **lava gate**.",
                            "**Off-cart trio**: stack at the **mid gate** so you are first into the **mid cart circle** (Alliance see **Alliance off-cart open** for the **top tag** first).",
                        },
                    },
                },
            },
            {
                title = "Off-Cart Open by Faction",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        faction = "alliance",
                        title = "Alliance Off-Cart Open",
                        bullets = {
                            "Grab the **Top cart tag** first, then take the elevated route on the Interactive Map.",
                            "That path grabs **Berserking** and keeps you above the **mid cart** lane before you drop in.",
                            "Drop down to engage, or use the height to poke melee that cannot connect to you.",
                        },
                    },
                    {
                        type = "rec",
                        faction = "horde",
                        title = "Horde Off-Cart Open",
                        bullets = {
                            "Group up **mid** together at open; do not split the trio across lanes.",
                            "Wait for Alliance to drop down from the high route, or for a fight over the **mid cart**.",
                            "Do not chase **Top** early if it pulls you off the mid stack before Alliance commits.",
                        },
                    },
                },
            },
            {
                title = "First Team Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Win the Opener",
                        bullets = {
                            "Pressure enemy healers with kicks, stuns, and **CC**; a free-casting healer can undo almost any damage your team deals in the first **lava** fight.",
                            "Do not die with major defensives still available.",
                            "**Healers**: survive the burst window first; chasing **CC** instead of healing loses **DPS** you cannot replace.",
                            "Disrupt or kill high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                            "When enemy melee overextends into your backline, kill them, then refocus the **lava cart circle**.",
                            "Regroup as a team before re-engaging; trickling into **lava** one at a time keeps you split.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Cart Tags",
                cards = {
                    {
                        type = "rec",
                        title = "Capture Circles",
                        bullets = {
                            "Every cart rolls out **neutral** from the **central depot**.",
                            "**1** more player in the circle than the enemy shifts control your way; a bigger lead does not speed the bar.",
                            "**CC** inside the circle still counts toward the enemy total; only kills, deaths, or displacement out of the circle change the count.",
                            "Kills in the circle flip faster; dying inside nudges control to the enemy, so step out before you die.",
                        },
                    },
                },
            },
            {
                title = "Core Strategy",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Lava plus 2 Off-Carts",
                        bullets = {
                            "Cap every **lava** tag and **2** off-cart tags; **lava** alone cannot reach **1500**.",
                            "**5** to lava, **3** off-cart each cycle; the lava team stays for every **lava** tag after each delivery.",
                            "The off-cart trio rotates **Mid** then **Top**; do not stack one lane while the other free-caps.",
                            "Do not pull **lava** bodies to off-cart unless you must match a healer or stop a free cap.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Off-Cart Rotation",
                cards = {
                    {
                        type = "rec",
                        title = "Mid Then Top",
                        bullets = {
                            "Off-cart fights **Mid** first; on the open, **Mid** caps before **Lava** because mid and top carts pre-spawn.",
                            "Then rotate **Top**, then back to **Mid**, repeating.",
                            "The lava team does not leave for off-cart lanes after a cap; they stay for the next **lava** tag.",
                        },
                    },
                },
            },
            {
                title = "Lava Team Fight",
                dividerBefore = true,
                bullets = {
                    "Trade as much damage as you can without dying with defensives still up.",
                    "**Healers**: survive the burst window first; do not chase **CC** over keeping **DPS** alive.",
                    "Disrupt or kill high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**) before they decide the fight.",
                    "When enemy melee overextends into your backline, kill them, then refocus the **lava cart circle**.",
                    "Regroup before re-engaging after a wipe; trickling into **lava** loses tags you should win.",
                    "After a **lava** cap, stay for the next **lava** tag fight before anyone leaves the lane.",
                },
            },
            {
                title = "Track Switches",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "When to Flip",
                        bullets = {
                            "When losing **lava**, 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.",
                            "You do not need cart control to flip a switch; plan ahead before the cart arrives.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Watch for Lava-Up",
                        bullets = {
                            "If you are winning **lava** consistently, expect the enemy to send lava up; the longer route buys them time.",
                            "That flip can change which off-cart is urgent depending on where **mid** is on the tracks; **Trigzy SSM Cart Timers** (see Addons) is how most teams catch that swing.",
                            "When you are ahead on **lava**, have someone on the lava team watch the **track switch** and call when they flip it up.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Lane Terrain",
                cards = {
                    {
                        type = "rec",
                        title = "Mid and Top",
                        bullets = {
                            "**Mid** has a hill: knocks send people far.",
                            "**Top** has water: knocks drop climbers.",
                            "Knocks and displacement (**Ring of Peace**, **Typhoon**, **Shadow Rift**, **Death Grip**) remove bodies from the circle; rooted or stunned players still count if they stay inside.",
                        },
                    },
                },
            },
            {
                title = "Restoration Leaves",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Deny Enemy Healers",
                        bullets = {
                            "**Restoration leaves** (see the [Interactive Map](#pvp-hub?guide=silvershard-mines&section=interactive-map)) restore mana; deny enemy healers the leaves when you can body-block or kill them off the pickup.",
                            "A healer at **0 mana** with no leaf is nearly useless for the next fight; keeping them oom is as good as a kill.",
                        },
                    },
                    {
                        type = "rec",
                        title = "If You Are Denied a Leaf",
                        bullets = {
                            "If you are out of mana and cannot reach a **Restoration leaf**, die on purpose: jump in **lava** or let the enemy kill you.",
                            "Do not stay alive at **0 mana** for ego; you cannot heal. Respawn with full mana and rejoin the fight.",
                        },
                    },
                },
            },
            {
                title = "Off-Cart Adjustments",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "When They Send a Healer",
                        bullets = {
                            "Match the enemy healer on off-cart with your healer when they send one - confirm the send on **BGE** before you pull a healer off lava.",
                            "If off-cart is outclassed, send **1 healer + 2 DPS** instead of **3 DPS** only.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Closing the Game",
                cards = {
                    {
                        type = "rec",
                        title = "One Cart From 1500",
                        bullets = {
                            "**1** 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.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Cart Control Without Kills",
                cards = {
                    {
                        type = "advanced",
                        title = "CC and Positioning",
                        bullets = {
                            "You do not need kills to control; **CC** and knocks outside the circle work.",
                            "**Stealth** can flip either **track switch** for surprise pathing - keep **BGE** up so you see who left for the switch.",
                            "Residual ticks matter between caps; control through the whole route, not only at the end.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Cart Fights",
                cards = {
                    {
                        type = "warn",
                        title = "Common Errors",
                        bullets = {
                            "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.",
                            "Ignoring **BGE** - missing a lava overcommit or off-cart **2v3** until the tag is gone.",
                            "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.",
                        },
                    },
                },
            },
        },
    },
    ["temple-of-kotmogu"] = {
        overviewSubsections = {
            {
                title = "Orb Mechanics",
                cards = {
                    {
                        type = "info",
                        title = "Orb of Power",
                        bullets = {
                            "**4** corner orbs (purple, green, orange, blue). Picking one applies **Orb of Power** while you hold it.",
                            "Stacks ramp **damage dealt** and **damage taken** and reduce **healing received** the longer you hold.",
                            "You keep one orb until death.",
                        },
                    },
                    {
                        type = "info",
                        title = "Scoring Zones",
                        bullets = {
                            "Ticks pay every **3 seconds** while you hold an orb in a zone.",
                            "**Mid (the pit)**: **8 points** per tick (fastest). Highest risk.",
                            "**Platform ring** around the pit (orb lanes and **Berserking** pads north and south of mid): **6 points** per tick.",
                        },
                    },
                    {
                        type = "info",
                        title = "Orb Kills",
                        bullets = {
                            "Killing an orb carrier grants their killer's team **10 points** (separate from tick income).",
                            "Steady orb ticks are most of your score over time. A carrier kill pays **+10**, but **your** carrier dying is usually the worst single swing: they get **+10** and your ticks stop.",
                        },
                    },
                },
            },
        },
        glance = {
            winCondition = {
                "First team to **1500 points**.",
            },
            primaryObjective = {
                "Orb ticks without feeding **+10** carrier deaths.",
            },
            openingFocus = {
                {
                    "**Orb Assignments**",
                    {
                        "Call who grabs each orb by **color** or **left/right** before gates open.",
                        "**Tanks carry** except **Blood Death Knight**.",
                        "**Mid pit** when stable; **platform ring** kite when not.",
                    },
                },
            },
            difficulty = 5,
            matchLength = "**6-9 min**",
            commonMistake = "Chasing kills or tunneling enemy healers instead of focusing **orb carriers**.",
        },
        rememberThree = {
            {
                "**Orb Assignments**",
                {
                    "Call who grabs each orb by **color** or **left/right**.",
                    "**Tanks carry** except **Blood Death Knight**.",
                    "**Mid pit** when stable; kite the **platform ring** when not.",
                },
            },
            "**Tick Zones** - **8** in the pit, **6** on the platform ring; kite the platform when mid is contested instead of feeding **+10** in the pit.",
            "**Orb of Power** - Stacks ramp damage taken and reduce healing; peel your carriers through the fight.",
        },
        rotationFlow = {
            "Call **orb** colors",
            "Secure **mid** or kite **platform**",
            "Kill enemy carriers",
            "Peel your carriers",
            "Close at **1400+**",
        },
        roleCards = {
            tank = {
                primary = {
                    "**Tanks carry**; **Blood Death Knight** is the only exception.",
                    "Blood DK kills enemy carriers and **CCs enemy healers** instead of picking up orbs.",
                    "Call **orb color** on carrier death so the next pickup is instant.",
                },
                mistakes = {
                    "Blood Death Knight hard-carrying into the pit without peel.",
                    "Chasing kills off the platform while your team's orb holder dies.",
                    "**Staying in the mid fight** while orbs are available to pick.",
                },
                objectives = {
                    "Orb carrier when assigned",
                    "Enemy carrier kills (Blood only)",
                    "Peel your carriers",
                },
            },
            healer = {
                primary = {
                    "**Holy Paladin**, **Discipline Priest**, and **Holy Priest** never pick orbs; losing an immobile healer swaps momentum faster than those ticks pay off.",
                    "**Preservation Evoker** and **Mistweaver Monk** can carry if the comp allows.",
                    "Stay **mid-adjacent** so you cover carriers in the pit and killers on the platform ring.",
                    "Call **orb color** on carrier death so the next pickup is instant.",
                    "When not carrying: **enemy orb carriers** are always kill priority; stacks make them take extra damage.",
                    "**CC enemy healers**; do not tunnel them for kills while a carrier is ticking.",
                },
                mistakes = {
                    "**Holy Paladin**, **Disc**, or **Holy Priest** picking an orb and dying; that swing often hands the enemy their momentum back.",
                    "**Chasing random kills** or **tunneling enemy healers** while an enemy carrier stacks and ticks.",
                    "**Staying in the mid fight** while orbs are available to pick.",
                },
                objectives = {
                    "Mid",
                    "Peel carriers",
                    "Enemy carrier kills",
                    "CC enemy healers",
                },
                advanced = {
                    "**Preservation Evoker** plus **Subtlety Rogue** kiting together is one of the strongest carry pairs when your comp needs a healer carrier.",
                },
            },
            melee = {
                primary = {
                    "Mobile specs (**Subtlety Rogue**, **Feral Druid**, **Windwalker Monk**, etc.) carry; immobile specs kill carriers.",
                    "Call **orb color** on carrier death so the next pickup is instant.",
                    "**Any enemy with an orb** is your focus; stacks make them take more damage than anyone else on the field.",
                    "**CC enemy healers**; do not drop carrier pressure to tunnel a healer kill.",
                    "Route through **Berserking** pads when your team has mid and you need burst on a carrier push.",
                },
                mistakes = {
                    "**Chasing kills** or **tunneling enemy healers** instead of the orb carrier.",
                    "Immobile specs hard-carrying into a death for **+10** enemy.",
                    "**Staying in the mid fight** while orbs are available to pick.",
                },
                objectives = {
                    "Enemy carrier kills",
                    "CC enemy healers",
                    "Mid pit when stable",
                    "Platform ring kite",
                },
                advanced = {
                    "Use vertical escapes (**Wild Charge**, **Demonic Circle**, etc.) to drop from the pit without feeding.",
                },
            },
            ranged = {
                primary = {
                    "Edge positioning on the **platform ring**; **enemy orb carriers** are always kill priority.",
                    "Call **orb color** on carrier death so the next pickup is instant.",
                    "Stacks ramp damage taken on carriers; focus them whenever they have an orb.",
                    "**CC enemy healers**; do not swap to healer damage while a carrier is alive and ticking.",
                    "Balance specs can carry on the platform ring when mid is contested.",
                },
                mistakes = {
                    "Standing in the pit without control and dying.",
                    "**Chasing kills** or **tunneling healers** while enemy carriers stack **Orb of Power** unchecked.",
                    "**Picking an orb** in a bad situation where you will likely die and feed **+10** before you bank enough ticks to offset it.",
                    "**Staying in the mid fight** while orbs are available to pick.",
                },
                objectives = {
                    "Enemy carrier kills",
                    "CC enemy healers",
                    "Platform ring when mid is messy",
                    "Pit when team has control",
                },
                advanced = {
                    "**6 ticks** on the platform ring beats **8** in the pit if you live long enough to offset the risk.",
                },
            },
        },
        openingSubsections = {
            {
                title = "Orb Assignments",
                cards = {
                    {
                        type = "rec",
                        title = "Orb Assignments",
                        bullets = {
                            "Before gates open, call who grabs each orb by **color** (purple, green, orange, blue) or **left/right**.",
                            "If nobody is assigned, the enemy often gets an easy **3**rd orb while **2** teammates fight over **1**.",
                            "Rank your team's orb priority at start; **tanks carry** except **Blood Death Knight**.",
                        },
                    },
                },
            },
            {
                title = "Mid vs Perimeter",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Mid vs Perimeter",
                        bullets = {
                            "Default: fight for **mid control** with carriers in the pit when your team wins the brawl.",
                            "Alternate: **kite the platform ring** as a pack if your comp lacks mid team fight but has mobile carriers.",
                            "Confirm the enemy mid commit with **BGE** before you walk carriers into the pit.",
                            "Do not walk into the pit at **8 ticks** if you will die and feed **+10**.",
                        },
                    },
                },
            },
            {
                title = "Winning First Fight",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Win the Opener",
                        bullets = {
                            "Trade damage without dying with defensives still up; orb carrier deaths swing harder than most kills.",
                            "**Kill enemy orb carriers first**; stacks make them take more damage than anyone else - track stacked carriers on **BGE** frames.",
                            "**CC enemy healers**; do not tunnel healer kills while a carrier is ticking.",
                            "**Disrupt or kill** high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**) before they delete your first carrier.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Carrier vs Killer",
                cards = {
                    {
                        type = "rec",
                        title = "Who Carries",
                        bullets = {
                            "Everyone should be ready to pick up orbs when a fight ends, but not every spec hard-carries all game.",
                            "**Tanks carry**; **Blood Death Knight** kills instead.",
                            "**Preservation Evoker** and **Mistweaver Monk** can carry if the comp allows.",
                            "**Holy Paladin**, **Discipline Priest**, and **Holy Priest** never pick; losing them swaps momentum.",
                            "Mobile DPS (**Subtlety Rogue**, **Feral Druid**, **Balance Druid**, etc.) also carry when assigned.",
                            "Immobile DPS (**Arms Warrior**, **Marksmanship Hunter**, **Retribution Paladin**, etc.) kill enemy carriers instead.",
                            "Keep **BGE** visible so you know which enemy carriers are stacking and who left mid for a platform kite.",
                        },
                    },
                },
            },
            {
                title = "Map Buffs",
                dividerBefore = true,
                cards = {
                    {
                        type = "info",
                        title = "Berserking",
                        bullets = {
                            "**North and south of the pit** on the **platform ring**.",
                            "Increases damage dealt (and taken).",
                            "Grab when your team owns mid and you are pushing a carrier through stacks.",
                        },
                    },
                    {
                        type = "info",
                        title = "Restoration Leaf",
                        bullets = {
                            "**Side entrance** pads on the **platform ring**.",
                            "Restores health and mana over time; useful on perimeter kite routes between mid fights.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Re-Pick on Death",
                cards = {
                    {
                        type = "rec",
                        title = "Instant Pickup",
                        bullets = {
                            "When an orb holder is about to die, **pre-position** to grab that **color** on respawn.",
                            "Call the **color** so **2** players do not fight over the same orb.",
                            "Sometimes take an orb into the pit only when your team **already has mid control**.",
                        },
                    },
                },
            },
            {
                title = "Zone Positioning",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Pit vs Ring",
                        bullets = {
                            "Kiting the **platform ring** at **6 ticks** often beats standing in the **pit** at **8** if you feed deaths (**+10** each).",
                            "Move to the platform ring when mid is a brawl you cannot win; do not feed **+10** for pit ticks alone.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Stacks and Momentum",
                cards = {
                    {
                        type = "info",
                        title = "Orb of Power Stacks",
                        bullets = {
                            "**Orb of Power** stacks increase damage dealt and taken and reduce healing received.",
                            "You hold one orb until death; peel your assigned carrier and kill high-stack enemy carriers before they one-shot your team.",
                        },
                    },
                    {
                        type = "rec",
                        title = "Beyond Ticks",
                        bullets = {
                            "Momentum map: **kill enemy orb carriers first**, **CC enemy healers**, and peel yours; carrier stacks make them the easiest kill target on the field.",
                            "Keeping the enemy **split rez** holds your momentum; do not sit mid if you can take **free kills** on the perimeter and keep them divided.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Orb Discipline",
                cards = {
                    {
                        type = "warn",
                        title = "Feeding and Refusal",
                        bullets = {
                            "Everyone refusing orbs while yelling at teammates.",
                            "**Holy Paladin**, **Disc**, or **Holy Priest** picking an orb; the momentum swing outweighs the ticks.",
                            "Immobile specs hard-carrying into a death for **+10** enemy.",
                            "Grabbing an orb **without a plan to survive**.",
                            "Standing in the pit without control and dying.",
                            "**Staying in the mid fight** while orbs are available to pick.",
                        },
                    },
                },
            },
            {
                title = "Fight Focus",
                dividerBefore = true,
                cards = {
                    {
                        type = "warn",
                        title = "Tunneling and Roles",
                        bullets = {
                            "**Chasing kills** or **tunneling enemy healers** instead of the orb carrier.",
                            "Letting enemy carriers stack **Orb of Power** without kill pressure while your team fights healers.",
                            "Abandoning your assigned role after the first orb swing or mid wipe.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Strong Carry Pairs",
                cards = {
                    {
                        type = "advanced",
                        title = "Evoker plus Rogue",
                        bullets = {
                            "**Preservation Evoker** plus **Subtlety Rogue** kiting together on the **platform ring** is one of the strongest comps.",
                            "Layer **Rescue** and **Shadowstep** to keep carriers alive through stacks.",
                        },
                    },
                },
            },
            {
                title = "Vertical and Resets",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Pit Escapes",
                        bullets = {
                            "**Wild Charge**, **Demonic Circle**, and similar tools drop from the pit without feeding a carrier death.",
                            "Platform ring kiting at **6 ticks** beats the pit at **8** if you live long enough to offset the risk.",
                        },
                    },
                },
            },
        },
    },
    ["twin-peaks"] = {
        overviewSubsections = {
            {
                title = "Map Rules",
                cards = {
                    {
                        type = "info",
                        title = "Focused Assault and Brutal Assault",
                        bullets = {
                            "As soon as **either flag** is picked up, **Focused Assault** stacks begin on **each carrier**.",
                            "If the enemy picks up late, they still match the **same stack count** as the first carrier.",
                            "Every stack: **+8% damage taken**, **-8% healing received**, **-8% absorb taken**.",
                            "In Blitz, a new stack applies every **15 seconds** (faster than random battlegrounds).",
                            "At **5 stacks**, **Focused Assault** becomes **Brutal Assault** - same penalties plus **caps movement speed** at normal run speed.",
                            "Stacks reset when **both flags return** to their bases.",
                        },
                    },
                    {
                        type = "info",
                        title = "Empowered Carrier",
                        bullets = {
                            "In **non-tank lobbies**, flag carriers gain **Empowered Carrier**: **+10% health**, **+30% movement speed**, and **25% damage reduction for 4 seconds** when **stunned**.",
                            "Any tank in the lobby disables it for **both teams**.",
                        },
                    },
                },
            },
            {
                title = "Graveyards",
                cards = {
                    {
                        type = "info",
                        title = "Which GY You Spawn At",
                        bullets = {
                            "Each faction has **2** graveyards. Which one you get depends on **where you die**.",
                            "The **deeper** you are in **enemy territory**, the **farther** your respawn is from that spot.",
                            "Die in the **enemy flag room** (or deep on their side): respawn at your **back graveyard** by your base.",
                            "Die nearer **mid** or on **your half**: you usually get the **GY closer to mid**.",
                        },
                    },
                },
            },
        },
        glance = {
            winCondition = {
                "First to **3** flag captures wins; **12-minute max** in Blitz.",
                "If time expires with equal caps (e.g. **1-1**), the team with the **most recent capture** wins.",
                "**0-0** when time expires is the only draw.",
            },
            primaryObjective = {
                "Kill enemy **FC** before **Focused Assault** stacks make yours unhealable.",
            },
            openingFocus = {
                {
                    "**Opening Roles**",
                    {
                        "Name your **FC** before gates open.",
                        "Name **Offense (O)** and **Defense (D)**.",
                    },
                },
            },
            difficulty = 3,
            matchLength = "**6-10 min**",
            commonMistake = "Turtling after first cap; stacks snowball into a late cap loss.",
        },
        rememberThree = {
            {
                "**Opening Roles**",
                {
                    "Name **FC**, **Offense (O)**, and **Defense (D)** before gates open.",
                },
            },
            "**Kill the EFC** - Kill the **EFC** before **Focused Assault** / **Brutal Assault** stacks make your **FC** unhealable. Track **EFC** health in **BGE**.",
            "**Group Offense** - Group before every push; trickling in solo gives their offense free time on your **FC**.",
        },
        rotationFlow = {
            "Assign **O** and **D**",
            "**Offense** regroup",
            "Kill **EFC**",
            "**Defense** escorts **FC**",
            "**Cap**",
        },
        openingSubsections = {
            {
                title = "Opening Roles",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Roles",
                        bullets = {
                            "Name your **flag carrier**, **Offense (O)**, and **Defense (D)** before gates open.",
                        },
                    },
                },
            },
            {
                title = "Flag Carrier",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Flag Carrier",
                        bullets = {
                            "**Preservation Evoker** first; **Mistweaver Monk** and **Restoration Druid** next.",
                            "In **low MMR**, almost anyone can carry if the team plays objective.",
                            "Mobile tanks work when the comp allows; **Empowered Carrier** applies in **non-tank lobbies**.",
                        },
                    },
                },
            },
            {
                title = "Pres Gap",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Pres Gap",
                        bullets = {
                            "When you have a **pres gap**, wipe their **offense** as a team before you push **offense**.",
                            "**Focused Assault** stacks on both **FCs** help kill their **Pres**.",
                        },
                    },
                },
            },
            {
                title = "Stealth Handoff",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Stealth Handoff",
                        bullets = {
                            "With a **Rogue** or **Druid**, pick the flag **in stealth** and hand off to your designated **FC**.",
                            "The rest of the team can clash mid with **both healers** up while the flag moves.",
                            "When the enemy has **no stealth**, you can slow or deny their pickup and give your **FC** a better chance to **cap**.",
                            "Watch **BGE** for stealthed pickup or intercept attempts on either flag.",
                        },
                    },
                },
            },
            {
                title = "Win the Opener",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Win the Opener",
                        bullets = {
                            "Trade as much damage as you can without dying with defensives still up.",
                            "**Wiping in the opener** with cooldowns unused swings momentum: the enemy can turn and focus your **flag carrier** while your team respawns.",
                            "**Healers**: survive the **burst window** first; chasing CC over keeping DPS alive loses the fight.",
                            "**Disrupt or kill** high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**) before they decide the clash.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Offense",
                cards = {
                    {
                        type = "rec",
                        title = "Offense",
                        bullets = {
                            "**Group** before every push; do not trickle in solo.",
                            "Kill the **EFC** before **Focused Assault** / **Brutal Assault** stacks make your **FC** unhealable - track **EFC** health in **BGE**.",
                            "If their flag is still in base, intercept their carrier before they reach it.",
                            "After a wipe or cap, **regroup** before pushing again.",
                        },
                    },
                },
            },
            {
                title = "Defense",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Defense",
                        bullets = {
                            "Stay with your **FC**; peel, slow, and escort toward cap.",
                            "Use **Freedom**, **roots**, **grips**, and CC on enemies chasing your **FC**.",
                            "Do not leave your **FC** alone to chase mid kills.",
                            "Watch **BGE** for missing **offense** bodies and stealthed pressure on your **FC**.",
                        },
                    },
                },
            },
            {
                title = "Heavy Enemy Defense",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Heavy Enemy Defense",
                        bullets = {
                            "When enemy **defense** runs **2** healers or a heavy peel comp, **offense** stays with your healer.",
                            "Running in without them usually ends in a wipe and can swing momentum for the rest of the match.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Flag Exchanges",
                cards = {
                    {
                        type = "rec",
                        title = "Cap Timing",
                        bullets = {
                            "As **FC**, track **EFC** health in **BGE**, **Follow the Flag** (see Addons), default frames, or focus; pre-position toward **cap** as their health drops for an instant cap after the kill.",
                            "Do not return the enemy flag until your **FC** is on the **capture point**.",
                            "**Rogue Shadowstep** and **Evoker Rescue** for handoffs; watch **BGE** for stealthed intercepts.",
                            "If **defense** is losing, temporarily stack **offense** into **defense** until stable.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "After Cap Reset",
                cards = {
                    {
                        type = "rec",
                        title = "After Cap Reset",
                        bullets = {
                            "After a cap, both teams reset; **offense regroups** before the next push.",
                            "If the same **Offense** or **Defense** assignments keep failing, **adjust roles**.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Match Point",
                cards = {
                    {
                        type = "rec",
                        title = "Match Point",
                        bullets = {
                            "At **2-2**, **1** clean exchange wins; do not throw on greedy **offense**.",
                            "**FC** listens for hold vs run-to-cap calls from the team.",
                            "Trade your **FC** death only if you secure their flag return and **cap**.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Common Mistakes",
                cards = {
                    {
                        type = "warn",
                        title = "Common Mistakes",
                        bullets = {
                            "Returning the enemy flag before your **FC** is on the **capture point**.",
                            "Early return lets them pick it up again and deny the cap - wait for your **FC**, then return for an **instant cap**.",
                            "All **offense DPS** chasing a **Preservation Evoker** **EFC** from behind instead of cutting off the cap path.",
                            "**Offense** pushing without your healer into double-healer **defense** or heavy peel.",
                            "Abandoning **Offense** or **Defense** after the first cap to chase kills.",
                            "**2** healers on **defense** with weak **offense**; your **FC** stacks out.",
                            "**Turtling** after first cap; no **offense** on the **EFC**, late cap loss.",
                            "**FC** beelining cap while the team is not ready.",
                        },
                    },
                },
            },
        },
        advancedSubsections = {
            {
                title = "Stealth Opener",
                cards = {
                    {
                        type = "advanced",
                        title = "Stealth Opener",
                        bullets = {
                            "Open on the enemy **FC** in **stealth** before their **defense** sets.",
                        },
                    },
                },
            },
            {
                title = "Pres Evoker plus Sub Rogue",
                dividerBefore = true,
                cards = {
                    {
                        type = "advanced",
                        title = "Pres Evoker plus Sub Rogue",
                        bullets = {
                            "**Preservation Evoker** plus **Subtlety Rogue** on **defense**: both specs bring strong mobility.",
                            "Layer **Rescue** and **Shadowstep** to peel and kite your **FC** through **Focused Assault** stacks.",
                        },
                    },
                },
            },
        },
        roleCards = {
            tank = {
                primary = {
                    "**FC** if mobile; otherwise **defense** peel.",
                },
                mistakes = {
                    "Slow tank **FC** without extra peel.",
                },
                objectives = {
                    "FC or defense",
                    "Mid intercept",
                },
                advanced = {
                    "**Protection Paladin** can act as the **offense healer**, letting both healers stay on **defense**.",
                },
            },
            healer = {
                primary = {
                    "Default **FC**; needs externals and kiting routes.",
                },
                mistakes = {
                    "Running to cap before the team is ready.",
                    "Returning the enemy flag before your **Flag Carrier** is on the **capture point**.",
                    "Running straight into the enemy team; if you're in trouble and the team is wiping, fall back to your **friendly graveyard**.",
                    "**2** healers on **defense** with weak **offense**.",
                },
                objectives = {
                    "FC",
                    "**Heal O**",
                    "Handoff support",
                },
                advanced = {
                    "As **FC**, track **EFC** health in **BGE**, **Follow the Flag** (see Addons), default frames, or focus; drift toward **cap** as their health drops for an instant cap after the kill.",
                    "**Rogue Shadowstep** and **Evoker Rescue** for handoffs; watch **BGE** for stealthed intercepts.",
                },
            },
            melee = {
                primary = {
                    "Stick to your assigned role (**Offense** or **Defense**).",
                    "**Disrupt enemy healers** and high-priority DPS (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                },
                mistakes = {
                    "Trickling **offense** solo; gives enemy offense free time on your **FC**.",
                    "Running into heavy peel without your **offense healer** grouped.",
                    "Chasing a **Pres Evoker** **EFC** from behind instead of cutting off the cap path.",
                },
                objectives = {
                    "Offense",
                    "Defense peel",
                    "Pre-cap position",
                },
                advanced = {
                    "Stealth opener on enemy **FC** before **defense** sets.",
                },
            },
            ranged = {
                primary = {
                    "Stick to your assigned role (**Offense** or **Defense**).",
                    "**Disrupt enemy healers** and high-priority DPS (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                },
                mistakes = {
                    "Trickling **offense** solo; gives enemy **offense** free time on your **FC**.",
                    "Running into heavy peel without your **offense healer** grouped.",
                    "Chasing a **Pres Evoker** **EFC** from behind instead of cutting off the cap path.",
                    "Standing in melee instead of using range from elevated positions; worrying about the return more than killing.",
                },
                objectives = {
                    "Offense",
                    "Defense peel",
                    "Root and slow enemy FC",
                },
            },
        },
    },
    ["warsong-gulch"] = {
        overviewSubsections = {
            {
                title = "Map Rules",
                cards = {
                    {
                        type = "info",
                        title = "Focused Assault and Brutal Assault",
                        bullets = {
                            "As soon as **either flag** is picked up, **Focused Assault** stacks begin on **each carrier**.",
                            "If the enemy picks up late, they still match the **same stack count** as the first carrier.",
                            "Every stack: **+8% damage taken**, **-8% healing received**, **-8% absorb taken**.",
                            "In Blitz, a new stack applies every **15 seconds** (faster than random battlegrounds).",
                            "At **5 stacks**, **Focused Assault** becomes **Brutal Assault** - same penalties plus **caps movement speed** at normal run speed.",
                            "Stacks reset when **both flags return** to their bases.",
                        },
                    },
                    {
                        type = "info",
                        title = "Empowered Carrier",
                        bullets = {
                            "In **non-tank lobbies**, flag carriers gain **Empowered Carrier**: **+10% health**, **+30% movement speed**, and **25% damage reduction for 4 seconds** when **stunned**.",
                            "Any tank in the lobby disables it for **both teams**.",
                        },
                    },
                },
            },
        },
        glance = {
            winCondition = {
                "First to **3** flag captures wins; **12-minute max** in Blitz.",
                "If time expires with equal caps (e.g. **1-1**), the team with the **most recent capture** wins.",
                "**0-0** when time expires is the only draw.",
            },
            primaryObjective = {
                "Kill enemy **FC** before **Focused Assault** stacks make yours unhealable.",
            },
            openingFocus = {
                {
                    "**Opening Roles**",
                    {
                        "Name your **FC** before gates open.",
                        "Name **Offense (O)** and **Defense (D)**.",
                    },
                },
            },
            difficulty = 3,
            matchLength = "**6-10 min**",
            commonMistake = "Turtling after first cap; stacks snowball into a late cap loss.",
        },
        rememberThree = {
            {
                "**Opening Roles**",
                {
                    "Name **FC**, **Offense (O)**, and **Defense (D)** before gates open.",
                },
            },
            "**Kill the EFC** - Kill the **EFC** before **Focused Assault** / **Brutal Assault** stacks make your **FC** unhealable. Track **EFC** health in **BGE**.",
            "**Group Offense** - Group before every push; trickling in solo gives their offense free time on your **FC**.",
        },
        rotationFlow = {
            "Assign **O** and **D**",
            "**Offense** group push",
            "Kill **EFC**",
            "**Defense** escorts **FC**",
            "**Cap**",
        },
        openingSubsections = {
            {
                title = "Opening Roles",
                cards = {
                    {
                        type = "rec",
                        title = "Opening Roles",
                        bullets = {
                            "Name your **flag carrier**, **Offense (O)**, and **Defense (D)** before gates open.",
                        },
                    },
                },
            },
            {
                title = "Flag Carrier",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Flag Carrier",
                        bullets = {
                            "**Preservation Evoker** first; **Mistweaver Monk** and **Restoration Druid** next.",
                            "In **low MMR**, almost anyone can carry if the team plays objective.",
                            "Mobile tanks work when the comp allows; **Empowered Carrier** applies in **non-tank lobbies**.",
                        },
                    },
                },
            },
            {
                title = "Pres Gap",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Pres Gap",
                        bullets = {
                            "When you have a **pres gap**, wipe their **offense** as a team before you push **offense**.",
                            "**Focused Assault** stacks on both **FCs** help kill their **Pres**.",
                        },
                    },
                },
            },
            {
                title = "Stealth Handoff",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Stealth Handoff",
                        bullets = {
                            "With a **Rogue** or **Druid**, pick the flag **in stealth** and hand off to your designated **FC**.",
                            "The rest of the team can clash mid with **both healers** up while the flag moves.",
                            "When the enemy has **no stealth**, you can slow or deny their pickup and give your **FC** a better chance to **cap**.",
                            "Watch **BGE** for stealthed pickup or intercept attempts on either flag.",
                        },
                    },
                },
            },
            {
                title = "Win the Opener",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Win the Opener",
                        bullets = {
                            "Trade as much damage as you can without dying with defensives still up.",
                            "**Wiping in the opener** with cooldowns unused swings momentum: the enemy can turn and focus your **flag carrier** while your team respawns.",
                            "**Healers**: survive the **burst window** first; chasing CC over keeping DPS alive loses the fight.",
                            "**Disrupt or kill** high kill-pressure specs (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**) before they decide the clash.",
                        },
                    },
                },
            },
        },
        standardSubsections = {
            {
                title = "Offense",
                cards = {
                    {
                        type = "rec",
                        title = "Offense",
                        bullets = {
                            "**Group** before every push; do not trickle in solo.",
                            "Kill the **EFC** before **Focused Assault** / **Brutal Assault** stacks make your **FC** unhealable - track **EFC** health in **BGE**.",
                            "If their flag is still in base, intercept their carrier before they reach it.",
                            "After a wipe or cap, **regroup mid** before pushing again.",
                        },
                    },
                },
            },
            {
                title = "Defense",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Defense",
                        bullets = {
                            "Stay with your **FC**; peel, slow, and escort through mid toward cap.",
                            "Use **Freedom**, **roots**, **grips**, and CC on enemies chasing your **FC**.",
                            "Do not leave your **FC** alone to chase mid kills.",
                            "Watch **BGE** for missing **offense** bodies and stealthed pressure on your **FC**.",
                        },
                    },
                },
            },
            {
                title = "Heavy Enemy Defense",
                dividerBefore = true,
                cards = {
                    {
                        type = "rec",
                        title = "Heavy Enemy Defense",
                        bullets = {
                            "When enemy **defense** runs **2** healers or a heavy peel comp, **offense** stays with your healer.",
                            "Running in without them usually ends in a wipe and can swing momentum for the rest of the match.",
                        },
                    },
                },
            },
        },
        rotationsSubsections = {
            {
                title = "Flag Exchanges",
                cards = {
                    {
                        type = "rec",
                        title = "Cap Timing",
                        bullets = {
                            "As **FC**, track **EFC** health in **BGE**, **Follow the Flag** (see Addons), default frames, or focus; pre-position toward **cap** as their health drops for an instant cap after the kill.",
                            "Do not return the enemy flag until your **FC** is on the **capture point**.",
                            "**Rogue Shadowstep** and **Evoker Rescue** for handoffs; watch **BGE** for stealthed intercepts.",
                            "If both flags are out, kill the **EFC** first unless yours is about to die.",
                            "**Regroup mid** after a wipe before the next push.",
                        },
                    },
                },
            },
        },
        midSubsections = {
            {
                title = "Hold Mid",
                cards = {
                    {
                        type = "rec",
                        title = "Hold Mid",
                        bullets = {
                            "Mid control speeds **offense** access to the enemy base.",
                            "As **FC**, track **EFC** health in **BGE**, **Follow the Flag** (see Addons), default frames, or focus; drift toward **cap** as their health drops.",
                            "Stack extra **defense** temporarily if your **FC** keeps dying.",
                        },
                    },
                },
            },
        },
        lateSubsections = {
            {
                title = "Match Point",
                cards = {
                    {
                        type = "rec",
                        title = "Match Point",
                        bullets = {
                            "At match point, stack **defense** until their flag is out, then coordinated **offense**.",
                            "Do not leave your cap zone open while enemy **offense** is alive.",
                            "**FC** kiting in tunnel or ramp buys time for **defense** to respawn.",
                        },
                    },
                },
            },
        },
        mistakesSubsections = {
            {
                title = "Common Mistakes",
                cards = {
                    {
                        type = "warn",
                        title = "Common Mistakes",
                        bullets = {
                            "Returning the enemy flag before your **FC** is on the **capture point**.",
                            "Early return lets them pick it up again and deny the cap - wait for your **FC**, then return for an **instant cap**.",
                            "All **offense DPS** chasing a **Preservation Evoker** **EFC** from behind instead of cutting off the cap path.",
                            "**Offense** pushing without your healer into double-healer **defense** or heavy peel.",
                            "Abandoning **Offense** or **Defense** after the first cap to chase kills.",
                            "**Defense** leaving the **FC** alone to chase mid kills.",
                            "**Turtling** after first cap; no **offense** on the **EFC**, late cap loss.",
                            "**Offense** pushing without grouping.",
                        },
                    },
                },
            },
        },
        roleCards = {
            tank = {
                primary = {
                    "**FC** if mobile; otherwise **defense** peel.",
                },
                mistakes = {
                    "Slow tank **FC** without extra peel.",
                },
                objectives = {
                    "FC or defense",
                    "Mid intercept",
                },
                advanced = {
                    "**Protection Paladin** can act as the **offense healer**, letting both healers stay on **defense**.",
                },
            },
            healer = {
                primary = {
                    "Default **FC**; needs externals and kiting routes.",
                },
                mistakes = {
                    "Running to cap before the team is ready.",
                    "Returning the enemy flag before your **Flag Carrier** is on the **capture point**.",
                    "Running straight into the enemy team; if you're in trouble and the team is wiping, fall back to your **friendly graveyard**.",
                    "**2** healers on **defense** with weak **offense**.",
                },
                objectives = {
                    "FC",
                    "**Heal O**",
                    "Handoff support",
                },
                advanced = {
                    "As **FC**, track **EFC** health in **BGE**, **Follow the Flag** (see Addons), default frames, or focus; drift toward **cap** as their health drops for an instant cap after the kill.",
                    "**Rogue Shadowstep** and **Evoker Rescue** for handoffs; watch **BGE** for stealthed intercepts.",
                },
            },
            melee = {
                primary = {
                    "Stick to your assigned role (**Offense** or **Defense**).",
                    "**Disrupt enemy healers** and high-priority DPS (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                },
                mistakes = {
                    "Trickling **offense** solo; gives enemy offense free time on your **FC**.",
                    "Running into heavy peel without your **offense healer** grouped.",
                    "Chasing a **Pres Evoker** **EFC** from behind instead of cutting off the cap path.",
                },
                objectives = {
                    "Offense",
                    "Defense peel",
                    "Pre-cap position",
                },
                advanced = {
                    "Stealth opener on enemy **FC** before **defense** sets.",
                },
            },
            ranged = {
                primary = {
                    "Stick to your assigned role (**Offense** or **Defense**).",
                    "**Disrupt enemy healers** and high-priority DPS (**Subtlety Rogue**, **Marksmanship Hunter**, **Destruction Warlock**, **Devastation Evoker**, **Voidweaver Disc Priest**).",
                },
                mistakes = {
                    "Trickling **offense** solo; gives enemy **offense** free time on your **FC**.",
                    "Running into heavy peel without your **offense healer** grouped.",
                    "Chasing a **Pres Evoker** **EFC** from behind instead of cutting off the cap path.",
                    "Standing in melee instead of using range from elevated positions; worrying about the return more than killing.",
                },
                objectives = {
                    "Offense",
                    "Defense peel",
                    "Root and slow enemy FC",
                },
            },
        },
    },
}

