Fight where your team can collect the opponent
Choose fights your team can finish by carrying the downed player to jail. Pick an opponent near allied support, keep an exit toward your base, and stop chasing when the fight pulls you into a group of enemies. Landing the hit gives you a chance to capture someone. You still need to use Carry and deliver them to jail.
The common mistake is celebrating the knockout and immediately moving to the next target. That leaves the downed opponent behind and gives the other team time to contest the pickup. Decide who will collect them before you land the final hit.
Choose the fight before you swing
Check three things: who is nearby, where your team jail is, and whether somebody can cover the trip back. A lone opponent beside an ally gives you a simpler capture chain than an opponent inside a crowded enemy base.
Use team colors and markers to identify your target. Do not commit because an avatar looks threatening or because you recognize the name from an earlier round. Check their team instead.
When the target moves away, look beyond them. If you would have to cross exposed ground or leave your supporting teammate behind, regroup. Landing several hits does not help if the chase ends with you in jail.
Recognize the actual knockout state
Watch the opponent and the interaction prompt after a successful fight. A downed body and a Carry prompt tell you that the situation has changed from combat to collection. You can also see a “Lights Out” notification.
Do not use an assumed fixed hit count as your cue to stop. Read what the game is showing instead. Bat damage, recovery timing and upgrades can make a memorized sequence a poor substitute for the visible state.
| What you see | Your next check |
|---|---|
| Opponent still fighting | Keep support and a retreat route available |
| Downed opponent with Carry prompt | Decide who picks up and who covers |
| Ally already carrying | Protect the delivery instead of attempting another pickup |
| Enemies reaching the body | Contest the approach with your teammate |
| Body displaced by Launcher | Locate its new position before moving in |
The desktop Carry prompt can show E. Use the control actually displayed on your device; the pickup prompt is more reliable than guessing a universal key.
Make the handoff immediate
If you are closest and the route is clear, collect the opponent. If your teammate picks up first, become the escort. Say which job you are taking so your teammate can take the other one.
Keep the transport route in view while covering the pickup. An enemy who is not hitting you can still be moving toward your carrier. Turning the entire team toward another fight leaves the delivery exposed.
Once the opponent reaches your jail, check the cage and damaged bars. Your next useful task can be defending that new capture. You do not have to remain the team’s hunter for the whole round.
Adjust your next fight after a failure
Work out where the capture went wrong. If you lost the melee exchange, choose a fight closer to support. If the body remained unattended, arrange a carrier. If the carrier was stopped on the way home, add an escort or choose a less exposed route.
Changing bats cannot resolve every failure in that chain. Before spending on equipment, notice whether your team is losing fights or failing to convert won fights into prisoners. Adjust your play to the part that failed.
Use the carrying guide for pickup and delivery decisions. For protection after somebody else collects the opponent, read carrier escort.
FAQ
Does a knockout count as a completed capture?
The opponent still needs to reach jail. Treat the knockout as the beginning of collection, then confirm the delivery.
How many bat hits do I need?
Watch for the downed state and Carry prompt instead of relying on a fixed hit count. Check your current equipment and live upgrade details for stat information.
What should I do if an ally picks up first?
Cover their route and watch approaching opponents. Starting another chase can leave the carrier without protection.
Why is the body farther away after the knockout?
Launcher is a passive ability that launches a knocked-out body. Find its landing position and reassess the pickup route.