FragPunk 5v5 Qualifying Exclusive Fragment Card Selection and Disabled Guide
FragPunk's 5v5 qualifying match has its unique fragment card system, where players can choose and disable after reaching the diamond rank and above. This ranking list covers all available qualifying shard cards and ranks according to their practicality in both offense and defense. In general, these cards can be divided into offensive and defensive types.

Some cards have strong suitability for specific scenarios, and there are methods to counter-select and ban opponent cards. Your card strategy should be adjusted dynamically according to the game progress.
FragPunk Qualifying Best Fragment Cards

Here are the best fragment card selections in FragPunk qualifying. Some of these cards have scene-specific applicability, but overall, we strive to select the best cards from the list to give you an idea of which cards you should choose and disable as a card captain.
You will gradually unlock fragment cards in the game. However, if other players have unlocked these cards, you can use them too.
Offensive and Defensive Conversion (Occurrence) , Blast Spot Delete (Defense) , Explosion Shooting, Big Head Mode, Hellhound, Iron Head, Return Damage, Headshot Master, Vampire Carnival Night, Additional Flash Spot (Occurrence) , Small Head Mode, Circuit Breaker, Obstacle Destruction, Death Scythe, First Aid Kit, Itchy Trigger, Tracking Ammunition, Headless Knight, Death Hug, Storm, Tickling (Defense) Weapon Transformation, Weapon or Life, Penetration Bullet, Bad Knee, Dimension Travel |
Offensive and defensive transformation
- Offense and defense conversions exchange offense and defense . Defense is usually a better choice, and although it depends on the map, defense is more likely to win than offense. On some maps, such as Higashita or Black Market , the defense has an absolute advantage. In every game where it is important, getting an extra defensive round can turn the situation around.

Delete the fried spot
- Fried Spot Delete is an excellent defensive fragment card because it means your team can simply focus on one fried spot without worrying about rotating to another. You should still be alert to flanking attacks behind the middle or birth point, but if you operate correctly, it will be a sure win.

Explosion shooting
- Explosion Shooting is excellent for both offense and defense – bullets deal more sputter damage , perfect for fighting enemies who gather or those hiding behind obstacles. When this card takes effect, we like to use LMG and strafuse corners and bunkers.

Big head mode
- Big Head Mode is very powerful because the opponent's head will really get very big , which makes it easier to hit the headshot. The headshot damage in FragPunk is very high, so this card is almost a must-choose (or must-ban). When this card takes effect, weapons like Mania are great because it relies heavily on headshot damage to suppress opponents.

Hellhound
- Hellhound is a powerful card as you get a hound (reborn) that attacks the enemies in front of you and explodes into a sea of fire when killed. Enemies need to shoot the hounds first to shoot you, and if they don't want to be burned, they need to move quickly - which gives you the chance to kill them first. When this card takes effect on the offensive side, your team can quickly assault positions. Five dogs are better than one dog.

Iron Head
- Iron Head Directly counter cards like Big Head Mode, but it is also a great choice to help your team survive more battles. Reduced headshot damage means you are unlikely to be killed by a fanatical two shot, or be killed immediately by a duel. This card can also make it easier to occupy very specific points on the map , and Lance players like Nitro and their walls can use this for tricky positioning.

Return damage
- Return damage is an interesting card. For the defensive side, it can be used to freely advance the enemy team, as the moment you are shot you will be sent back to the birth point. For the offensive side, it allows you to clear enemies on the position , or quickly assault the birth point for easy killing when people are teleported there.

Headshot Master
- Continuing the theme of headshot, Headshot Master is an excellent card. It will greatly improve your headshot damage and it is almost a must if you have the chance to choose.

Bloodsucking Carnival Night
- Vampire Nights After dealing 200 damage, it provides your team with additional HP and life stealing . This makes it one of the best cards, as it basically combines the functionality of several other shard cards into one card. It promotes a slightly slower gameplay, as you want to activate the ability before you fully engage.

Extra fried
- Extra Blasting Points is a great offensive card as it adds a new C Blasting Point to the map, located in the middle. It gives your team another offensive angle and can perform some unpredictable tactics. Typically, the extra blasting point is located directly in the middle of the map , so you can quickly assault the point and quickly place the bomb. Once the bomb is placed, the offense becomes defense, allowing you to take advantage of the player as he approaches from the other side of the map.

Small head mode
- Small-head mode is the exact opposite of big-head mode. It is a great counter card for any headshot damage card, and it is usually a great card, as a smaller head means you're harder to get hit by attacks that deal high damage. When this card takes effect, you can play more proactively .

breaker
- Circuit Breaker removes all fragmented cards in use. Not the most exciting card, but at least it makes things simple. Usually when selecting and banning this card, there is a strategy of baiting and luring the tiger away from the mountain . If you are the card captain, try to have the enemy team spend points on this card, not your team.

Obstacle damage
- Obstacle Destruction Lets you play some very interesting tactics in defense and offense. When the offensive side selects it, use it to quickly raid one of the blow-off spots . On the defensive side, you can get a better angle for the offensive player. Make sure to select the side of the offense by communicating with your team. You need to shoot obstacles together as quickly as possible to optimize your removal speed .

Death Scythe
- The Scythe of Death is just a very powerful card, and we can imagine it may be slightly weakened in future patches. It allows you to launch sickles that penetrate the entire map . It's hard to deal with offense or defense. If all players pick up the scythe at the beginning, you can immediately start to weaken the player's HP. But be alert to the assault players, as you may be caught off guard.

First aid kit
- This is just an incredibly powerful card. First Aid Kit allows you to restore any teammates to full health . This means that when your allies fall down during the assault blast, you can rescue them, or quickly reset to try another push elsewhere. Must be selected/must be banned. This card will promote a slightly slower gameplay. If you can do it, be sure to revive your teammates as it has a huge advantage over enemy teams.

Itchy trigger
- Along with the Death Scythe, the Itchy Trigger is probably the most annoying card in the game. We can even say it is the worst card. It makes stealth nearly impossible, and you'll waste a lot of ammunition to fire random shots every few seconds. This is especially bad if you are the last surviving player on the team, as only you will trigger this card . You might as well give up.

Tracking ammunition
- Tracking Ammunition Makes the grenades you throw and weapons like blasters or burners perfect . Even if you just fire a shot near the enemy, you will find that ammunition will lock on them. It works very well with other ammo-based cards. We recommend using a blaster when the card takes effect. You can use the map to view the landing point of the ammo, making a perfect shot of the gathered enemies.

Headless Knight
- Headless Knight is one of the most powerful cards in the game. It keeps you completely free from headshot damage. Considering that headshot damage is very important in FragPunk, this card is a must-have. It allows you to play very proactively when the card takes effect. Take advantage of only the location of your head. Nitro's walls can make this very easy when defending or attacking.

Death embrace
- The Death Hug is a great card that often catches people off guard even if enemy teams are ready to avoid death’s swinging sickle. Damage will act on any enemy that is swung, meaning it is perfect for attacking enemies that come together. If this card is used against you, you can use your power-caller to sprint to quickly escape the range of the sickle.

Storm
- Storm is a card with slightly scene-specific applicability, but it's still great because it adds a 25 HP shield that regenerates if you're in the rain. Obviously, this doesn't apply if you're inside a building, but you can go in and out and refill the shield. The shield will regenerate only if you are not fighting . The practicality of this card also depends largely on the map. For example, there are many maps like the Black Market…

Tick tones
- Ticks Probably the best defensive card in the game. It removes the opponent's ability to place bombs, which means you can wait for the turn to end, or run around the map in a crazy chase until time runs out. Enemy teams may also play more recklessly when the card takes effect, trying to place bombs before the timer is over. If you are on the defensive side, take advantage of your position and try not to push forward .

Weapon deformation
- Weapon Transformation is an excellent card when defending, but it can also be useful when attacking. During the defensive phase, you can use the store to place multiple turrets around the blasting spot by purchasing and then discarding the weapon. The turret causes a lot of damage and must be destroyed by players attacking the bomb spot, which gives you a chance to ambush them. Try setting up as many weapons as possible. You can pick up weapons from the ground .

Weapon or life
- Killed, discard your weapon and restore health with 1 HP of health. Weapons or Life is a great card, but it has to be used correctly , so ideally you need some kind of healing method ( healing card or pathogen ) to restore your HP. You can also destroy treasures to obtain a medical kit. You can also pick up weapons on the ground to restore combat.

Penetration bullet
- Penetration bullet allows you to shoot through walls. Yes, this is a good card. It's great for both defense and offense, allowing you to shoot sneakily at hiding players or use your bullets as a way to find out where the player is lurking. When this card takes effect, we like to use LMG because you can get more ammo to strafide through the wall.

Bad knee
- Bad Knee It may seem like a bit of a scene-specific applicability, but when you realize that the enemy takes fall damage every time you jump, you start to understand why this card is useful. It usually means that your enemies will have a few less HP when fighting you, which is enough to turn the situation around easier than ever before.

Dimensional travel
- Dimensional Travel is an absolutely crazy card. Being able to switch between two different levels of existence means almost any turn that contains this card is totally messy. It can be very useful if you know how to use it, but it is actually a card that is difficult to function properly.

Select and Disable Selection

At the beginning of the game, your team will select a card captain . This person will be responsible for selecting and banning the cards used in the round.
This is a major responsibility and requires a good understanding of the strength of different cards. Bad card captains can make the game hard to win, as some of them are very important and can change the course of the game .
In the game, your team will accumulate fragment points by gaining kills, assists, placing converters, and removing converters. You can also collect additional fragment points by destroying treasures around the map, which has the chance to drop a fragment point .
In rounds where your team cannot heal due to enemy card selection , the treasure will only drop fragment points. Collect as many fragment points as possible to give your team an advantage over the following rounds.
The offensive side first chooses the card because they are at a natural disadvantage when trying to attack. If you are the card captain on the defensive side, keep this in mind. Each team can choose up to three cards, but it will be limited by the number of fragment points you have.
Fragment points are also reset when switching between offense and defense , so make sure to spend all points before switching camps or they will be wasted.
Sometimes it makes sense to get a point in the N-point card to prevent enemy teams from obtaining the card. Try to use your fragmentation points as optimized as possible.

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