Thursday, March 19, 2026
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No, Jonathan Is Not Leaving GodLike; Here’s Why

Two days. That is all it took for the BGMI community to decide that Jonathan is done with GodLike Esports. He sat out Day 1 of the BGIS 2026 Survival Stage. He left the Hyderabad venue on Day 2. And suddenly, half the internet is convinced he has been dropped or is walking away from the org.

He is not. And the evidence for that is not even subtle.

Amar’s Statement Says It Plainly

GodLike co-owner Amar released a statement on March 17 that directly addresses the noise. He called the rumors floating around the community “baseless” and said they do not reflect reality. He also confirmed that either he, Kronten, or Jonathan will explain the situation when the time is right.

But the line that matters most is this: Amar said the entire team shares the dream of lifting an official trophy “alongside Jonathan.” You do not use that kind of language about a player you are about to release. That is a statement of intent, not a goodbye.

He also asked fans to keep supporting the squad, noting that the team is performing well and that the encouragement matters to the players. The tone was calm and measured. Not damage control. Not spin. Just a request for patience.

The Benching Was a Tactical Call

When Jonathan was absent from GodLike’s opening match on Day 1 of the Survival Stage, fans jumped to conclusions almost immediately. But captain Manya cleared things up after the matches. He said the decision to sit Jonathan out was strategic, not personal.

And it is hard to argue with the results. GodLike Esports topped the overall standings after Day 1 with the lineup of Manya, Admino, Spower, and Godz. They looked composed and coordinated. That does not happen when a team is in the middle of internal chaos. That happens when a plan is being executed.

The BGIS 2026 Survival Stage is a compressed, high-pressure format. Twelve matches over two days, and only the top eight qualify for the Grand Finals. In formats like this, roster flexibility can be a genuine tactical advantage, and GodLike appears to have used it.

Jonathan Left for a Shoot, Not a Transfer

On March 17, Jonathan left the Sandhya Convention Center in Hyderabad. Reports confirmed he was heading to Mumbai for a shoot. This is the detail that a lot of people are overlooking.

Shoots require scheduling. Travel needs to be booked. This was not a last-minute walkout after a heated argument in the team room. It was planned. The team knew about it and adjusted accordingly.

Also worth considering: players who get dropped do not fly to another city for brand or content commitments. That is not how exits work. Jonathan’s departure from the venue looks far more like a pre-arranged absence than any kind of dramatic split.

The Team’s Performance Tells Its Own Story

If there were real problems between Jonathan and GodLike, results would suffer. Roster drama almost always shows up on the scoreboard. But GodLike finished Day 1 at the top of the standings. Godz fit into the lineup without any visible friction, and the team played with confidence across all their matches.

That kind of performance does not come from a squad dealing with internal tension. It comes from a group that made a decision together and committed to it.

The Grand Finals Are Still Ahead

The BGIS 2026 Grand Finals are scheduled from March 27 to March 29 at the Chennai Trade Centre. If GodLike qualify through the Survival Stage, and they are well on track to do so, there is a gap of over a week before the finals begin.

That is more than enough time for Jonathan to rejoin the roster. And based on Amar’s statement, that seems to be exactly what the org expects. The trophy talk, the reassurance, the promise of a proper explanation. All of it points toward Jonathan being part of the Grand Finals lineup.

Why the Rumors Got So Loud

It is not hard to understand why the community reacted this way. Jonathan is one of the most recognized names in Indian BGMI esports. Any change involving him, even a temporary one, generates massive attention. When he was missing from the Day 1 lineup with no public explanation, fans filled the information gap with speculation.

Social media did the rest. Clips, screenshots, and theories spread fast, and the “Jonathan dropped” story had already taken hold before Manya or Amar said anything. But stories built on incomplete information tend to collapse once the actual facts surface. And the facts here do not support a permanent exit.

The Bottom Line

Jonathan is not leaving GodLike. The co-owner has called the rumors baseless. The captain has called the benching strategic. The team topped the Day 1 standings. And Jonathan’s departure from the venue was for a scheduled shoot, not a dramatic walkout.

There are still unanswered questions, and those will be addressed when Amar, Kronten, or Jonathan decide the time is right. But whether Jonathan is leaving GodLike is not one of those open questions. Based on everything available right now, the answer is no.

Jonathan BGMI: GodLike Amar Dismisses Rumors, Asks Fans to Keep Supporting the Team

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GodLike Esports co-owner Amar has released an official statement addressing the growing speculation around Jonathan’s absence from the BGIS 2026 Survival Stage. In his message, Amar called the rumors circulating in the community “baseless” and confirmed that either he, Kronten, or Jonathan will address the situation at the right time.

The statement comes after two days of confusion. Jonathan was benched on Day 1 of the Survival Stage on March 16, with Godz taking his spot in the lineup. On Day 2, reports confirmed that Jonathan had left the Hyderabad venue entirely and was traveling to Mumbai for a shoot.

What Did GodLike Amar Say?

Amar’s statement was short and direct. He acknowledged that the team has been working toward winning an official trophy and that they all share the dream of lifting it with Jonathan. He specifically asked fans not to engage with the rumors floating around in the BGMI community.

He also pointed out that the team is performing well and that fan support plays an important role in keeping the players confident. The message ended with a request for patience, saying the full picture will be shared when the time is right.

Jonathan’s Absence From BGIS 2026 Survival Stage: What Happened

The timeline started on March 16 when GodLike fielded Manya, Admino, Spower, and Godz in their opening match of the Survival Stage. Jonathan was not part of the playing four. The move surprised fans since this is a do-or-die stage for GodLike, who missed direct qualification from the Semi Finals.

Despite the shock, the decision worked. GodLike topped the overall standings after Day 1, putting themselves in a strong position to qualify for the Grand Finals.

On March 17, things took another turn. Jonathan was seen leaving the Sandhya Convention Center in Hyderabad. Reports indicated he was heading to Mumbai for a shoot, confirming he would miss the final day of the Survival Stage as well.

GodLike’s Performance Without Jonathan

With Godz in the lineup, GodLike looked sharp on Day 1. The squad of Manya, Admino, Spower, and Godz delivered consistent results and finished at the top of the standings. Captain Manya had said after Day 1 that the decision to bench Jonathan was purely strategic, and hinted that fans might see him return on Day 2.

That did not happen. Jonathan’s departure from the venue means Godz will continue in the lineup for the remaining matches. If GodLike maintain their current form, they are in a strong position to finish inside the top eight and book their spot at the BGIS 2026 Grand Finals in Chennai.

Will Jonathan Play in the BGIS 2026 Grand Finals?

That is the biggest question right now. The Grand Finals are scheduled from March 27 to March 29 in Chennai. There is no official word yet on whether Jonathan will return to the roster for the finals.

Amar’s statement does suggest the team still sees Jonathan as part of the long-term plan. The mention of “lifting the trophy alongside Jonathan” indicates there is no permanent split. But until Amar, Kronten, or Jonathan address the situation publicly, the exact details remain unclear.

For now, GodLike fans have been asked to stay patient and keep supporting the team as they push through the Survival Stage.

Wuthering Waves 3.2 Maintenance: Server Downtime Schedule, Start and End Times for All Regions

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Kuro Games has confirmed the maintenance schedule for Wuthering Waves Version 3.2, titled “Resolution to Illuminate the Shadows.” Servers will go offline on March 19, 2026, and players will not be able to log into the game during this window.

Here is everything you need to know about the downtime, including start and end times across regions, compensation details, and what to do before the servers go down.

When Does Wuthering Waves 3.2 Maintenance Start and End?

The Version 3.2 update maintenance will begin on March 19, 2026, at 4:00 AM (UTC+8). It will last for seven hours, with an expected end time of 11:00 AM (UTC+8) on the same day.

This follows the same pattern as previous updates. Kuro Games has consistently used the 4 AM to 11 AM (UTC+8) window for major version updates, including 3.0 and 3.1.

That said, maintenance can sometimes wrap up earlier than the full seven hours. It is still best to plan around the entire window.

Wuthering Waves 3.2 Maintenance Times Across Different Time Zones

Since the downtime runs globally at the same time, it falls on different dates depending on your region. For players in North America, the maintenance actually starts on March 18.

Here is the full schedule:

  • PDT (UTC-7): March 18, 1:00 PM to 8:00 PM
  • EDT (UTC-4): March 18, 4:00 PM to 11:00 PM
  • GMT (UTC+0): March 18, 8:00 PM to March 19, 3:00 AM
  • CET (UTC+1): March 18, 9:00 PM to March 19, 4:00 AM
  • IST (UTC+5:30): March 19, 1:30 AM to 8:30 AM
  • JST (UTC+9): March 19, 5:00 AM to 12:00 PM
  • AEST (UTC+11): March 19, 7:00 AM to 2:00 PM

Players in India, for example, will see the downtime start in the early hours and end by morning. American players can expect it during the afternoon and evening of March 18.

Wuthering Waves 3.2 Maintenance Compensation

Kuro Games will compensate all eligible Rovers for the server downtime. Based on previous version updates like 3.0 and 3.1, players can expect to receive 300 Astrites and 2 Crystal Solvents through the in-game mailbox.

To qualify for the compensation, your account needs to have a character with the Mail feature unlocked before the maintenance begins. Once the update goes live, just open your mailbox and collect the rewards.

If the maintenance runs longer than expected, Kuro Games has said they will issue a follow-up notice and adjust the compensation accordingly.

Preload Details for Version 3.2

The preload for Wuthering Waves 3.2 went live on March 17, 2026, at 10:00 AM (UTC+8). However, there is one important change this time around. The pre-download feature is only available on PC for Version 3.2. Mobile players will not have access to preload for this update.

The PC download size is approximately 19 GB. Kuro Games recommends having at least 28 GB of free storage space to account for decompression and installation.

What to Do Before the Servers Go Down

Since you will be locked out for up to seven hours, it is a good idea to take care of a few things in advance:

Finish your dailies. Any tasks tied to the daily or weekly reset should be completed before the maintenance starts in your region.

Wrap up limited-time events. If there are any Version 3.1 events still running with approaching deadlines, clear them now. You will not get another chance once the servers shut down.

Use your remaining stamina. There is no point letting Waveplate energy sit idle during a seven-hour window. Spend it before maintenance begins.

Make your final banner pulls. Version 3.1 banners will close before the 3.2 update goes live. If you are still pulling on current banners, do it before the downtime.

What is Coming in Wuthering Waves Version 3.2?

Once the maintenance ends, players will have access to a solid batch of new content. Here is a quick overview of what Version 3.2 brings:

New Story Content: Main Quest Chapter III Act IV and a new Segue quest continue the ongoing narrative in Lahai-Roi.

New Resonator: Sigrika is the only new 5-star character in this update, available through her featured Convene banner alongside her signature weapon, Solsworn Ciphers.

New Enemies: Six new enemy types are being added, including Phagosite: Bipolarch, Phagosite: Hysterarch, Phagosite: Miserarch, Fractsidus Milliner, Fractsidus Mawdoll, and Fractsidus Ripper.

Endstate Matrix Update: The endgame challenge system is getting a rework with rotating Challenge Cycles. The first one, Endstate Matrix: Doomsday Cycle, will run from Version 3.2 through Version 3.4.

New Tactical Hologram: Tactical Hologram: Hyvatia is a new boss challenge being introduced with this patch.

Special Events: Multiple events are coming, including Soar to the Beat, Lahai-Roi Blocks, Speed up! F.U.E.L. Instrumentality Project!, Knights of the Wild, The Flaming Red in Memory, and Gifts of Solsworn.

Permanent Events: Whispers Between Stars is being added as a permanent event alongside the Endstate Matrix.

Motorbike Liveries: Two new Expedition Motorbike skins, Queen Livery and Violet Livery (Persona 5 Royal collaboration), will be available from the in-game store starting April 9, 2026. The Persona 5 Royal livery continues the collaboration that first launched with Version 3.0, which introduced the initial wave of Persona and Sonic motorbike skins.

How to Update Your Client After Maintenance

Once the servers come back online, you can update the game on your platform:

PC: Close the game, restart the launcher, and click “Update.” Android: Launch the game and follow the update pop-up instructions. iOS/Mac: Download or update through the App Store. PS5: Go to the home screen, select Wuthering Waves, press the OPTIONS button, and choose “Check for Update.”

The Wuthering Waves 3.2 update should go live immediately after maintenance ends. No separate launch window is planned.

FaZe Clan Part Ways With CS2 Coach NEO After Nearly Three Years

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FaZe Clan have officially removed Filip “NEO” Kubski from his position as head coach of their CS2 roster. The organization confirmed the decision on X, bringing an end to a partnership that lasted close to three years.

The move comes during a prolonged rough patch for the international lineup. While FaZe still carry one of the most talented rosters in Counter-Strike, results have fallen well short of expectations in recent months. With the IEM Cologne Major roster lock deadline fast approaching, the team clearly felt a change was necessary.

How NEO Ended Up at FaZe

NEO joined FaZe back in July 2023. He came in after Robert “RobbaN” Dahlstrom chose to step down from the coaching role and move into a different position within the organization. RobbaN had been behind some of FaZe’s biggest wins, so NEO was walking into a tough situation from day one.

His arrival also lined up with the shift from CS:GO to CS2, which made it hard to know how any team would perform in the new game. FaZe adapted quickly, though. They became one of the strongest teams in CS2 early on and looked right at home with the new mechanics and gameplay changes.

The Highs Under NEO

The early results spoke for themselves. FaZe won IEM Sydney 2023, which was the first CS2 tournament, and went on to make eight straight Grand Final appearances. They won four of those finals. That is a dominant stretch by any measure, and NEO deserves credit for keeping the team organized and competitive during such a turbulent transition period.

Where Things Went Wrong

After that strong run, FaZe’s form dropped off. They did reach two Major Grand Finals, which is still a solid achievement, but the team failed to deliver consistent results beyond those deep runs. For a roster with this much talent and history, that kind of inconsistency was hard to ignore.

FaZe’s struggles were on full display at IEM Krakow 2026, and continued through ESL Pro League Season 23 where they exited in 12th-14th place. Coaching changes are often the first move organizations make when results dip. It is less disruptive than swapping out players, especially when roster locks are right around the corner.

What Happens Next for FaZe

FaZe have announced that their analyst, Dominik “GruBy” Swiderski, will serve as interim head coach for the time being. The team is evaluating its options for a permanent replacement.

There are already rumors circulating about who might take the role. Ashley “ash” Battye, who previously coached GamerLegion, has been mentioned as a potential candidate. Nothing is confirmed on that front, though.

Fans will get their first look at FaZe without NEO at BLAST Open Rotterdam 2026, which is coming up soon. It will be worth watching whether any tactical or structural changes are visible that early after the coaching switch.

NEO’s Next Move

NEO has not made any public statement about the decision so far. It remains unclear whether he plans to pursue another coaching role immediately or take some time away from competition. His experience in the game and his calm approach to coaching would make him an attractive option for plenty of teams looking for stability.

CS Legend n0thing Appointed to Board of USA Esports Alliance

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Former Counter-Strike professional Jordan “n0thing” Gilbert has been named to the Board of Directors of the newly formed USA Esports Alliance, marking a significant step in bringing player representation into national-level esports initiatives in the United States.

The USA Esports Alliance, a recently announced coalition of esports organizations, universities, and industry stakeholders, has revealed its board of directors as part of its broader effort to build a more structured esports ecosystem in North America. Among the most notable names included is Jordan “n0thing” Gilbert, one of the most respected figures in the history of Counter-Strike.

A Veteran Voice in Esports Leadership

Gilbert’s appointment brings decades of competitive and industry experience into the alliance’s leadership.

Widely known for his time with Cloud9, n0thing was part of the roster that won ELEAGUE Major Boston 2018, the first and only North American team to secure a Major title in Counter-Strike: Global Offensive. His career spans the early days of modern esports, making him one of the most recognizable personalities in the scene.

Beyond competition, Gilbert has remained active as a content creator, mentor, and advocate for player development. His inclusion on the board suggests that the alliance is placing importance on incorporating the perspectives of former professional players into its decision-making process

Building a Broader Esports Structure

The USA Esports Alliance is being positioned as a collaborative body that aims to unify different segments of the American esports ecosystem.

Reports indicate that the initiative is led by Jesse Bodony, serving as President and CEO, alongside Daniel Clerke, who has been named Executive Director. The alliance is said to include major North American organizations such as Team Liquid, Cloud9, TSM, 100 Thieves, NRG, and FlyQuest, along with a growing list of universities involved in collegiate esports.

The group has also expressed interest in pursuing recognition as a National Governing Body (NGB) under the U.S. Olympic and Paralympic Committee, signaling ambitions that extend beyond traditional industry collaboration.

A Diverse Board of Directors

Gilbert joins a board that reflects a mix of competitive, academic, and community perspectives.

The reported board includes Søren “Bjergsen” Bjerg, another influential figure in North American esports, as well as Heather “sapphiRe” Mumm, known for her work in promoting inclusivity within competitive gaming. The inclusion of Dr. Gene Block, former Chancellor of UCLA, further highlights the alliance’s connection to collegiate esports and institutional development.

This combination suggests that the USA Esports Alliance is attempting to build a leadership structure that represents multiple layers of the ecosystem, from professional play to academic programs.

What n0thing’s Appointment Represents

While the long-term role of the USA Esports Alliance remains to be defined, Gilbert’s appointment offers an early indication of its direction.

Historically, many esports governance discussions have been led by publishers, tournament organizers, or commercial stakeholders. The inclusion of former professional players introduces a different perspective, one that is more closely tied to the competitive experience itself.

As esports continues to evolve, questions around player development, competitive integrity, and long-term sustainability are becoming increasingly important. Having voices like n0thing involved at a leadership level could help shape how those discussions unfold within the alliance.

Looking Ahead

The USA Esports Alliance is still in its early stages, and many details about its structure and influence remain unclear. However, the inclusion of established figures like Jordan “n0thing” Gilbert suggests that the initiative is aiming to build credibility within the esports community from the outset.

Whether the alliance can establish itself as a meaningful institutional force in North American esports will depend on how effectively it can align the interests of teams, players, universities, and publishers.

For now, n0thing’s appointment stands as one of the first concrete signals of how that effort is beginning to take shape.

How to Get Aston Martin in PUBG PC

You can acquire the Aston Martin skin in PUBG: BATTLEGROUNDS for PC by joining the current Aston Martin collab event. KRAFTON has brought back the Aston Martin collab event with the release of the March 2026 store update.

Players can purchase Aston Martin items for PC from March 11th until March 30th, after the maintenance of the live servers. The Aston Martin Tokens acquired during this period will expire soon after the event. You should use your tokens as fast as possible.

How to Get and Use the Aston Martin Skin?

You should visit the Store tab and find the Aston Martin Loot Cache Packs for sale with G-COIN. You may also acquire the Aston Martin Loot Cache Fragments and other free crates as part of the events for PUBG’s 9th Anniversary and the check-in campaigns.

Open Aston Martin Loot Caches to receive Aston Martin Tokens and, with a bit of luck, Schematics or Aston Martin Prime Parcel with full vehicle skins. In the Workshop’s Special Crafting – Aston Martin tab, use Tokens and Schematics to craft DBX707 and V12 Vantage Roadster skins, as well as various cosmetic pieces.

Once crafted, use your Aston Martin skin on the vehicles it’s available for: DBX707 replaces Zima, Pickup, and UAZ while the V12 Vantage Roadster replaces the Coupe RB. In the game, an exclusive Aston Martin container will appear in the spawn areas of Erangel, Miramar, Sanhok, Vikendi, Taego, and Deston maps. Only the owner of the skin may unlock the container for themselves and their team before boarding the plane.

Xbox Cancels Project Moorcroft: Game Pass Demo Feature Scrapped After 4 Years

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First announced in 2022, Project Moorcroft was supposed to bring playable demos of upcoming games directly to Xbox Game Pass subscribers. Four years later, the project is officially dead.

ID@Xbox Global Director Guy Richards confirmed the cancellation in an interview with The Game Business. According to Richards, Xbox spent time planning and experimenting with ways to support demos through the program but eventually moved in a different direction altogether.

What Was Project Moorcroft?

The idea behind Project Moorcroft was simple enough. Xbox would directly fund third-party developers to build demos of their upcoming titles. Those demos would then be available for Game Pass members to play before launch. In return, developers would get access to detailed analytics on how players interacted with their demos. That data could then help studios refine their games ahead of release.

At the time it was announced, some saw Project Moorcroft as a potential alternative to costly physical showcases like E3 or PAX. Developers could get hands-on feedback and build early interest in their games without spending on event booths and travel.

But despite the initial announcement, Project Moorcroft never became an active Game Pass feature. It stayed in the planning phase with no public-facing rollout over the past four years.

What Replaces It? ID@Xbox Demo Festivals

Instead of Moorcroft, Xbox is now running ID@Xbox demo festivals through the Xbox Store. These festivals give players a chance to try games before they come out. According to Richards, developers benefit too because players can wishlist titles directly from the demo page.

Richards pointed out that the festivals include features designed to keep players connected to games they try. If someone wishlists a game after playing its demo, they get notified when it launches or goes on sale.

The setup draws a clear comparison to Steam Next Fest, Valve’s popular recurring event where indie developers showcase free demos to the Steam audience. Xbox appears to be building a similar framework for console players, with indie titles from the ID@Xbox program getting most of the spotlight.

Why the Shift Matters for Indie Developers

For smaller studios, demo festivals could offer better visibility than a standalone demo buried in the Game Pass library. A dedicated festival creates a window of attention where players actively browse and try new games. That concentrated interest, paired with wishlist notifications and store page integration, gives indie developers a more structured path to building an audience on Xbox.

The cancellation also comes at a time when Microsoft is rethinking its broader gaming strategy. The company reshuffled its gaming leadership in February 2026, appointing Asha Sharma as Microsoft Gaming CEO in place of Phil Spencer, and has been pushing the division toward higher profit margins.

Whether these festivals can match the early hype that Project Moorcroft generated remains to be seen. But at the very least, Xbox seems committed to keeping some version of the pre-release demo experience alive on its platform.

Valorant Knockout Mode: How It Works, Release Date, and Everything You Need to Know

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Riot Games is adding a new game mode to Valorant called Knockout. It launches on March 18, 2026, alongside the Season 2026 Act 2 update and the new agent Miks. If you have been waiting for a casual mode that still rewards smart teamplay, this one is worth paying attention to.

Here is a full breakdown of how Valorant Knockout mode works, its core mechanics, and what you need to know before jumping in.

What Is Knockout Mode in Valorant?

Knockout is a round-based elimination mode. Two teams fight each other, and the first team to win four rounds takes the match. Rounds end when one side completely wipes out the other or when overtime forces a result after the timer expires.

Think of it as Team Deathmatch with more structure. It keeps the fast pacing of TDM but layers in tactical elements that make agent picks and team coordination actually matter.

Matches in Knockout typically last between 8 and 15 minutes, making it one of the quickest team-based options in Valorant right now.

The Kill-Revive System

The biggest thing separating Knockout from other modes is the kill-revive mechanic. When you get a kill on an enemy player, one of your dead teammates instantly respawns back into the round. That single mechanic changes everything about how rounds play out.

Every frag does double duty. It removes a player from the other side and adds one back to yours. A 1v5 situation can flip to a 3v3 if the last player standing lands two quick kills. Rounds swing constantly because of this, and no fight is really over until every player on one side is down with no enemy left to kill.

This also means trading kills is more important than in any other Valorant mode. If your teammate goes down, getting the return kill immediately brings them back. Teams that stick together and trade well will have a serious advantage.

How Rounds Start: Pre-Round Staging

Each round begins with both teams in separate spawn rooms behind barriers. While waiting for the barriers to drop, you can pick your loadout, plan your push, and decide which lanes to control. Knockout games are played on the same maps used in Valorant’s Team Deathmatch mode, so if you already know those layouts, you will have a head start.

The Center Wall and Why It Matters

Every Knockout map has a wall running down the center that separates the two teams when the round begins. After barriers drop, both sides push toward this wall. It acts as the natural starting point for most fights.

Crossing the center line triggers an alert to the enemy team. Going solo past this point is risky because opponents can focus fire on anyone who pushes alone. Teams that move together and clear angles before crossing will have much better results.

Agents with flashes, smokes, and other utility are especially useful here. Controllers like Brimstone and Omen can block sightlines and help the squad move safely through contested space. Initiators like Gekko and the new agent Miks also fit well because of their team-oriented kits.

Territory Control Through Orb Captures

Knockout adds another layer with capturable orbs that appear on the map during rounds. When your team picks up these orbs, the center wall shifts toward the enemy side. This has two direct effects.

First, your team’s playable area expands. Second, the enemy team gets compressed into a smaller space. Controlling more territory gives you better angles and more room to work with, which can decide a round on its own.

Going after orbs while keeping your team alive creates an interesting risk-reward dynamic. You want map control, but overextending to grab an orb can get you killed and hand the enemy a free revive.

How to Win in Valorant Knockout Mode

The win condition is straightforward. Eliminate the entire enemy team in a round, or hold on until overtime forces a resolution. First team to four round wins takes the match.

Because of the kill-revive system, rounds rarely end quickly in a clean sweep. They tend to go back and forth as both sides trade kills and revive teammates. The team that maintains better coordination and keeps trading effectively usually comes out on top.

For newer players, Knockout is a solid place to practice coordination and learn how to trade kills. For experienced players, it offers a fast environment to work on aggressive plays and clutch scenarios without the pressure of a ranked match.

When Does Valorant Knockout Mode Release?

Knockout mode goes live on March 18, 2026. It arrives as part of the Valorant Season 2026 Act 2 update, which also introduces the new agent Miks. Riot officially revealed Miks during the Masters Santiago 2026 Grand Final, confirming him as a sound-driven Controller from Croatia who brings heals, smokes, and concussions to the roster.

Fortnite Looney Tunes Skins: How to Get Bugs Bunny, Daffy Duck, and Lola Bunny in Chapter 7 Season 2

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Bugs Bunny is heading to the Fortnite Battle Pass, and he’s bringing friends. Here’s what every skin costs and how to unlock them when the collab drops on March 19.

Looney Tunes x Fortnite Collab is Now Confirmed

After weeks of leaks from multiple well-known Fortnite leakers, the Looney Tunes crossover is now official. The confirmation came straight from the Looney Tunes social media channels, putting all the speculation to rest.

Three characters are part of this collaboration: Bugs Bunny, Daffy Duck, and Lola Bunny. All three are expected to arrive alongside Fortnite Chapter 7 Season 2, which launches on March 19, 2026. The new season carries a Showdown theme built around the Foundation and the Ice King.

How to Get the Bugs Bunny Skin in Fortnite

Bugs Bunny is confirmed as a Battle Pass skin for Chapter 7 Season 2. Earlier leaks suggested he could be the tier 1 skin, and the official teaser lines up with that. To unlock him, players will need to buy the Season 2 Battle Pass for 800 V-Bucks.

That’s the only way to get Bugs Bunny. He won’t be available in the Item Shop separately. Worth noting that the Battle Pass price has changed this season thanks to Epic’s V-Bucks pricing overhaul, which also cut the bonus V-Bucks players can earn back from completion.

How to Get Daffy Duck and Lola Bunny Skins

Daffy Duck and Lola Bunny are not part of the Battle Pass. Both characters are expected to show up in the Fortnite Item Shop shortly after Chapter 7 Season 2 goes live.

The two skins will reportedly be available as a Looney Tunes bundle that also includes themed cosmetics like pickaxes and back blings. The bundle is expected to cost around 2,800 V-Bucks. Players who want just one skin can buy Daffy Duck or Lola Bunny individually for 1,500 V-Bucks each.

All Fortnite Looney Tunes Skins: Price and Availability

Here’s a quick breakdown of every Looney Tunes skin, where to get it, and what it costs:

  • Bugs Bunny – Chapter 7 Season 2 Battle Pass – 800 V-Bucks (Battle Pass purchase)
  • Daffy Duck – Fortnite Item Shop – 1,500 V-Bucks (individual) or part of bundle
  • Lola Bunny – Fortnite Item Shop – 1,500 V-Bucks (individual) or part of bundle
  • Looney Tunes Bundle (Daffy Duck + Lola Bunny + themed cosmetics) – Fortnite Item Shop – approximately 2,800 V-Bucks

When Do the Fortnite Looney Tunes Skins Release?

All Looney Tunes skins arrive on March 19, 2026, alongside the launch of Fortnite Chapter 7 Season 2. Bugs Bunny will be available immediately through the Battle Pass, while Daffy Duck and Lola Bunny are expected to appear in the Item Shop around the same time or shortly after.

Looney Tunes isn’t the only major crossover arriving with Season 2. Overwatch skins including Tracer and D.Va are also expected to drop in the same window, making this one of the most collaboration-heavy season launches in Fortnite history.

This article will be updated as Epic Games reveals more details about the Fortnite Looney Tunes collaboration, including additional cosmetics and exact Item Shop timing.

The USA Esports Alliance and the Long Search for Governance in Competitive Gaming

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When the USA Esports Alliance was announced this week, it did not immediately feel like a defining moment. Competitive gaming has seen alliances before, each promising to unify a fragmented ecosystem that has grown faster than its institutions.

Yet the ambition behind this initiative appears different.

Reports surrounding the announcement suggest that the group is not positioning itself as just another industry network. Instead, it is exploring the possibility of securing recognition as a National Governing Body (NGB) under the U.S. Olympic and Paralympic Committee, a step that would place esports closer to the institutional framework of traditional sports.

If that ambition materializes, it would mark one of the most significant structural shifts competitive gaming has attempted in North America. But it also brings an old question back into focus.

Can esports adopt the governance model of traditional sports when the games themselves are owned by private companies?

The Organizations Behind the Alliance

The early structure of the USA Esports Alliance suggests that its founders are attempting to bring together multiple layers of the American esports ecosystem at once.

The initiative has been associated with Jesse Bodony, reported as President and Chief Executive Officer, and Daniel Clerke, listed as Executive Director, following what has been described as a year-long discovery process involving teams, universities, and industry stakeholders.

That process appears to have resulted in a coalition that spans both professional competition and collegiate infrastructure.

The alliance is reported to include prominent North American organizations such as Team Liquid, Cloud9, TSM, 100 Thieves, NRG, FlyQuest, Dignitas, Spacestation Gaming, Misfits Gaming, Ghost Gaming, and M80. These teams represent a significant portion of the region’s competitive presence across titles including League of Legends, Valorant, Counter-Strike, and Rocket League.

Alongside these organizations, a wide range of universities are also said to be part of the initiative, including UCLA, Georgia Tech, the University of Kentucky, Maryville University, Syracuse University, UC Irvine, the University of Oklahoma, Baylor University, Texas Tech, West Virginia University, the University of Utah, UT Dallas, and Wichita State, among others.

This combination is deliberate.

If esports is to develop something resembling traditional sports infrastructure, the connection between amateur competition, collegiate systems, and professional leagues needs to be more clearly defined than it currently is.

In North America, that pathway has often been inconsistent.

The People Behind the Initiative

Beyond the organizations involved, the composition of the alliance’s leadership offers a clearer sense of what it is trying to build.

The board of directors reportedly includes figures such as Søren “Bjergsen” Bjerg, one of North America’s most influential professional players, alongside Jordan “n0thing” Gilbert, whose career in Counter-Strike spans the early years of modern esports. The inclusion of Heather “sapphiRe” Mumm, a long-time advocate for inclusivity in gaming, adds another dimension to the group’s leadership.

The board also extends into academia. It includes Dr. Gene Block, former Chancellor of UCLA, reflecting the alliance’s connection to collegiate esports and institutional development.

This mix is notable. Esports initiatives have often been driven either by publishers or tournament organizers. In this case, the presence of players, administrators, and academic leaders suggests an attempt to build something broader, an institution that represents multiple layers of the ecosystem rather than a single competitive circuit.

That diversity, however, introduces its own challenges. Professional players, universities, and organizations operate with very different priorities. Aligning those perspectives within a single structure may prove as difficult as building the structure itself.

Esports Grew Without Governing Bodies

To understand why the USA Esports Alliance matters, it is necessary to look at how esports developed.

Unlike traditional sports, competitive gaming did not evolve under national federations or international governing bodies. Early tournaments emerged organically, organized by communities, event operators, and eventually publishers themselves.

Over time, publishers began to take greater control.

Today, the most prominent esports ecosystems are defined by the companies that own the games. Riot Games operates structured global circuits for League of Legends and Valorant. Valve maintains the framework for Counter-Strike and Dota 2. Epic Games oversees Fortnite’s competitive environment.

This model has allowed esports to scale rapidly. But it has also meant that competitive gaming lacks the kind of neutral governance that traditional sports rely on.

The North American Governance Gap

The absence of centralized governance has produced recurring challenges in North America.

One of the most visible examples came in 2023, when players in the League of Legends Championship Series (LCS) voted to walk out following Riot Games’ decision to remove requirements for developmental rosters in the North American Challengers League (NACL).

The move raised concerns about the future of the region’s talent pipeline.

Without independent structures overseeing player development, decisions about competitive pathways remain tied to publisher priorities. A national alliance with representation from teams, players, and universities might not have prevented that situation entirely, but it could have provided a framework for negotiating long-term development standards.

The NACL controversy highlighted how fragile those pathways remain.

The Visa Problem

Another long-standing issue in American esports has been international player mobility.

In 2016, Echo Fox was forced to forfeit an LCS match due to visa complications that prevented the team from fielding a full roster. Since then, visa delays have continued to disrupt participation across multiple esports titles. These challenges illustrate an area where national representation could make a difference.

Traditional sports federations often advocate for policies that facilitate international competition. A recognized esports body could potentially play a similar role, working with regulators to streamline visa processes for professional players.

Without that layer of advocacy, teams are left to navigate these issues individually.

The Fragmented Collegiate Ecosystem

Collegiate esports represent another area where structural gaps remain visible.

Universities across the United States have invested heavily in esports programs, offering scholarships and building dedicated facilities. Yet the system remains fragmented, with multiple governing bodies and no unified standard comparable to the NCAA. This fragmentation makes it difficult to establish clear progression pathways between amateur, collegiate, and professional competition.

By including universities within its coalition, the USA Esports Alliance appears to be addressing this gap directly.

The Global Context

While North America continues to explore governance models, other regions have already developed more formal structures.

South Korea’s Korean Esports Association (KeSPA) helped establish a national framework for competitive gaming as early as the 2000s. Several Asian countries have since followed with their own federations, many of which operate with government support. The inclusion of esports in the Asian Games further demonstrated how competitive gaming can be integrated into traditional sporting systems when national structures are in place.

Yet even in these cases, federations must work alongside publishers who retain control over the games themselves.

The Publisher Question

This remains the central challenge.

In traditional sports, governing bodies regulate competitions without relying on a single company that owns the game. In esports, every competitive title is tied to a publisher that controls its intellectual property. This gives publishers the final authority over how competitions are organized.

National alliances cannot simply regulate esports in the same way that FIFA governs football. They must operate alongside publishers rather than above them. The USA Esports Alliance will likely face this limitation as it defines its role.

The possibility of esports appearing in future Olympic events has made governance questions more urgent. The International Olympic Committee has explored esports initiatives, but integrating competitive gaming into the Olympic system requires structures that resemble traditional sports federations.

That includes national bodies capable of organizing teams and representing athletes. Without such structures, Olympic integration becomes difficult. Organizations like the USA Esports Alliance may represent an early step toward building that framework in the United States.

The most immediate impact of the alliance may not come from regulating top-tier professional leagues. Instead, its influence is more likely to emerge in areas that have historically lacked coordination. These include grassroots development, collegiate integration, amateur competition, and policy advocacy.

If the alliance succeeds in aligning these areas, it could provide a level of stability that North American esports has often lacked.

The Long Search for Structure

Esports has always evolved faster than its institutions.

Games rise and fall quickly. Competitive ecosystems expand and contract. Publishers experiment with formats, leagues, and business models.

Amid that constant change, the search for long-term structure has remained unresolved. The USA Esports Alliance represents the latest attempt to answer that question. It may not redefine esports overnight. The publisher-driven nature of the industry remains deeply embedded in how competitive gaming operates.

But the creation of such an alliance suggests that the need for broader institutional coordination is becoming harder to ignore. Esports may have begun as a decentralized form of competition. What it becomes next may depend on whether structures like this can find a place within an industry that was never designed to accommodate them.