The Void

Map 1 in Set B.

Closest Bin: 8 tiles

Farthest Bin: 8 tiles

Average Bin Distance: 8 tiles

Shortest Rush: 21 tiles

Longest Rush: 21 tiles

Teleporters: 8

Teleporter Passage: 22 tiles

Electric Barriers: 4

Isolated Sections: 0

The Void is one of the fairest arenas in the game (other contenders being Savannah and Nexus). The teleporters and ball bins are all spaced out evenly, making luck play a very small factor in game openings here.

However, The Void's simplicity comes with two caveats: the electrical tiles and the teleporter placement. The teleporters are useless for chasing or avoiding pursuit, as they're all located in the center section. Furthermore, with passage around the outer rim blocked by electrical tiles, it's likely that most rushes will go through that center section.

Choke points abound in this arena, and they're made worse with the electrical tiles blocking certain routes. A ball carrier is very easy to trap, but if he breaks away, kiss the game goodbye. The teleporters can't save you here, and the electric tiles will certainly slow you down if not stop you outright.