FragPunk Maps Ranked: Every Map in Season 6

FragPunk Maps Ranked: Every Map in Season 6

AI Summary

FragPunk has 10 verified Shard Clash maps in Season 6 Chapter 1, and Tundra is our strongest all-around competitive layout. Black Market and Dongtian follow closely, while the rest of the game’s named environments belong to Deathmatch, Outbreak, Duel Master, Toy Front Line, training, or rotating Arcade modes.

How this FragPunk map ranking works

“Ranked” in the headline means our editorial ordering. It does not mean every map appears in the Ranked queue. We rank only the 10 Shard Clash layouts, using competitive readability, attack and defense options, rotation paths, site design, choke quality, weapon-range variety, solo-queue accessibility, and how Shard Cards can alter the map. No win-rate or side-balance figures are used because comparable first-party data is not available.

Best overall
Tundra
Best for close pressure
Black Market
Best route gimmick
Itzamna
Newest Shard map
Caesarea

FragPunk Shard Clash maps ranked

RankMapBest qualityBest weapon rangesMain limitation
1TundraClear lanes with meaningful mid and portal controlClose to medium, with selected long anglesTeams can overcommit to the obvious central fight
2Black MarketDense, readable pressure routes and fast rotationsClose to mediumUtility and sudden Shard effects can crowd tight spaces
3DongtianFlexible site approaches and purposeful coverMediumB Short and A-site cover changes punish stale lineups
4OutpostIntuitive macro and sensible space for team utilityMedium to longPredictable early routes can make defaulting repetitive
5ItzamnaRoute-changing devices create real round-to-round choicesMixedCoordination matters more than on straightforward maps
6NaosStructured long-lane control and familiar site readsMedium to longA Long and A-site cover were changed, so old peeks age badly
7AkhetStrong angle-clearing tests and utility valueMedium to longOpen approaches can be unforgiving for solo entries
8YggdrasilLayered routes reward planned crossfiresMixedVertical information is harder to communicate in solo queue
9TulixDistinct spaces and less-solved attack patternsClose to mediumNewer-map knowledge gaps make random teams inconsistent
10CaesareaFresh volcanic-city setting and unusual sightline breaksMixedHigh visual complexity and limited shared route knowledge

Why every Shard Clash map is placed here

Tundra

Tundra sits first because teams can build understandable plans around mid control, site entries, and portal pressure without every round collapsing into one choke. Its weak point is temptation: when both teams obsess over central control, a simple side hit can gain more ground than the loud fight.

Tundra’s snowy lanes and industrial cover in FragPunk
Tundra leads the ranking for its readable routes and flexible Shard Clash plans.

Black Market

Black Market supports decisive close-quarters clears while preserving alternate routes for fakes. That makes it readable for solo players and expressive for coordinated teams. Cards that add deployables or area hazards can make the compact spaces messy, so teams need an exit plan after the Converter goes down.

Black Market’s compact combat lanes in FragPunk
Black Market combines close clears with enough alternate paths for convincing fakes.

Dongtian

Dongtian rewards patient cover-to-cover pressure. Official updates changed A-site cover and the height of cover at B Short, so old crosshair placements and setup videos need to be rechecked. Its versatility earns third place; the map rarely forces only one viable gun range.

Outpost

Outpost is easy to call and gives utility-oriented Lancers room to contribute. It falls behind the top three because early patterns can become predictable. Vary pace, show pressure on one lane, and save a movement or vision tool for the late pivot.

Outpost routes and defensive structures in FragPunk
Outpost is easy to call, but predictable early patterns lower its ceiling.

Itzamna

FragPunk describes Itzamna as a sky harbor where devices create different offensive routes. That is real strategic depth, but it also raises the coordination tax: a route is only useful when teammates understand which space it opens and when to move.

Naos

Naos offers clean long-lane fundamentals, but repeated cover changes around A Long and A Site make outdated guides especially risky. Use map training to refresh clearing order instead of trusting an old lineup blindly.

Akhet

Akhet gives rifles and marksman weapons useful space, and organized utility can isolate its angles. Solo entries are less forgiving. A team that spends all its vision and denial on the first contact can have nothing left for the plant.

Akhet’s long sightlines and stone structures in FragPunk
Akhet favors disciplined rifle spacing and coordinated utility.

Yggdrasil

Yggdrasil becomes stronger with clear height callouts and planned crossfires. It ranks lower for the average queue because players often hear an accurate enemy call but still do not know whether the threat is above, below, or rotating behind them.

Tulix

Tulix arrived in Season 3 Chapter 2, so its routes are less universally understood than launch maps. That can create creative attacks, but it also makes solo defaults fragile. Specialists may rank it higher once their team has reliable site and rotation calls.

Caesarea

Caesarea is the newest Shard Clash map in this verified roster, added in Season 4 Chapter 1. Its volcanic, dust-filled city has a strong identity, but the map asks more visual parsing and team communication from players still learning it. Tenth does not mean unusable; it means less consistently readable for the broad Ranked audience.

Complete FragPunk map directory

The directory below lists 27 verified named environments exactly once. A map may support several modes, so the category shows its primary or originally announced use. Rotating playlists can temporarily hide a map without removing it from the game.

CategoryMapsVerified useStatus note
Shard Clash (10)Naos, Outpost, Tundra, Yggdrasil, Akhet, Black Market, Dongtian, Itzamna, Tulix, CaesareaStandard/Ranked Shard Clash and supported custom modesCurrent master pool; playlist rules can filter maps
Deathmatch and Arcade (8)Garden, Tzab, Yord, Core, Kepler Station: Aesir, Toyland, Cyber Dome, SuburbiaTeam Deathmatch, Free-for-All, Glunite Grab, Hot Zone, Prop Hunt, or custom DeathmatchQueue availability rotates; Toyland also supports training and selected Arcade rules
Outbreak (4)Defiled, Ghost Town, Xibalba, ApephOutbreakPvE/asymmetric-mode environments, not Shard Clash maps
Duel Master (1)ArenaDuel MasterDedicated duel space
Toy Front Line (3)Collège Alpin, Acme Underpass, Art TownToy Front Line Endless ModeCo-op stages; not PvP Shard Clash maps
Training (1)Training BaseWeapon, movement, and Lancer practiceUtility location

Map eligibility changes with the mode

Shard Clash, Deathmatch, Outbreak, and Arcade do not share one universal map pool. The original launch structure already separated seven Shard Clash maps from Garden, Tzab, Yord, and Core, while later updates added maps such as Itzamna, Xibalba, Toyland, Tulix, Cyber Dome, Suburbia, and Caesarea to different categories.

That is why our FragPunk game-modes guide is the better place to compare scoring and queue rules. For the main tactical queue, see the Converter plant and defuse guide.

How to learn a FragPunk map efficiently

  1. Learn the stable geometry first. Identify site entrances, the safest rotation, and one fallback angle before studying card-specific tricks.
  2. Track the active Shard Cards. A door, portal, route, or cover plan can change after rule-making. Treat the card reveal as part of the map briefing.
  3. Match range to route. Don’t carry a long-range weapon into a forced close clear simply because it worked on the previous map.
  4. Use simple solo-queue calls. Name the site, route, and height. Add the card effect only when it changes the plan.
  5. Review current cover. Official updates have changed specific positions on Tundra, Dongtian, and Naos.

New to the wider system? Start with the FragPunk beginner guide, then choose from the best Ranked Lancers. Shard Cards can overturn a rehearsed setup, so use the Shard Card tier list as a decision aid, not a fixed map script.

FragPunk maps FAQ

How many Shard Clash maps are in FragPunk?

Ten are verified through Season 6 Chapter 1: Naos, Outpost, Tundra, Yggdrasil, Akhet, Black Market, Dongtian, Itzamna, Tulix, and Caesarea.

Are all FragPunk maps in Ranked?

No. Ranked Shard Clash uses Shard Clash layouts. Deathmatch, Outbreak, Duel Master, Toy Front Line, and training have their own environments.

What is the newest Shard Clash map?

Caesarea, added with Season 4 Chapter 1 in January 2026. Season 6 Chapter 1 did not announce another Shard Clash map.

Can Shard Cards change the map?

Yes. Some cards modify routes, doors, portals, cover, visibility, or traversal. The underlying layout remains recognizable, but the correct round plan can change after the card vote.

Is the ranking based on win rates?

No. It is an editorial assessment of competitive clarity and practical consistency. FragPunk does not publish the complete comparable map statistics needed for a defensible numerical ranking.

Sources and update log

Primary references: the official Season 6 Chapter 1 notes, global launch map list, and the official releases for Itzamna, Tulix and Cyber Dome, and Caesarea.

  • expanded the outdated six-map article into a 10-map Shard Clash ranking and 27-environment directory; added Season 6 status and mode eligibility.

Posted On: April 4th, 2025