I Love JcannMan's & Ace Prime 117's Grifball Guide
Posted by urk at 3/6/2009 10:14 AM PST
Since Grifball is making its way back into the Double EXP Playlist this weekend, we figured it wouldn't hurt to get some tips, tricks, and expert strategies into the mix to help you get better at running those bombs.  If you love Grifball, but just can't figure out why you're not doing as well as you'd like, you might be interested in the guide below, put together by Bungie.net forumgoers, I Love JcannMan and Ace Prime 117.

I created this guide to inform players of the strategies used by experienced Grifball players.  The next time you hop on for Grifball Double EXP weekend or just wanna play, you won't have to go in untrained. Some of the tips listed below are probably things you've already come across while playing. If you were wondering how they did it, here it is. So read on and hopefully this helps any of you that play Grifball to step up your game and for anyone who hasn't played, give it a try.

Can't seem to hit your target? Jump!

If you jump before you swing you may distance yourself from the shock wave of the opponent's Hammer just far enough to avoid it, then while coming down, swing your own Hammer, striking your opponent before the have time for a second swing. This tactic will probably not work with more skilled opponents.

"The Dance"

Instead of rushing head on into an opponent's wheelhouse, hold back a bit, and try to lure them in closer to you. When they come in for the kill, step back before they swing to avoid the shock wave, then rush forward and swing, killing them before they have a chance to counter. Your opponent may anticipate this move and step back to avoid your hammer swing, starting the cycle again, and there you have "The Dance".

Another tactic here is to pull back on your stick as you swing so if you miss you'll have a bit more distance between yourself and your opponent, giving yourself a bit more time to recover.

Hammer Jumping

This tactic can be used in many different scenarios. Swing your Hammer just as you jump and the shock wave will add an extra boost to your jump. On your way back down, just before you hit the ground Hammer jump again, you can continue this as much as you like.
A few advantages of this tactic:

  1. It's good for getting across the court quickly - just jump backwards in stead of forwards.
  2. The element of surprise, if you're up in the air, you're less likely to be spotted by an opponent.

The Tipoff Launch

This is a tactic used by most experienced Grifball players and there are a few variations of it. I'm just going to cover the most basic,
the "Inside Outside Launch". This is one of the most common tip off launch and not that hard to pull off. Have whoever spawns on the inside step forward and jump while the players on the outside step back and swing their Hammers, boosting the two inside players towards the the ball before the other team.

Spawn Killing

Not the most involved of tactics, the tricky part is actually getting over to the opposite side of the court without being seen or killed.  How you do this is entirely up to you. There are a few ways of going about the actual spawn killing, one of which is to just Hammer jump across to the opponent's side.  Another is to simply stand next or in front of to a spawn point and continuously swing your Hammer. The idea behind this is to give the ball runner an opportunity to score.

Ball Running

For all of you who happen to find yourselves with the ball, a common mistake a lot of new players make is grabbing the ball and running straight for the goal, DON'T DO THAT! It's reckless and stupid. Instead, back up and wait for your team to clear a path for you - that's what they are there for.  A few other things to know:

  1. Unless you're an experienced ball runner, if you see an opponent with a sword, back off and let your team handle them.
  2. Strafe! Never stay in one spot and always keep your eye on your radar, opponents will try to come at you from behind.
  3. Don't stand too close to your tanks or you'll end up getting hit by their Hammer's shock wave and lose your shield, or worse case, you'll get betrayed.

Ball Runner Launching

A way of getting the ball runner to the goal quicker than just tanking through the opponent. There are many ways of doing this:

  1. A tank positions on the half court line while the ball runner comes up behind them, and jumps overhead while the tank swings their Hammer, boosting the ball runner over the opponent's and toward the goal.
  2. A tank positions on the half court line while the ball runner comes up behind them, and the tank jumps as the ball runner runs under the tank, jumping as the tank swings.
  3. "The Grif Cannon."  Two tanks stand opposite each other, facing inward. The ball runner then runs between the two tanks and jumps while the tanks swing.

These are just a few of many types of ball runner launches.


Do not not underestimate the importance of communication! Grifball is a team sport and the whole team needs to be in sync to win. In Matchmaking, people often hang out in private chat or play without mics. This can be detrimental to the team and will most likely result in defeat. Communication is important in any team game and this is especially true in Grifball.

Practice, Practice, Practice!

Every tip and technique mentioned here requires practice to perfect. So get some people together, play a friendly game, and work on your timing, your teamwork, and your communication. All of these are essential to victory.

Advanced Tactics

The Flowers

This is a very tough move to pull off. When you get to the tip off, you must swing, grab, and jump all at once, while at the same time the rest of your team swings their Hammers behind you, giving you a little extra boost witch propels you over the opposing team with the bomb, and if done correctly, straight onto the goal. It takes a lot of practice but once you get it down, it can give you a huge advantage.

Spawn Bonk Launch

Position 1 (far left) runs forward with their sword out, Position 2 swings their Hammer, position 3 jumps forward, and position 4 (far right) swings. The idea here being that one person gets to the ball fast and the person with the sword is up there in case the other team gets the ball.

The Papa Cap Challenge

For this, you must be both stealthy and quick! You start at your own goal with the bomb and you have to crouch walk along the outer edge all the way around to the enemy goal. I warn you this challenge is not for the weak of heart and is not very easy to accomplish, but is very satisfying.

The I Russell Special

First you have to say a prayer to the Grifball Gods while crouching on your goal with the ball, then you run backwards across the court to the enemy goal while looking at the ground the whole time. Another hard maneuver to pull off, you must rely strictly on your teammates and your radar to get to the enemy goal.

The Legend Surprise

This play is both humorous and daring, and will require a human sacrifice.  First you have to have a tank at mid-court ready for a launch facing the enemy goal (tank 1), then the ball carrier has to run up behind tank 1 followed by another tank (tank 2). The ball carrier then jumps up and off of tank 1's head while tank 1 is jumping, and at the same time tank 2 Hammers tank 1 sacrificing him to the Grifball Gods while simultaneously launching the ball carrier to the enemy goal.

Adding Flare to Your Game

This is mostly aimed at ball carriers.  Why just run it in when you can do a jumping 360 onto the goal, or bounce off the backboard. Can you run it in backwards or sideways or upside down? BE CREATIVE! It's fun :)

Advanced Communication

Before I talked about how important communication in Grifball, but you have to be cautious how you communicate across the field because as many of you know the enemy team can hear you if you're too close. So, if you're going to make a call out, or are letting your ball runner know your set up for a launch, don't just say it because more likely than not the opposing team can hear you and will know what you're planning. Come up with some kind of code to use so know one but your team knows what you're doing.

Well you have reached the end and we can only hope that these simple tips help you to become a better more active Grifball player.

Questions and comments are always welcome.

Maption Sack Double EXP Weekend Live! 

Posted by urk at 9/10/2010 9:09 AM PDT

Oh, we're not done yet!

A 4v4 mix of Double EXP Slayer and Objective gametypes on a whole mess of your own community created maps.

Category: Double EXP Weekend
Max Party: 8
Max Team Size: 4
Heroic/Mythic Map Packs Required
Updated 12/03/2009


  • Team Slayer (33.3%) - First team to 50 kills wins. 12 minute match time limit.
  • Team BRs (21.6%) - First team to 50 kills wins. Players spawn with Battle Rifles and Assault Rifle secondary weapons. 12 minute match time limit.
  • One Flag CTF (11.8%) - Round based Capture the Flag, one team has a flag while the other attempt to capture it. Most captures after four rounds wins. Four minute round time limit.
  • Multi-Flag CTF (21.6%) - Both teams are attempting to capture the other team's flag. First to three captures wins. 20 minute match time limit.
  • Multi-Flag CTF BRs (11.8%) - Both teams are attempting to capture the other team's flag. Battle Rifle starts. First to three captures wins. 20 minute match time limit.


  • Actuality-Break (Foundry)
  • Apex (Sandbox)
  • Backdraft (Sandbox)
  • Battle Dome (Sandbox)
  • Ber Ber Creek (Sandbox)
  • Borderline (Sandbox)
  • Breakdown (Sandbox)
  • Bridgeo's (Sandbox)
  • Chimera (Sandbox)
  • Colonnade (Foundry)
  • Conduction (Sandbox)
  • Coup d'Etat (Sandbox)
  • Cryptic (Sandbox)
  • Cryptic Fate (Sandbox)
  • Deity (Sandbox)
  • Eighty Grit (Sandbox)
  • Elysium (Sandbox)
  • Emperor (Sandbox)
  • Exhibition (Sandbox)
  • Fortress (Sandbox)
  • Fracture (Sandbox)
  • Gauntlet (Sandbox)
  • Haven (Sandbox)
  • IZ9 Courtyard (Sandbox)
  • The Kingdom (Sandbox)
  • Lotus (Sandbox)
  • Neosho (Sandbox)
  • Nocticulent (Sandbox)
  • Onyx (Sandbox)
  • Pantheon (Sandbox)
  • Paranoia (Sandbox)
  • Pilaster (Sandbox)
  • Pivotal (Sandbox)
  • Rat Trap (Sandbox)
  • Ravinia (Sandbox)
  • Reflux (Sandbox)
  • Regicide (Foundry)
  • Reminiscent (Sandbox)
  • Renovation (Sandbox)
  • Requiem (Sandbox)
  • Salvation (Sandbox)
  • Sand Towers (Sandbox)
  • Sentiment (Sandbox)
  • Skystation (Sandbox)
  • Solarium (Sandbox)
  • Static (Sandbox)
  • Stonehenge (Sandbox)
  • Subversive (Sandbox)
  • Synapse (Sandbox)
  • Tartarus (Sandbox)
  • Topple (Sandbox)
  • Transgression (Foundry)
  • Tribal War (Sandbox)
  • Undulation (Sandbox)
  • Vengeance (Sandbox)
  • Workplace Bravo (Sandbox)

Tags: Halo 3


Where's Mah Dooble EXP?! 

Posted by urk at 9/2/2010 5:52 PM PDT

Fix your -blam!-, Bungle!

So, yeah, This week's Double EXP Weekend is running a little behind. I blame Ninja 0n Fire. (He tells me that some fairly large updates are being deployed and as a result, we'll likely not see the Double EXP Weekend go live until tomorrow, or, *gulp* "later").

When it is ready to go, we'll let you know.

'Under Fire' - ubald Render 

Posted by urk at 9/2/2010 9:00 AM PDT

Feet first into awesome.

Looks like ubald unleashed another render over at HBO. This one's a WIP and part of a much larger collection that will ultimately serve as a webcomic. But you should check it out now.

ubald: Halo Rendered Comic

Tags: Halo 3: ODST


Chronicles of ODS Steve #81 

Posted by urk at 9/1/2010 9:30 AM PDT

Faux Chief.

This week's Steve's getting all Batman on some Scarab carapace.

Chronicles of ODS Steve: Faux Chief (#81)

Tags: Halo 3: ODST


Top 10 Halo 3 Kills on The Pit: Episode 59 

Posted by urk at 8/30/2010 9:00 AM PDT

You know the deal.

Anoj didn't submit his latest entry to Comm Chatter, but they gang at HBO picked up the slack. Besides, even without Anoj's familiar wordplay, we all know what this video's about anyway. There's like ten kills. You can submit your own for next week if you're astute enough to figure out how to make it happen.

Top 10 Halo 3 Kills on The Pit: Episode 59

Tags: Halo 3



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