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Brawl Cup Draft Study: Crazy Raccoon vs Eternal (Safe Zone)

Crazy Raccoon answered Eternal's Kaze opener with Belle, Otis, and a final-pick Shade that made the Safe Zone draft feel basically over.

May 18, 2026 by PLP Team

Crazy Raccoon vs Eternal Safe Zone draft graphic

Crazy Raccoon vs. Eternal on Safe Zone is a really clean example of a draft that looks reasonable right up until the last pick makes the whole thing feel kind of doomed.

Eternal had first pick. They banned Eve. They built toward a sniper-heavy control setup with Kaze as the pressure piece.

On paper, that makes sense.

The problem is that Crazy Raccoon did not just draft answers. They drafted answers that still did things to the safe, still controlled space, and still punished the exact spots Eternal needed to play around.

By the time Shade came in at pick six, Eternal's draft basically had one win condition left: get early map control, hit a lot of difficult shots, and never let the game get messy.

That is not where you want to be against Crazy Raccoon.

The Bans Set Up A Sharpshooter Draft

Crazy Raccoon's bans were mostly about removing the easiest ways for Eternal to start the draft.

Colt was the biggest respect ban. On Safe Zone, he gives you straightforward damage, clean lane pressure, and the kind of safe race threat that can make a draft feel stupidly simple. He is also one of the brawlers Eve can make miserable on this map, but CR could not just assume that matchup would solve itself. With Eternal holding first pick, banning Colt took away the most obvious high-DPS opener before the draft even started.

Penny was the safer, more general ban. Nothing too galaxy brain here. She is just good on the map, annoying in competitive, and stable enough that neither team really wants to hand her over for free.

Chuck was the more structural ban. If Eternal first-picked Chuck, Crazy Raccoon would probably have to answer with a much faster burstdown composition and play the draft on Chuck's terms. Removing him kept the game closer to a normal lane-control draft instead of turning it into a race against rail pressure.

Eternal's bans told a different story.

Ruffs was mostly comfort. He is irritating in competitive, and with the right niche pairings he can make already-annoying brawlers even harder to remove. This was not the centerpiece ban, but it does make sense.

Penny was the mirror safe ban.

Eve was the important one. She is one of the best anti-sharpshooter answers on Safe Zone, especially because of the water and awkward lane shapes. Removing Eve was Eternal saying, pretty clearly, that they wanted sharpshooters to be playable at full strength.

And then they drafted exactly like that.

Eternal Opened With Kaze

Kaze first pick is not some reckless assassin lock where the whole comp has to dive the safe and pray.

That is what makes the pick strong.

She gives Eternal one of the better aggro options on Safe Zone while still staying flexible. The Fan Storm super does real safe damage from range, so Kaze does not have to permanently commit into a full dive just to matter. She can pressure lanes, threaten rotations, and still cash out damage when the window opens.

There are counters, obviously. First-picking an assassin always gives the other team room to answer.

But Kaze's upside is that she creates pressure without making the draft one-dimensional immediately. That is why the pick is defensible. Eternal got a flexible threat, safe damage, and a brawler that can abuse the right side walls if the enemy draft is not ready for it.

Crazy Raccoon was ready for it.

Belle And Otis Were The Correct Kind Of Boring

Belle at pick two is not flashy, but it is exactly the kind of pick that makes Kaze's life worse.

She gives Crazy Raccoon a sharpshooter that can still function into the map's long lanes, but the important part is the anti-aggro package. Her slowing traps are extremely annoying for a brawler that wants to force clean entries, and her mark makes any Kaze engage much more punishable.

The bounce on Belle's main attack also matters more than it looks. Kaze comps can naturally pull teammates into similar areas because everyone wants to collapse behind the same pressure. Belle punishes that. She makes grouping uncomfortable, chips multiple targets, and stops Eternal from taking easy paired-up positions.

Then CR picked Otis.

That was the real "okay, you are not playing the fun version of Kaze" moment.

Otis is complete aggro and tank shutdown. If Kaze wants to force a lane, Otis can mute the entire idea. If Eternal tries to turn one engage into a safe-damage swing, Otis is the brawler that says no and makes it look boring.

And importantly, Otis is not just a defensive answer. If he gets time on the safe, he does meaningful damage. So Crazy Raccoon did not sacrifice their win condition just to counter Kaze. They drafted a counter that still advances the game.

That is usually where good drafts start to separate from "we picked a counter, hope it works."

Eternal Had To Bet On Control

After Belle and Otis, Eternal went Angelo and Brock.

This is coherent. It is not random. It is just demanding.

Angelo gives Eternal a fast sniper with heavy damage and real evasiveness because of the water-walking. If Angelo lands one or two big shots onto Otis, Kaze suddenly has enough space to push through and make the safe awkward. That interaction is probably the best argument for the pick.

Brock adds more safe damage and area control. His rockets are slow, but if Eternal owns the map early, Brock can make the lanes annoying, chip the safe, and punish predictable movement.

The issue is what Eternal's draft now requires.

They need early map control. They need to hold it. They need Angelo and Brock to consistently land shots into a team that already has Belle and Otis. They need Kaze to find value without getting trapped, marked, muted, or forced into bad timing.

That is a lot of "if."

And pick six made every one of those conditions harder.

Shade Was The Draft Breaker

Shade was the perfect final pick.

Water-walking already matters on Safe Zone. Speed on super makes it worse. Phasing through walls makes it even worse. Put all of that together and Shade becomes one of the most irritating punish picks Eternal could have seen here.

Brock does not want to deal with Shade. Angelo does not want to deal with Shade. Both of them have strong damage, but both of them can be awkward when the target is moving fast, crossing water, ignoring wall safety, and threatening to appear from angles that should not be angles.

That is the obvious part.

The less obvious part is what Shade does to Kaze.

Kaze wants to hug the unbreakable walls on the right side of the map and look for timing. Shade's passive super charge makes that plan way less comfortable. If Kaze sits in those ranges for too long, Shade is still building toward the tool that lets him punish the entire setup.

So Shade is not just countering Angelo and Brock. He is also denying the default Kaze plan.

That is why the final pick hits so hard.

It does not answer one brawler.

It answers the draft.

Why Crazy Raccoon Won The Draft

Eternal's composition needed the game to be clean.

Get control early. Hold lanes with Angelo and Brock. Let Kaze threaten safe damage and force Crazy Raccoon to back up. If the game stays in that shape, Eternal can absolutely win.

But Crazy Raccoon's draft was built to make that shape unstable.

Belle punishes grouping and slows down aggro. Otis shuts down Kaze's best moments and still threatens safe damage. Shade punishes both sharpshooters, contests water, ignores wall comfort, and makes Kaze's right-side setup much less reliable.

That is the difference.

Eternal drafted a composition that could win if it got ahead and stayed ahead.

Crazy Raccoon drafted a composition that could stop the first push, punish the second one, and still have enough damage to actually end the game.

So yes, Kaze first pick was understandable. Angelo and Brock made sense after the Eve ban. Eternal had a real idea.

Crazy Raccoon just had the last word.

And the last word was Shade.