DraculaN 4

Dec 17th - Dec 21st

results and prize distribution
Map Pool

Nuke

57%

43%

12

32

Mirage

56%

44%

19

25

Inferno

55%

45%

15

30

Overpass

55%

45%

7

37

Ancient

52%

48%

17

22

Dust II

49%

51%

18

29

FAQ
BESTIA captured the DraculaN Season 4 title by defeating CYBERSHOKE 2–0 in the grand final, winning on Dust2 (13:11) and Ancient (13:10). The victory capped a five-day LAN in Bucharest and awarded BESTIA the top share of the prize pool. The straight-sets win underlined how well BESTIA executed their gameplan on the tournament’s most pivotal maps.
The tournament’s total prize pool was $11,168, with BESTIA taking 50% ($5,584) as champions and CYBERSHOKE receiving 25% ($2,792); third and fourth places earned $1,675 and $1,117 respectively. While modest compared to premier events, this payout is meaningful for regional teams and helps organizations cover travel and operating costs. The distribution also matters for team momentum and VRS ranking implications heading into future invites.
Ancient and Dust2 emerged as decisive maps—both featured in the grand final and appeared repeatedly across playoff matches—showing team preference for high-variance, tactical maps. Mirage, Nuke and Inferno also played big roles in several upsets and close series, which suggests teams were leaning on a mix of map control and utility-heavy CT setups. Overall, the draft phase rewarded versatile squads that could adapt between Ancient/Dust2 tempo and Mirage/Nuke positional play.
Cristhian “timo” Perez was the standout in the grand final, posting 44 kills, 29 deaths, an ADR of 89 and a match rating of 7.3 while earning the final’s MVP nod; his final-night numbers were roughly 23% better than his usual averages. Full tournament-wide leaderboards haven’t been published in detail here, but timo’s performance in the championship match was clearly one of the tournament’s most impactful individual showings. Performances like that often swing best-of series and raise a player’s profile for future invites.
Yes—DraculaN 4 produced 12 upsets overall, with several shock results in the playoffs that reshaped the bracket. Notable surprises included Friendly Campers’ series wins over 9INE and fnatic, Lazer Cats knocking out ENCE, and other unexpected exits that kept the lower bracket lively. These upset-heavy results made the event compelling to watch and highlighted the competitive depth across the field.
Because the event used a double-elimination playoff format, BESTIA were able to reset after their upper-bracket loss and fight back through the bracket with tactical tweaks and mental resilience. Their ability to refine map-specific strategies—especially on Ancient and Dust2—paid off in the grand final, where they closed both maps in tight fashion. The comeback underscores how double-elimination formats reward quick adaptation and composure under pressure.
There were no automatic qualification slots recorded from this event, but performances here had practical implications for VRS rankings and future invite consideration. In particular, Fnatic’s fourth-place finish left them short of securing an invite they were aiming for at IEM Kraków 2026. Strong LAN showings like BESTIA’s championship can still help teams get noticed by tournament organizers even without formal qualification slots.
DraculaN 4 featured 48 matches and 102 maps in total, with an average match duration of about 126.5 minutes and a longest match stretching to roughly 221.6 minutes—numbers that emphasize many extended, hard-fought series. Those long runtimes reflect both tightly contested maps and the prevalence of best-of-three affairs in the playoffs, making the LAN a stamina test as much as a tactical one. The combination of match density and upset frequency made for a dramatic and unpredictable tournament.
Officially there weren’t new series-defining breakout teams listed, but Friendly Campers’ run to third place and multiple upset victories felt like a breakout showing for their organization. On the other side, both CYBERSHOKE and BESTIA delivered dominant tournament records—CYBERSHOKE posted an 80% win rate in five matches and BESTIA finished with about an 83.3% win rate—reinforcing their status as regional powerhouses. The event will likely be remembered for BESTIA’s resilience and timo’s standout final performance.
Official viewership and attendance figures haven’t been released yet, and specific sponsorship deals tied to the event haven’t been publicly detailed here. What is clear is that the LAN in Bucharest provided teams with an important physical stage to impress organizers and fans alike, and the prize money—while modest—still has tangible value for competing organizations. Expect organizers and teams to share more broadcast and commercial metrics in follow-up reporting as they finalize post-event wrap-ups.