Map elements, commonly known as "Hazards" or "Special Features", can take many forms depending on the various hazards in each individual map and likewise can be used as a weapon or deterrent against the enemy team. Almost all map features grant a tactical advantage to those mindful of them. Awareness of these elements can not only prevent needless (and potentially embarrassing) deaths on all levels of play, but can even be taken advantage of to bait or push enemies into a quick demise.
Instant-Death Hazards
Hazards typically cause instant death regardless of a Champion's health. They also affect players who are under the effects of invincibility or any sort of resistance effects.
Cliff Ledges
Present on almost every map, making champions with knockback abilities ideal for easy eliminations. Champions that lack flight/teleportation abilities are susceptible to being launched off the map without having any sort of means for recovery...
Maps With Cliff Ledges
Siege maps
Onslaught maps
TDM maps
Deadly Waters
The waters that surround these maps are deadly to the touch and have the same kill mechanics as those of a cliff ledge, making champions with knockback abilities ideal for easy eliminations. Champions that lack flight/teleportation abilities are susceptible to being launched off the map without having any sort of means for recovery...
Maps with Deadly Waters
Drilling Mechanism
Kills champions on contact, making champions with Knockback abilities ideal for forcing other players into the spinning blades of the machinery and back to base after waiting out the respawn timer...
Maps With Drilling Mechanisms
Flowing Lava
Kills champions on contact, making champions with Knockback abilities ideal for forcing other players into the molten hazard and back to base after waiting out the respawn timer...
Maps With Flowing Lava
Forge
The forge constantly moves its hammer up and down as the Dawnforge creates an army of constructs for Azaan to use when he destroys the Realm. As one may expect, standing underneath this hammer as it creates a construct will kill the player.
Maps With Forge
Non-Instant Death Hazards
These environmental hazards do not kill players instantly, but can eventually cause environmental death.
Runic Fire/Burning Grounds
Rapidly deals damage over time while standing on them. Mostly to prevent camping in certain areas or attempts to exit the map.
Maps with Burning Grounds
Star
A small star is present on the side of the map, which slowly deals 5% damage to anyone that gets too close. However, a button is present next to the star, and upon activating it by stepping on it, the star will hover towards the capture point, where it'll remain for a short period, forcing players to spread out in order to avoid it.
Maps with Star
Enemy Spawn Room
Rapidly deals damage over time while standing in front of the enemy spawn room. The damage amount increases in a logarithmic manner.
Maps with Enemy Spawn Room
- All Siege and Onslaught maps
Special Map Features
While not lethal to Champions, these map elements can turn the tide in favor for those who are aware of them and use them to their full functionality.
Portals
Entering a portal will teleport a champion to a predetermined exit point, making them ideal for ease of access to locations that would normally take awhile to get to on foot.
Maps with Portals
Elevators
Standing on one will lift the champion standing on it to a higher location, opening new possibilities for them in terms of attack or other strategies. Unless your champion has any sort of flight/teleportation abilities, using the elevators is the only way to get up to most of the higher up points.
Maps with Elevators
Side Gates
Exclusive to Ice Mines. Once the point is captured by either team, these gates will lower during the "Payload Push" phase. After the round ends, the gates close. This limits how much a defending team can zone, and allows attackers get back to the payload faster.
Maps with Side Gates
Doors
Exclusive to Bazaar. This map has three doors on each side, which only open for the respective team. These doors are marked in the team colours blue or red as an indicator for which team the door will open. After the door is opened, the opposing team has two seconds to run through the door before it closes again. In certain places, champions with vertical abilities can overcome these doors.
Maps with Doors
Jump Pads
These purple pads will launch any champion that comes in contact with them in the direction they were moving upon touching them. Usually to a higher platform.
Maps with Jump Pads
Power-Ups
These pick ups marked by it's distinct ring design will grant full Ultimate charge to the champion that picks it up.
Details
- Provides 100% Ultimate Charge to the Champion who picks it up
- Initially spawns 40 seconds into the match on Dragon Arena. Spawns as the match starts on Abyss.
- Respawns every 60 seconds when picked up.
Maps with "Power-Ups"
Quicksand
Quicksand reduce the player's movement speed.
Maps with Quicksand
Spawn Teleport
The spawn rooms lack a ceiling and wall, allowing for players to fall off the map. However, if players do jump off the map, they'll be teleported back into the spawn room rather than die.
Maps with Spawn Teleport
Retired
Stealth Grass
Stealth Grass was large grass on the maps, which allowed the player to effectively stealth from the battle so the player could maybe wait for cooldowns, Out of Combat heal or line up a shot.
Maps with Stealth Grass
- Enchanted Forest
- Glacier Keep
- Temple Isle
- and many other Siege, Onslaught, and Payload maps where it was removed
Anti-Gravity Crystals
Anti-Gravity Crystals let the champions who enter their radius to slowly fly upwards. After that, they glide back to the ground, they appear exclusively on one single map at the moment.
Maps with Anti-Gravity Crystals
Gameplay |
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General Champions Playstyle Game Modes Maps Game Mechanics End of the Game |