Rift times drift: each one can show up a minute early or late, and the 60 seconds before the announcement only show as a visual on the bridge. Haunt and Sinner's respawns start from when the camp is cleared, so their later times depend on the game.
First spawn2:00 / 5:00 / 8:00Small, medium, large
Respawn1:25 / 4:50 / 5:35After the whole camp is dead
Souls splitLast 5 secondsTeammates who hit it share
Crit spotThe eyeWorks like a headshot
How they work
- Haunts are the neutral camps, the turquoise triangles on the minimap. Lines under the triangle tell you the size: none for small, one for medium, two for large.
- Camps are the same every game: same spot, same family, same mix of tiers. A large camp can still include smaller Haunts.
- A camp only respawns once every Haunt in it is dead. The timer starts then.
- Souls go to your teammates who damaged the Haunt in the last 5 seconds, split evenly. If an enemy lands the last hit, they get all of it.
- Their souls grow from the start of the match, not from when the camp spawns, so a fresh camp at 20:00 is worth a lot more than one at 5:00.
- They are dormant and can't be hurt from far away (about 38m) until someone walks up. Hitting one pulls the whole camp onto you.
- Haunts drop Haunted Souls, which you secure over time. Since the Oct 30 patch that takes 25% longer, but up to 50% faster than normal when your team is behind on net worth (full speed-up at a 20% gap).
- Medium and large Haunts have a special attack based on their family. The table lists them.
Play it better
- Clear the small camp by your lane between trooper waves early on. It's free souls that the lane alone won't give you.
- Large camps have 60% bullet and 55% spirit resist. Skip them until you can shred resist (Haze and Wraith do this well), or hit one with Cultist Sacrifice, which pays 270% of a Tier III Haunt's souls plus a buff that lasts through death.
- Taking enemy camps starves them, but only go when your zipline is pushed and you know where they are.
- Leave one Haunt alive in an enemy camp. The camp won't respawn until it dies.
- Lifesteal abilities like Mina's Rake and Lady Geist's Life Drain turn small camps into a quick heal.
First spawn8:00Respawns 5 min after breaking
Health500Melee only
Hits back80 per hit320 to 640 total
Jackpot4 buffsHeavy melee, 1 with light
How it works
- Sinner's Sacrifices are slot machines you break with melee. There are 15 of them across 11 spots, some alone and some sharing a camp with Haunts. A shared camp only respawns when the machines and the Haunts are all cleared.
- Light melee does 50 damage, heavy does 100. Each hit pays out a slice of souls and the machine hits you back for 80. Melee abilities like Viscous's Puddle Punch don't count.
- Half the souls come from the hits along the way, the other half from the final hit.
- After it has taken 400 damage it goes into jackpot mode: the bulbs light up left to right on a count of 8. Hit it while every bulb is lit to win the jackpot. It doesn't hit back during this part.
- Jackpot with a heavy melee gives 4 permanent buffs. With a light melee you get 1. Miss and you only get the souls.
- The speed is random. Steady white lights mean slow (60% of the time), lights blinking orange and red mean fast (40%).
Play it better
- Go in with at least 650 health to spare. The machine alone can deal 640, and a Haunt camp next to it adds more.
- Save your heavy melee for the jackpot. Four buffs is a lot of free stats over a game.
- The Bell Tower in Chinatown (Hidden King side, between Blue and Green) has three machines, and hitting anything up there rings a bell the whole map can hear.
- Baba's Granny Long Legs heavy melee hits several machines at once, and Rem's Lil Helpers always land a full jackpot if nobody hits the machine first.
Spawns10:00, then every 5Yellow first, then Green
Worth250 + 70/minLocked when it spawns
Runner gets4 buffsPlus most of the souls
Time limit45s + 45sThen it drains to nothing
How it works
- The Urn drops from the sky next to a side lane bridge, alternating between Yellow and Green. It takes 12.5 seconds to land. Hit it with a melee to pick it up.
- Deliver it to the drop-off on the opposite side of the map. The souls burst out as orbs: the runner gets them, a teammate who grabs an orb splits it with the runner, and enemies can deny them.
- The runner gets +2 m/s move speed (capped at 15), +1 stamina, +10% dash distance, +25% stamina regen, and can't be slowed. If your team is behind, the runner also gets bullet, spirit, and debuff resist and +5 m/s sprint, growing with the net worth gap up to 15%.
- The runner can't use ziplines or teleporters and can't parry. Any melee hit, melee damage ability, or stun drops it, and so do Doorman's doors, Mirage's Traveler, Rem's Tag Along, Sinclair's Spectral Assistant teleport, and Viscous's Goo Ball.
- It talks every 6 seconds, so enemies nearby can hear where it is.
- 45 seconds after pickup its value starts draining, and it's gone 45 seconds after that.
- If nobody picks it up for 3 minutes, it starts walking toward the drop-off on its own.
Play it better
- Send someone fast and hard to stun, and escort them. A single melee or stun ends the run.
- The drop-off is a known spot. If you can't stop the runner, wait there and deny the orbs.
- Don't wander. The 45 second clock starts at pickup, not when you get close.
- When you're behind, the runner bonuses grow a lot. It's one of the best ways to catch up.
First rift10:00 to 12:00Then every 6 to 8 min
Capture12 seconds6 to 18 with comeback
Worth1,482 + 222/minGrowth starts at 13:00
Bonus5 to 14 Rift TroopersSent down that lane
How it works
- The Rift opens on a random side lane bridge. For the first 60 seconds there is only a visual effect at the bridge, with no announcement. Then everyone gets a warning, and 20 seconds later the capture circle (20m) opens.
- Capturing takes 12 seconds. Both teams fill their bar while they have someone inside, but it only completes when one team is alone in the circle. More players don't make it faster.
- Anyone standing in the circle shows up on the minimap.
- The team that's behind gets help that grows up to a 15% net worth gap: their capture drops to 6 seconds while the leading team's goes to 18, and they get bullet, spirit, and debuff resist within 35m (10% plus 1% per minute, up to 40%).
- The winners split the souls evenly right away, and a wave of Rift Troopers spawns for them in that lane. Rift Troopers have double health and damage on the first rift (growing 20% each rift), resist melee and spirit, and drop no souls.
- If it's contested for 60 seconds it's a draw: no troopers, and the souls drop as 13 orbs either team can grab.
Play it better
- Around 10 minutes, look at both side lane bridges. Spotting the early visual gives you a minute's head start.
- The fight is the objective. Win the teamfight and the capture is easy.
- If you're behind, this is the objective to contest. The shorter timer and the resist swing fights.
- Follow the Rift Troopers. They're built to break a Guardian or Walker, so push with them.
Health6k / 9k / 12kGrows as the others fall
Damage resist65% to -65%0% at 9:00, -65% at 18:00
Bounty3,675Mostly split by all six
Reward+1 flex slotFor the whole team
How they work
- Each lane has a Walker behind its Guardian, and it can't be hurt until that Guardian is dead. When one Walker falls, the others gain 3,000 health, heal, and grow.
- They start the game with 65% damage resist, which drops steadily to -65% at 18:00, so late in the game they take extra damage. They also have 35% bullet resist and can't be headshot.
- More attackers means less weapon damage each: 20% less with 3 enemies nearby, up to 50% less with 6.
- They can't be hurt unless an enemy is within 22m. If your trooper wave hasn't reached it yet, backdoor protection kicks in: 65% damage reduction and 65 health per second.
- Standing near your own Walker (28m) gives you 15% bullet and spirit resist.
- The bounty is 3,675 souls. A quarter goes to heroes nearby, and the rest is split evenly among all six players on the team.
What it does to you
- Fire beam: locks onto the closest target for 2% of max health per second.
- Stomp: 350 plus 15% of max health and a 2 second stun to everyone within 15m, every 7 seconds. It only stomps if someone is that close.
- Fireballs: 6 rockets for 200 each that leave fire on the ground and cut bullet and spirit resist by 10%.
Play it better
- Stay outside the inner circle (15m) unless you want to eat a stomp.
- Push with a trooper wave so backdoor protection is off, and take it after about 9 minutes when it stops shrugging off damage.
- Defend near your own Walker for the free 15% resist.
- Kelvin's Frozen Shelter and Dynamo's Singularity can shut a Walker down for a moment.
SpawnAt the startThen 7, 6, 5 min after kills
Kill reward1,500 + 25/minPlus 2 buffs each
Crystals3 RejuvenatorsEach also pays 500 + 9/min
Rejuvenator3 minutesRevive where you die
How it works
- The Midboss lives in the pit under the middle of the map. The entrances on Broadway have the Rejuvenator sign over them.
- It can only be hurt by players inside the pit, and it beams the closest one.
- A shield that keeps regenerating blocks its health damage, so you need steady damage from several people. It roars at 25% health, which tells both teams it's almost dead.
- Since the Oct 30 patch it has 20% more health and resist shred is only half as effective on it.
- The killing team gets the souls and 2 permanent buffs each. Then 3 Rejuvenator crystals fall around the pit over 7.5 seconds.
- Break a crystal with one heavy melee: your team gets a Rejuvenator, you get a full heal, and you get 500 souls plus 9 per minute. Either team can break them.
- With a Rejuvenator, you come back at full health where you died after 3 seconds. Each player can use one, and they expire after 3 minutes.
Play it better
- Take it right after winning a fight, when the other team can't contest.
- Watch the crystals. They can be stolen, and three steals flips the whole objective.
- Use the 3 minutes. Rejuvenators are for pushing Walkers, Shrines, and the Patron, not for farming.
- If you hear the roar and it isn't your team, get there now.