Taking objectives: Walkers, Shrines, Mid-Boss and the Patron
How each structure fights back, when to start it, and how to finish the game.
Updated · Patch Nov 4, 2026
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Start one wave early
Objectives are won before they start. Shove the lanes next to the objective, arrive together, and begin while your troopers are absorbing damage. The team that sets up first usually takes it for free.
Guardians and Walkers
Guardians are the first lane tower and fall to a pushed wave plus one or two heroes. Walkers are much tougher and actively fight back. Never take one without your wave, and spread out so its attacks can’t hit everyone at once.
- Kill the wave first, then the structure.
- Two Walkers down is the classic mid-game spike — group after the first.
Base Guardians, Shrines and the Patron
Behind the Walkers, Base Guardians protect the enemy base. The two Shrines must fall before the Patron can be damaged. Games are often won by a team that takes one Shrine, resets, and comes back for the second with full health rather than forcing both at once.
Mid-Boss
The Mid-Boss grants the Rejuvenator: faster respawns and stronger troopers for your team. Take it after a won fight or when enemies are shown far away. Starting it with the enemy alive and nearby invites a fight on their terms.
Soul Urn and Unstable Rift
The Soul Urn pays its runner, plus any teammate who grabs the orbs at the drop-off, which makes the carrier the target. Escort them. The Unstable Rift is the newer comeback objective; its resistance bonus now scales with game time, so it matters more the longer a game goes.