Map cheatsheet

All 14 battlegrounds. Gold is the first objective in in-game clock time; cyan counts seconds from the stated trigger and already includes the 30s lock. Ranges reroll every cycle.

Infernal Shrines

First contestable

3:00

announced 2:30

Then every

180s

after Punisher death

  • Two shrines are active at a time; capturing one summons a Punisher for your team.
  • The minimap indicator returns 30s after a Punisher dies.

Measured 180.97s · 12 cycles

Cursed Hollow

Random

First contestable

3:00

announced 2:30

Then every

50–90s

after tribute cap

  • Rerolls inside that window every cycle; the tribute appears 30s before it can be taken.
  • Curse lasts 70s. Next tribute 190–230s after the curse starts, 120–160s after it ends.

Measured · 142 cycles

Garden of Terror

Random

First contestable

2:30

announced 2:00

Then every

50–80s

after seed cap

  • Once the Terrors spawn: 90–120s from when all of them die, not the first.
  • Shamblers get stronger as the match goes on.

Measured · 36 cycles

Dragon Shire

Scales

First contestable

1:30

announced 1:00

Then every

120s

after Dragon Knight death

  • Knight lasts 55s, plus 2s per in-game minute — 75s at the 10:00 mark.
  • Hold both shrines to claim it; the statue needs a channel.

Measured 120.00s · 25 cycles

Alterac Pass

RandomScales

First contestable

3:00

announced 2:30

Then every

110–150s

after Cavalry death

  • Shrinks 2s per in-game minute, floor −60s: about 120s at 5:00, 90s at 15:00.
  • Capture takes 25s, +10s per objective already taken by either team, up to 55s.

Measured · 17 cycles

Hanamura Temple

Unranked

First contestable

3:00

announced 2:30

Then every

180s

after payload arrives

  • The clock starts when the payload reaches its destination, not when it stops firing.
  • One central payload; the two-payload layout is the pre-rework map.

Measured 180.06s · 5 cycles

Volskaya Foundry

ScalesUnranked

First contestable

3:00

announced 2:30

Then every

180s

after Protector death

  • Protector lasts 50s, +3s per in-game minute — roughly 240–275s from the previous point completing, and sooner if you kill it early.
  • Telegraphed 120s before it appears. Charging 0→100% takes 48s; overtime holds at 99% while contested.

Inferred · ceiling 183s · 11 cycles

Towers of Doom

First contestable

3:00

announced 2:30

Then every

110s

after altar cap

  • At 12:00 the tunnel opens and every Fort becomes a Keep — held back to 15s after the phase ends if altars are still up.
  • Damage goes to the enemy Core directly; forts only gate how much.

Consistent · floor 116.3s · 43 phases

Battlefield of Eternity

First contestable

3:00

announced 2:30

Then every

105s

after laning Immortal death

  • After the kill, the surviving Immortal charges at centre for 15s before it pushes.
  • The clock runs from the laning Immortal's death, not the duel's end.

Measured 105.12s · 13 cycles

Tomb of the Spider Queen

Turn-in opens

0:30

no warning, no lock

Reopens

15s

after Webweaver death

  • Turn-in costs 50 gems, then +5 per later wave, capping at 80.
  • Webweavers appear 15s after a turn-in, then decay at 100 hp/s. Pace is gem-gated, not timed.

Measured 15.06s · 31 turn-ins

Sky Temple

First contestable

3:00

announced 2:30

Then every

117s

after the last shot

  • Each temple fires 45 shots at one per second; the last 5 go off automatically once 40 are spent.
  • One or two temples per phase, never three.

Measured 117.4s · 26 phases

Braxis Holdout

Unranked

First contestable

1:30

announced 1:00

Then every

130s

after last Zerg death

  • Beacons tick 2% every 0.75s — 37.5s from 0% to 100%.
  • Beacon share sets your wave's strength; splitting them splits the wave.

Measured 125–134s · 3 cycles

Warhead Junction

First contestable

3:00

announced 2:30

Then every

185s

after the last nuke goes

  • The clock starts when the last warhead of a wave is collected or fired, so an uncollected nuke stalls it.
  • Two to four warheads per wave.

Measured 185.2s · 14 cycles

Blackheart's Bay

First chest

1:30

one chest, then more

Then every

180s

after the chests break

  • The clock pauses while the cannons fire — roughly 40s a barrage, and variable.
  • Turn-in is 8 doubloons, +2 for each later turn-in by that team. Chests go 1, then 2 for three phases, then 3.

Measured 180.0s floor · 22 cycles

Reading the evidence tags

Measured the interval was timed between two events inside the replay log, with the sample count shown. Nothing about it is inferred.

Inferred the event that matters is never logged, so the figure comes from a model or a bound. Two maps sit here: Volskaya Foundry, whose Protector is a piloted vehicle and so is never born or killed in the log, and Towers of Doom, which records altar captures but never the unlock.