Map

## Spawn

At the beginning of a match, both players will start from their Spawn. When staying at spawn, players get an increasing speed buff (caps at 24 bonus movement speed) and rapidly decreases back to normal as the player moves away from spawn.

It takes 5 seconds for a player to recall and go back to their spawn. If an injured player recalls back to spawn, they immediately heal for around 21% of their missing health and gradually heal 6% of their max health while at their spawn.

If a player goes within an enemy player's spawn, they gradually take 20 damage over time.

If a player attempts to kill the enemy player inside their spawn, the enemy player will not die and will simply just regenerate their health.

In terms of respawning, each player starts with a respawn timer of 3 seconds at the start of the game. This increases by 1 second for every 20 seconds that pass, with the maximum respawn timer achieved at 7:20 with a 25-second respawn timer.

## Lane

Every player has a Nexus and a Tower guarding the Nexus. A minion wave consisting of a melee minion and a ranged minion start to spawn at 0:20 and spawns every 20 seconds from the Nexus. Minions have 70 Base Attack (reduced damage to champions) and 50 Base Movement Speed. There are two (2) ways of increasing the minions' stats:

* Champion Kill: Every champion kill gives +10 Bonus Attack and +5 Bonus Movement Speed.
* Destroyed Tower: Destroying the enemy tower gives +10 Bonus Attack and gives the player a passive. (Passive: Increase the movement speed of minions that are near you)

The Tower can be destroyed by both minions and players. It will target champions and deal a fixed 100 damage to them if there are no minions around. Minions are vital in destroying a tower because they are the primary target of the tower with the champion as the secondary target. As long as the tower is still standing, there will be 2 barriers at the upper and lower area of the map blocking the entrance to the Nexus of the enemy.

The Nexus cannot be attacked by the player, so minions are needed to win the match. It has 4 bars of health, and an enemy minion that gets close enough to it will be destroyed to deal 1 bar of health to the nexus. The health of the minion does not matter. As long as it reaches the nexus, it will damage it.

Basically, your Blue Minions (or Red Minions) are your Win Condition.

## Gold Shrine

Stores a charge at 0:21 and continues to store more for 21 seconds until it reaches 5 charges (max). It gives 2 coins (30 gold) to the one who captures a charge. To capture the shrine, the following conditions must be met:

* Stay on the platform for at least 2 seconds. Moving left and right while on the platform **WON'T** reset capture time, but jumping up and down **WILL**.
* You are the only one on the platform. The enemy can reset capture time by simply being next to you on the platform, so you must fight and contest for the altar if you want to capture it.

The only way to reach the Gold Shrine is to jump to the upper area with the platforms just behind your tower.

Since Update 4.0.6, the jump pad has been relocated from the middle area of the map to the 1st platform behind your tower. The jump pad allows you to quickly move to the upper area faster, but if your tower is destroyed, the jump pad will disappear.

## Healing Rune

Spawns at the start of the match and respawns 45 seconds after every capture. It generates a healing aura that heals players for 5% of their current missing health + 10 health every 0.4 seconds for 4 seconds. This affects both players within the aura; however, the one who captures it will get a 35 movement speed buff for 3 seconds.