Objectives
You don't win on the scoreboard — you win by breaking a fixed ladder of structures (Guardian, Walker, Base Guardians, Shrines, Patron), and each rung you crack pays your whole team souls and flex slots.
Objectives are the map's structure chain and your only win condition: tear down each lane's Guardian and Walker, then push the base's Base Guardians and Shrines to expose the enemy Patron. Taking them is how you convert kills and farm into actual wins, free souls, and team-wide flex slots.
The siege chain
Every lane runs the same locked ladder: the Guardian (the outer tier-1 tower), then the Walker behind it (the big tier-2 robot), and once a lane is broken you push into the base, where a pair of Base Guardians shields two Shrines, with the Patron sitting in the central pit. That order is the win condition — there is no scoreboard victory, only structures.
Each rung gates the next. Since the 05-22-2026 update the Shrines are invulnerable until one pair of Base Guardians is destroyed, so you can't snipe a Shrine through the wall — you have to commit to the base first. The Patron then stays untouchable until both Shrines fall. Even exposed, it has two phases: you bleed off the first half of its health bar, it goes briefly invulnerable and collapses into a hovering "Weakened Patron" orb in the pit, and only when you finish that orb — from inside the pit, since it's immune to damage from outside — does the game end. The Patron also rains fire on anyone who enters its base, so a sloppy push gets chipped down before it ever reaches a Shrine.
Souls, flex slots & decaying armor
Objectives are the fattest soul payouts on the map. Cracking a Guardian drops about 1,500 souls, a Walker about 4,000, a Base Guardian about 1,000, and a Shrine about 2,000 — and that bounty is split across the nearby team, counting anyone who dealt damage to it in the last ~20 seconds, so you don't need the last hit, you just need to be there. The Patron pays nothing; killing it simply wins.
On top of souls, knocking down enemy Guardians and Walkers unlocks team-wide flex slots — extra item slots every teammate gets to fill — so taking objectives literally makes all six of you stronger (the Flex slots card has the exact thresholds). And objective armor decays over the match: a structure that shrugs off your damage in the first few minutes takes far more by the mid-to-late game. A Walker that felt unkillable at six minutes melts in seconds at twenty, so don't waste time chipping a full-resist Guardian early — group when a window opens and they fall fast.
How to play it
Objectives are how you cash a lead, not how you start one. The loop is simple: win a fight or catch someone out, then immediately spend that respawn window on the nearest structure instead of chasing or re-farming. A single Walker is worth more than two extra trooper waves and a chase that gets you nothing.
Group for Walkers — they have real HP and a defensive aura, so they're a team commit, not a solo project; bring the squad or a split-pusher who can escape. Manufacture windows with the map's pressure tools: a won Mid-Boss or Rejuvenator fight, a claimed Urn, or a fast neutral clear all buy the numbers advantage to force a structure while the enemy is dead or out of position (each has its own card).
Respect the gates. Don't throw bodies at a Shrine while its Base Guardians are still up — it's invulnerable anyway — and don't dive the Patron's pit without the HP and souls to survive its fire and a possible enemy collapse. The most common throw at every rank is winning a fight and then walking away from the objective it opened. When you're ahead, the answer to "what now?" is almost always "the next structure."
Raw dataidentity & API
identity
- id
- mechanic_objectives
- slug
- objectives
- category
- objective
- flowStage
- macro
- aliases
- objectives, objs, macro, siege, siege order, win condition, structures, pushing, объекты, макро, осада
- sourcePath
- manual:mechanics/objectives
- updatedAt
- 2026-06-06T00:00:00.000Z