Shrines & Patron
You don't out-DPS the Patron — you clear its pit: every enemy hero standing in it stacks damage resist, and two of them make it flat-out immune.
The Patron is the giant idol at the heart of each base and the only thing you must destroy to win the game. Reaching it is the hard part: you break a pair of Base Guardians to unlock the two Shrines, smash both Shrines, then grind the Patron through two phases while it heals, fires lasers, and gets tankier for every defender guarding the pit.
The base finale: Base Guardians, Shrines, then the Patron
Every base ends the same way, and the only structure you must kill to win the match is the Patron at the center. (The lane Guardians and Walkers that gate the path here are their own cards.) First come two Base Guardians — 6,000 HP each, 20% bullet resist, a 300-damage melee, and 1,000 souls a kill. Since the 05-22-2026 patch the two Shrines behind them are invulnerable until a pair of Base Guardians falls, so you can't skip ahead and snipe a Shrine to rush the boss. Drop the Guardians and the Shrines (2,000 souls each) light up; they sit on raised pedestals in the back corners of the base, so you have to climb onto the platform to damage one, and each Shrine periodically drops a delayed burst on its own platform that Curses anyone caught in it — step off, let it pop, step back on. Break both Shrines and the Patron becomes attackable. It's a two-phase fight: phase one is the towering idol (around 12,000 HP in the current client, and it pays zero souls), sitting up in the air firing a slow tracking laser at heroes and troopers in the base — it chunks for hundreds per second, shaves about 10% off your resistances, and leaves burning ground — plus a 3.5-second delayed explosion on the Shrine platforms. Take it to half and it collapses into a Weakened Patron: a glowing orb down in the pit that you can only damage from inside the pit, pulsing roughly 75 damage a second to nearby enemies and throwing the same delayed Curse wave. Kill the orb and the game is over.
Why your damage bounces off (the pit & regen)
Two systems stop teams from face-rolling the boss. First, the pit's damage resist: the Patron stacks heavy resistance for every ENEMY hero alive in its pit — roughly 50% with one defender in there and effectively 100% (immune) with two or more. A 5-man dive that ignores the defenders does almost nothing into the health bar; you have to kill or shove the enemy heroes out of the pit first, THEN burn the Patron. Second, backdoor protection and regen: the Patron heals fast out of combat, and that regen jumps by about another 75 HP/s while no enemy troopers are near it (Base Guardians similarly tick health back under protection). Siege with no wave and it heals everything back between your attempts. Push a trooper wave or your zipline into the base to strip the protection and shut off the bonus regen — and note that destroying a backdoor-protected structure instantly snaps your zipline straight up to it, fast-tracking the next push.
How to play it
Patron is a coordination check, not a DPS race. Commit only when the math is in your favour — enemies dead with long late-game respawn timers, or a clear man-advantage — never trickle in one at a time into the lasers and Curse. Send a wave in first so the Patron stops healing and your troopers soak the laser while you work. Clear the pit of defenders before you tunnel the objective: one enemy standing in it can stall your whole team, so peel or kill them rather than ignoring them. Respect the telegraphs — when a Shrine or the Weakened Patron winds up its delayed burst, step out for the ~3.5s and step back in; the Curse hits at the worst possible moment. Phase two drags you down into the pit, so stack burst and sustain to survive the orb's pulse while you finish it. On defense you don't have to win the fight, only stall: stand in the pit to keep the Patron tanky, use the lasers and Shrine bursts as free zoning, and play for the clock until your respawns return. And never get greedy chasing a kill inside the enemy base when one more hit on the orb ends the game.
Raw dataidentity & API
identity
- id
- mechanic_patron
- slug
- patron
- category
- objective
- flowStage
- macro
- aliases
- patron, boss, win condition, weakened patron, shrine, shrines, patron shrines, idol, base boss, how to win deadlock, end the game, патрон, финальный босс, святилище, святилища
- sourcePath
- manual:mechanics/patron
- updatedAt
- 2026-06-06T00:00:00.000Z