Soul Urn
Delivering the Urn no longer ends it — it opens a 20m king-of-the-hill circle, and the souls only bank when your team is the last one left standing inside.
Reworked. Reworked June 2026: delivering the Urn starts a king-of-the-hill capture — both teams bank progress by standing in the 20m circle, and it only locks once one team holds it alone (the old heavy-melee flip is gone). The runner now gets the 35% bonus bounty and stats on the first deposit. The client values below are current; older "melee flip" or "walk-back to the pedestal" guides are out of date.
The Soul Urn is a soul prize you grab off the bridge and run to a drop-off. Slamming it down opens a king-of-the-hill capture circle both teams can contest, and whoever is left alone in it banks a huge lump of souls — usually the single biggest swing on the map.
The capture circle
Forget the old melee flip. As of the 06-2026 rework, carrying the Urn to its drop-off (now on the lower side-lane bridge) starts a king-of-the-hill capture: a 20m circle that both teams can stand in and fill at the same time. The Urn only locks in when exactly one team is left standing inside it. Capture speed depends on which team the Urn favors — the trailing team is favored and fills it in 6s, an even game is neutral at 12s, and the leading team is unfavored and needs 18s. Cramming more than one ally into the circle does nothing; one body is enough, so spread out and fight instead of stacking. While a team holds the circle they get the comeback aura: +35% Bullet, +35% Spirit and +35% Debuff Resist inside the 20m zone. The carrier is no longer a tank on legs — carrying only grants mobility (roughly +2m sprint, +1 stamina, +10% dash distance, +15% stamina regen, plus an extra +4m sprint if your team is behind), and to stop hoarding, holding the Urn for 35 seconds of total time starts ticking 5% of your max HP per second. Drop it (on death or by hand) and it sits on the ground for anyone to grab; leave it untouched for about 13 seconds and it walks itself back to its spawn. The new safety valve: if the circle stays contested for 75 seconds total, the Urn gives up and hurls its entire soul payload into the sky as orbs that hang there for a long time — turning a stalemate into a free-for-all scramble everyone can grab a piece of.
Spawn timing & the comeback math
The first Urn appears around the 12-minute mark and then returns roughly every 6 minutes (12 / 18 / 24 / 30…), so it lands squarely in the mid-game when lanes are cracking and teams are grouping. Its reward scales with match time — there's no fixed number, but a banked Urn is the largest single soul swing on the map, routinely worth a full item tier shared across the runner and nearby allies. The economy is tuned for comebacks: the standard bounty was cut 20%, but the favored (trailing-team) Urn keeps its full value, so it pays the losing side far more than the winning side. The runner now collects their 35% bonus bounty and stats the instant they slam it down on the initial deposit — you no longer have to survive the whole capture to get paid, which makes even a risky run worth attempting.
How to play it
Pick the runner before the Urn spawns. You want mobility and survivability, not your glass-cannon carry — a frontliner or a hero with a dash/leap (Majestic Leap, Sprint Boots, Extra Stamina and Enduring Speed all help) who can reach the drop-off and live inside the circle. Treat the deposit like a teamfight on a timer, not a footrace: get the Urn to the circle, then your real job is to be the last team standing in it, which usually means winning the fight or forcing the enemy out — not just touching the objective. If you're ahead (unfavored, 18s), think twice before sinking five people into a slow capture you might lose; often the cleaner play is to deny it, kill the carrier, and let it reset rather than bleed a fight. If you're behind (favored, 6s), the Urn is your best comeback button: force the fight on it, abuse the +35% resist aura, and remember the runner banks the bounty the moment it's deposited even if you lose the hold afterwards. When you can't win the circle outright, stall: keep one body in it to keep it contested, drag it toward 75 seconds, and the give-up scatter turns a clean loss into a coin-flip scramble your team can still profit from. And the drop-and-grab trick still works — if your carrier is about to die, drop the Urn for a healthier teammate or onto high ground to buy the ~13-second reset window.
Update history39
- Urn mechanics have been reworked.
- Delivering the urn now starts a king of the hill style capture point, rather than using melee to flip the urn back and forth.
- Both teams can progress at the same time, but the urn will only be fully claimed once there is only one team in the circle.
- The Urn runner now gets their normal 35% bonus bounty and stats immediately on initial deposit (rather than on deposit conclusion only if your team won it)
- Urn spawn time and interval changed from 10/15/20/25/etc to 12/18/24/30/etc
- Urn timer now gets frozen with Frozen Shelter
- Urn no longer provides the +35% Bullet and Spirit Resist aura for the behind team when it is being carried or dropped. The aura is now only active when it is being deposited.
- Urn runner when behind now gains +35% Bullet and Spirit Resist for themselves only
- Urn drop off point is moved from the above bridge in the mid lane to under the bridge in the side lane
- Urn timer extension when contested increased from 1.25s to 3s
- Urn deposit timers for favored/neutral/unfavored increased from 3/5/10s to 5/10/15s
- Urn comeback bullet and spirit resist auras reduced from 50% to 35%
- \[ Soul Urn ]
- We are experimenting with an alternate set of Urn mechanics. Please give us your thoughts on this after you've played with it some.
- To pickup the Urn, rather than standing in place to channel, you now light or heavy melee the Urn to pick it up.
- The Urn is now always dropped off on top of the bridge on the middle of the map.
- Doorman: Fixed a bug that could allow you to bring the Urn through a doorway
- Minimap now indicates if the Urn is a favored, neutral or unfavored
Raw dataidentity & API
identity
- id
- mechanic_soul_urn
- slug
- soul-urn
- category
- objective
- flowStage
- macro
- aliases
- urn, soul urn, urn run, deposit, king of the hill, koth urn, urn capture, урна, забег с урной, сдать урну
- sourcePath
- manual:mechanics/soul-urn
- updatedAt
- 2026-06-06T00:00:00.000Z