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Objective·Map ·akaurne, urne d'âmes, run d'urne

Urne d'âmes

The Urn is a pure bounty run again — grab it, survive to the far drop-off, and it pays 250 + 70/min plus +4 Boons. The king-of-the-hill is now a separate objective, the Unstable Rift.

90s until a picked-up Urn’s bounty fully decays
How it works

Reworked. Reworked 30 June 2026: the Urn and the king-of-the-hill split into two objectives. The Urn is its own bounty run again — deposit is instant (no capture circle), it pays 250 + 70/min plus +4 Boons, the runner can no longer be revealed, disarmed or silenced (but can no longer parry), and once picked up the bounty decays away over roughly 90s. The old king-of-the-hill is now the separate Unstable Rift (fires on its own every ~7 min, no Urn needed). The client values below are current; older "deposit opens a capture circle" or "melee-flip" guides are out of date.

This article is currently available in English only.

The Soul Urn is a soul prize you grab at one end of the map and run to the far drop-off for one of the biggest bounties in the game. As of the 06-30-2026 rework it is its own objective again: depositing it no longer opens a king-of-the-hill circle — that role split off into the separate Unstable Rift. It spawns at 10/15/20/25+ minutes, the bounty is worth 250 + 70/min plus a comeback share, and on deposit the souls burst out as orbs while the runner banks +4 permanent Boons.

Running the Urn

As of the 06-30-2026 rework the Urn is its own objective again, fully split from the king-of-the-hill (now the Unstable Rift). It spawns at 10/15/20/25+ minutes on one end of the map — the old neutral pickup spots — and you carry it to the drop-off on the opposite end, where it deposits instantly. On deposit the whole payload bursts into the air as orbs worth 250 + 70/min for the runner (plus the comeback component); if an ally grabs some orbs they split the bounty with you, and the runner banks +4 permanent Boons. Carrying it is far less punishing than before: the runner is no longer revealed, disarmed or silenced — but can no longer parry. You cannot drop it on purpose. It only falls when you take a light or heavy melee, get stunned, or die (a doorway or a Mirage teleport also drops it), and it stays where it lands instead of walking home. The bounty starts decaying 45 seconds after pickup and bleeds out over the next 45, after which the Urn is removed — so every run is on a roughly 90-second clock. Leave it untouched and after 3 minutes it slowly walks itself toward the drop-off. While you hold it you keep the usual mobility bonuses (+1 stamina, +10% dash distance, +15% stamina regen and extra sprint), but they now scale with how far your team is behind — from nothing at even net worth up to full value at 15% behind — rather than a flat on/off.

The Unstable Rift

The king-of-the-hill objective has been rethemed and renamed the Unstable Rift, and it no longer needs an Urn delivery to start. It now fires on its own roughly every 7 minutes (up from 6) with a variable plus-or-minus 1-minute start: an in-world effect first marks the random lane it will spawn in, then a global 25-second countdown announces it. Anyone standing in the zone is revealed on the minimap. Securing it sends a wave of 5 Rift Troopers down from the rift — up to 12 if you are the trailing team — and those troopers drop no souls, spawn with +100% health and damage (growing each event: 100%, then 120%, 140%…), look larger and carry custom VFX. The whole objective is tuned for comebacks: the in-area resists, the extra comeback bounty and the claim timer all scale linearly with your net-worth deficit, from no bonus at even gold to full value at 15% behind. Its bounty was raised 35% to absorb the now-removed urn-runner share (so the overall objective payout is unchanged), and it no longer hands every player a permanent Boon.

How to play it

Treat the two objectives differently now. The Urn is a tempo play: pick a mobile, survivable runner — a frontliner or anyone with a dash or leap (Majestic Leap, Sprint Boots, Extra Stamina and Enduring Speed all help) — before it spawns, and remember the bounty decays on its roughly 90-second clock, so a fast, escorted run beats one hero hoarding it. You cannot be revealed or disarmed while carrying, but a single melee, stun or death knocks it loose on the spot, so screen the runner and watch for melee dives. To contest the enemy run, force that melee, stun or kill to drop the Urn, then grab the orbs that burst on their deposit — even the trailing team can steal a slice, since orbs are shared. The Unstable Rift is your comeback button: it pays the most, spawns you the most Rift Troopers and stacks the most resist when you are behind, so group on the announced lane, win the fight inside the zone, and ride the trooper wave into a push. When you are ahead the comeback value is not yours — deny it cleanly or trade it for map space instead of bleeding a fight you do not need.

Update history41
  • \[ Urn / King of the Hill ]
  • Unstable Rift no longer requires an Urn delivery to trigger the start of the event. It now has a variable start time of +/- 1 minute. There is a global announcement 25s before it spawns. 60s before that there is also an in-world only visual effect to let you know which lane it'll randomly spawn in.
  • Unstable Rift bounty increased by 35% (to account for the 35% loss with no urn runner bounty, overall objective bounty is unchanged)
  • Unstable Rift no longer grants +1 permanent buff to each player (there is also no +3 buffs to the urn runner)
  • Urn give up time reduced from 75s to 60s
  • Urn bounty reduced by 10% (unreduced for trailing team)
  • 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 Dôme gelé
  • 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%
  • \[ Urne d'âmes ]
  • 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.
Raw dataidentity & API

identity

id
mechanic_soul_urn
slug
soul-urn
category
objective
flowStage
macro
aliases
urne, urne d'âmes, run d'urne, dépôt, king of the hill, urne koth, capture d'urne, l'urne, course avec l'urne, rapporter l'urne, unstable rift, rift troopers
sourcePath
manual:mechanics/soul-urn
updatedAt
2026-06-30T00:00:00.000Z