Alterac Pass
Alterac Pass is a three-lane map where both teams attack at the same time: your Prison Camp and theirs spawn on the same half of the map, alternating between top and bottom every round, so you always know where the next fight is. A won objective sends a Cavalry down each lane, and a lost one means defending three lanes at once with whoever is still alive. Each core is a General who fights back, heals when left alone and holds 20 armor per lane that still has a Fort or Keep. Teams with a strong anchor, good camp control and heroes who can stall or solo-capture the point do well here; core backdoor plans do not.
- Rotas
- 3 rotas
- Duração típica
- ~20 min
- Primeiro objetivo
- First at 3:00

Imagem do campo de batalha: Icy Veins. Objetivos marcados sobre o mapa do jogo.
Objetivos



Prison Camps
First at 3:00. Then 1:50 to 2:30 after the last Cavalry dies, shortened by 2 seconds per minute of game time.Two camps spawn, one per team, both on the top side or both on the bottom side, alternating each round. Distract or kill the Guards, channel for 3 seconds and then hold the area while the timer runs: 25 seconds in the first phase, plus 10 seconds per later phase, up to 55. Enemy heroes pause the timer while channeling and stop it after 3 seconds; Guards stop it after 6 uninterrupted seconds. Your team gets a regeneration globe at 66% and at 100%.
Guards
From the first objective at 3:00. One Guard in the first phase, one more per phase, up to 4 from the fourth phase on.Guards spawn from the houses around each camp; a lit window means one is on its way. New Guards only spawn when the count drops below the cap, and they never regenerate health, so you can wear them down early and finish them only when they block the channel. Killing one brings a fresh Guard with full health a couple of seconds later.
Cavalry
From the first won capture at 3:00 or later; one Cavalry per lane each time a team finishes opening a Prison Camp.Each Cavalry charges toward the enemy base and grants allied heroes near it 30% movement speed and 10% extra damage. Mercenary camps vanish while any Cavalry is alive and return once all of them are dead. Minions that pile up behind a Cavalry make its push much harder to stop.
The Generals
From 0:00, the whole game; they gain 405 max health per minute from 1:00 to 21:00.Each core is a General who charges heroes (6-second cooldown) and spins for area damage (12-second cooldown). He has 20 armor per lane with a Fort or Keep standing, regenerates about 1% health per second out of combat and reaches 28,100 max health at 21:00. Losing a Keep also gives the enemy Reavers instead of catapults.
Plano de partida
Lane assignments
The standard formation is 1-3-1. One hero takes the side lane next to the upcoming Prison Camps, three play the middle lane where the Siege Camps are, and your offlaner takes the far side lane. The camps alternate between top and bottom every round, so you always know which side lane is the near one and can swap the solo laners after each objective. If you have a global hero, put them on the far lane: they can soak until the last second and still arrive on time. Side laners should join the middle group whenever their lane has nothing to soak, especially to push with gnolls.
- Near lane: a hero who can stall and poke, ideally one able to kite Guards around the camp.
- Middle: tank, healer and your main damage; the gnoll Siege Camps are theirs to take.
- Far lane: the offlaner or a global hero who can soak late and still make the objective.

Early game
Use the Healing Fountain before 1:00 so it is back for the 3:00 objective. At 0:30 start the gnoll Siege Camp on your side of the middle lane and push with it as soon as it is captured; gnolls have plenty of health and strip armor from anything they hit, so two or three heroes walking with them can crack a wall early. Keep both side lanes soaked and stay out of the mud pits at the edges of the middle area, which slow you 16% per second up to 60%. The first Cavalry is the weakest of the game, so do not overcommit to it: arriving with everyone alive and your waves soaked matters more than winning it by force.
- 0:30: clear your gnoll camp and push the middle lane with it; it respawns 1:30 after capture, so a second one is often up again before 3:00.
- Before 1:00: tap the Healing Fountain; its 2-minute cooldown lines up with the first objective.
- 2:30: the near side laner and the middle group start moving so they are on the point at 3:00 with mana.

Playing the objective
Decide early whether you contest or give. If you contest, arrive with four or five, wear the Guards down without killing them and only finish the one that blocks your channel; on the isolated camps (top-right and bottom-left) you can kite Guards around the walls and take no damage. The defenders' only real answer is to push you off the ring: a hero standing on the point pauses the timer while channeling and stops it after 3 seconds, so bodies and zoning matter more than one stun. If you give it instead, poke the capturers to stall them while the rest of your team takes your Siege Camp, the Boss on the opposite side or the far lane, where the enemy takes longest to respond. After a win, let minions stack behind your Cavalry and push the side lane where the camps just were, because the next round is on the other side and a Fort there means Reavers. After a loss, match their numbers lane by lane, put single-target damage on the Cavalry and give up a doomed Fort instead of losing two.
- Almost won it but the fight turned? Retreat, recover, then come back to stop their channel and finish the job with a kill lead.
- Ruin your own waves right before losing: enemy Cavalry with no minions behind it dies to structures.
- Set up waves before winning so your three Cavalries hit structures at the same time and cannot be defended one by one.



Mercenary camps
Alterac Pass has only four camps: two gnoll Siege Camps in the middle lane and an Ice Giant Boss in each side lane. All of them disappear the moment Cavalry spawns (unless already in combat) and return only when the last Cavalry dies, so plan captures around the objective, not during it. Both Bosses are immune to bribe effects. Because Bosses come back right after the Cavalry phase, walking toward one before the last Cavalry dies either catches the enemy there or lets you take yours while they take theirs.
- Siege camp (3 gnolls): 0:30, respawns 1:30 after capture. Tanky units that reduce the armor of heroes and structures they hit; best pushed with several heroes.
- Boss camp (Ice Giant), one per side lane: 5:00, respawns 5:00 after capture. Mega Smash stuns everyone in melee range every 10 seconds; Ice Shard slows 50% every 15 seconds, so dodge both or the slow feeds you into the smash.
- Bosses are disabled while Cavalry is alive: start walking to one before the last Cavalry dies to beat the enemy to it.
- Double Boss (one after the other) is the strongest non-objective play after about 10:00; if you suspect the enemy is on a Boss, start the other to deny it, and back off if they show up.

Late game and win conditions
Each round the hold gets 10 seconds longer and adds a Guard, so late objectives are long, bloody fights; a wipe there usually ends the game because three Cavalries hit undefended structures at once. From about 10:00, take a Boss (ideally both, back to back) whenever the enemy is down heroes and no objective is up, then push with the last one. The General heals about 1% per second out of combat, so a failed dive on him is wasted: only go in when you can finish the job, otherwise take a Keep for Reavers instead. Count his armor before committing: with two Keeps left, break one first only if it is below 50% health; with one Keep left, only if it is below 30%. If gnolls are in the lane, their armor shred makes taking the middle Keep worthwhile regardless.
- Win conditions: the objective, a Boss push, or gnolls with heroes behind them.
- Reavers walk in front of the wave and soak damage; minions behind them deal 200% to structures, so never let a Reaver lane sit unattended.
- The General reaches 28,100 health at 21:00 while a Keep stays at 22,550: late, a full-health Keep is not worth breaking just for 20 armor.
O que buscar no draft
O que buscar no draft
- Prefer an anchor who can hold the near lane and stall the enemy capture with poke.
- Prefer heroes who clear camps fast: gnolls on cooldown are a real win condition here.
- Prefer global presence so the far laner soaks until the last second and still makes the fight.
- Prefer summons or clones (Anub'arak and similar) that can distract Guards and solo-capture a camp.
- Prefer self-sustain and split-pushers who punish a team glued to the objective.
- Avoid core backdoor plans: the General heals about 1% per second out of combat and fights back.
Erros típicos
- Dying at the enemy camp and leaving your team with fewer bodies to push or defend when the Cavalry spawns.
- Killing every Guard on sight: each kill brings a full-health replacement, while damaged Guards never heal.
- Diving the General, failing, and watching him regenerate everything you did while the Keep you ignored stands untouched.
- Ignoring a Reaver lane: minions stack behind it and melt a Fort with 200% structure damage.
- Starting a Boss before 10:00 without a dedicated composition and handing the enemy a free fight in a corner.
Dicas
- 1Prison Camps alternate top and bottom every round: after a bottom objective, the next one is top. Position your solo laners accordingly.
- 2The hold lasts 25 seconds the first time and grows by 10 per phase, up to 55; Guards cap at 1 the first time and grow to 4.
- 3A lit window in a house near the camp means a Guard is spawning: kill or lower the current ones only when needed.
- 4Regeneration globes drop for your team at 66% and 100% of the capture: grab them mid-fight.
- 5Mud pits at the edges of the middle area slow you 16% per second up to 60%: never retreat through one.
- 6Camps vanish while Cavalry is alive: finish a capture just before the objective ends, or you lose the timing.
- 7Left team on top camps and right team on bottom camps can poke from behind the terrain near the middle Fort to stall the enemy channel.
- 8Cavalry buffs only heroes next to it: walk with it for 30% speed and 10% damage instead of watching from range.












