Garden of Terror
Garden of Terror is a large three-lane map full of bushes, with six Seed locations spread along the top and bottom lanes. Only one Seed is active per phase, starting at 2:30 and then every 50 to 80 seconds after a capture, so the game is a constant series of small fights around a 6-second channel. Because the first Seed is always bottom-left or bottom-right and consecutive Seeds never share a row or repeat a column, you can predict where the fights will be and set up camps and lanes around them. Teams that clear camps efficiently, get vision in the bushes and hold a strong late game convert the Terrors into Forts and Keeps; teams that take every Seed fight regardless of position bleed out.
- Rotas
- 3 rotas
- Duração típica
- ~20 min
- Primeiro objetivo
- First at 2:30

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



Seeds
First at 2:30. Then 0:50 to 1:20 after a Seed is collected, or 1:30 to 2:00 after all Garden Terrors die.Shamblers rise around the active Seed; kill or distract them, then channel the Seed for 6 seconds. Collecting one also drops a Regeneration Globe. Only one Seed is active at a time, chosen from six spots: the first is always bottom-left or bottom-right, no Seed shares a row with the previous one, and any three in a row use three different columns, so once you see the second Seed the whole sequence is known.
Garden Terrors
First when a team collects its third Seed; the Terrors last until killed, and camps only return once all of them are dead.One Garden Terror spawns per lane and marches at enemy structures. As it approaches them it plants an Overgrowth that disables every enemy structure around it for as long as it lives, up to 10 seconds, losing 10% of its health each second on its own. Attackers use the window to push or even dive under disabled Towers; defenders must kill the Overgrowth first so the structures wake up.
Plano de partida
Lane assignments
Two formations work. 1-1-3: three heroes take the side lane with your bruiser camp (or the side lane closest to the next Seed), one hero holds the middle, and the offlaner takes the side lane far from the next Seed. 1-3-1: one ranged hero covers the lane with the enemy siege camp so they can spot and punish captures, three sit in the middle, and the offlaner takes the other side. Either way, give global heroes the lane farthest from the next Seed: they soak it and still arrive in time. Because Seed locations are predictable, re-assign lanes after every capture rather than sticking to the opening layout.
- 1-1-3 when you want to bully a side lane and take its bruiser camp early.
- 1-3-1 when you need waveclear in the middle and eyes on the enemy siege camp.
- Globals (or your most mobile hero) always take the lane opposite the next Seed.


Early game
Send a mobile hero to peek at the enemy bruiser camp early. If they are clearing it, start your own siege camp in that lane and capture it about 15 seconds after their knights are taken, so your giants arrive to help defend the Fort. Otherwise, at 0:30 clear the siege camp in the middle lane and capture it at 0:42 so the giants join behind your minions. Move to your side-lane bruiser camp at 0:45 and capture it at 1:12, again 12 seconds after a wave spawns. Around 1:45, if your side-lane siege camp is not in the lane of the first Seed and you have not used it yet, clear it and capture at 2:12. Arrive at the first Seed (bottom-left or bottom-right) with four heroes; the offlaner keeps soaking on the first one.
- 0:30 - middle-lane siege camp; capture at 0:42.
- 0:45 - side-lane bruiser camp; capture at 1:12.
- 1:45 - side-lane siege camp if it is not in the first Seed's lane; capture at 2:12.
- 2:30 - four heroes at the Seed, one still soaking.
Playing the objective
Seeds on your half of the map are yours to contest; Seeds deep on the enemy side are usually better given. To contest, arrive with four heroes while the fifth handles enemy mercenaries and then joins. To capture fast, one hero pulls the Shamblers' attention while another clicks the Seed. If you are not ready to fight, leave the Shamblers alive: they slow the enemy down while you set up. To give a Seed, poke with two heroes so the channel is never comfortable and push the opposite lane with the other three. Once you hit three Seeds, split and push the side lanes behind the Terrors, and keep someone soaking. When you lose the Terrors, save what you can, but if the enemy team is grouped behind one Terror, retreat from that lane and take value elsewhere instead of dying under disabled structures.
- Attacking: push with the Terror once it reaches structures and dive while the Overgrowth is up.
- Defending: kill the Overgrowth first, then peel the Terror off your Fort.
- Before the third Seed, pre-push the lane your team will follow so the Terror hits a Fort, not a full wave.

Mercenary camps
Six camps: a siege camp top-left, a bruiser camp top-right, two siege camps in the middle lane, a bruiser camp bottom-left and a siege camp bottom-right. All of them vanish when the Terrors start spawning (unless already in combat) and only return once every Terror is dead, so plan your clears between Seed phases. Siege giants are the cheap, safe pressure here, and a bruiser camp timed into the lane you will follow with a Terror doubles the push.
- Siege camp (2 giants): 0:30, respawns 3:00 after capture. Dodge the thrown rocks to clear it damage-free; the giants outrange structures and deal 100% bonus damage to them.
- Bruiser camp (3 knights + 1 wizard): 0:30, respawns 4:00 after capture. The wizard's Spell Armor field protects everything nearby; kill it first when defending and never fight into it.
- Capture a siege camp 12 seconds after a wave spawns so it walks in behind your minions; capture a bruiser camp right as a wave spawns so it leads.
- Camps are gone while Terrors live: clear them before the third Seed, not after.

Late game and win conditions
There is no boss, so late games are won by Terrors and by split-pushing. Late Terrors are tanky, their Overgrowth switches off Keep Towers long enough for a full dive, and a team with two Bruiser-type heroes can push two lanes at once behind them. Seeds keep coming every 50 to 80 seconds, so a single lost fight near a Seed often costs the next two as well: play for vision and pick-offs in the bushes before each phase rather than face-checking into them. The Core shoots a Seed under a nearby enemy hero every 5 seconds that Polymorphs everyone inside for 3 seconds when it bursts, so finish under the Core with spread positioning and a Terror soaking the shots. If the enemy is ahead, give Seeds on their side, defend the lane with their grouped team and trade structures elsewhere.
O que buscar no draft
O que buscar no draft
- Prefer reliable camp clearers: six camps and a big map mean constant mercenary pressure.
- Prefer a double-Bruiser composition and split-push threats to exploit three Terrors in three lanes.
- Prefer gankers, global heroes and vision or stealth tools: the bushes decide who starts each Seed fight ahead.
- Prefer poke and siege damage so you can pressure a channel from range and cash in Overgrowth windows.
- Prefer heroes who can solo-capture a Seed (self-sustain or a way to tank Shamblers) and a strong late game.
- Avoid quests that stack on enemy heroes and drafts that fade late; the fights here are short and the game is long.
Erros típicos
- Killing the Shamblers when you are not ready to fight, handing the enemy a pre-cleared Seed.
- Contesting a Seed deep on the enemy side with all five instead of giving it and pushing the opposite lane.
- Leaving your three Terrors to push alone while the team looks for camps that no longer exist.
- Defending under disabled structures instead of killing the Overgrowth first.
- Face-checking bushes around the next Seed and losing a hero right before the phase starts.
Dicas
- 1The first Seed is always bottom-left or bottom-right; the next is never in the same row and never repeats a column within three Seeds.
- 2Once you see the second Seed you know the full order: for example bottom-left, top-right, bottom-middle, top-left, bottom-right, top-middle.
- 3The channel is 6 seconds: have one hero hold the Shamblers' aggro while another clicks the Seed.
- 4Every collected Seed drops a Regeneration Globe; grab it before rotating.
- 5The Overgrowth loses 10% of its health per second and lives at most 10 seconds; every hit you land shortens the blackout.
- 6Use the first Healing Fountain before 0:30; its 2-minute cooldown has it back for the 2:30 Seed.
- 7Give a Seed by poking with two heroes and pushing the far lane with three; a slow channel costs the enemy more than a fair fight costs you.
- 8Camps vanish while Terrors are alive, so clear your camps before your third Seed and let them push with the Terrors.












