Haunted Mines
Haunted Mines is a two-lane map with a second level: an underground Mine that opens at 3:00 and never closes again. The objective is a race to collect Cursed Skulls from the 110 available per phase, mixed with fights in corridors where hero vision drops from 12 to 6.5. Both teams always receive a Grave Golem when the first team hits 55 Skulls, so the real prize is the gap between the two Golems, and the game is then decided by who pushes better with the strong one or defends better against it. Siege damage, sustain and heroes who use impassable terrain shine here, while quest-stacking heroes and weak early games struggle because the first phase comes early and the map has no other win condition.
- Rotas
- 2 rotas
- Duração típica
- ~18 min
- Primeiro objetivo
- First at 3:00, and the Mines stay open for the rest of the game

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



The Mines
First at 3:00, and the Mines stay open for the rest of the game. The Undead Army respawns 2:00 after both laning Grave Golems die.Each phase spawns 8 groups of Risen Miners in fixed spots and one Grave Golem in the center of the Mines, 110 Cursed Skulls in total. Miners drop 2 Skulls each: the two groups in the top-right and the two in the bottom-left have 5 Miners (10 Skulls each), the two bottom-right and two top-left have 4 (8 Skulls each). The central Golem drops 8 Skulls for every 25% health lost and 6 on death, 38 in all, plus Regeneration Globes at 70% and 30% health. Enter through one of 4 Mine Shafts: mid top lane, mid bottom lane, and one beside each Watch Tower.
Grave Golems
First when a team reaches 55 Skulls, landing in lane about 30 seconds later. They spawn in opposite lanes at the same time, random the first time and alternating afterwards.Glowing bones near the middle of each lane show where the Golems will land: yours spawns in the lane whose bones are closer to your Core, the enemy's in the other. Power scales with game time and with Skulls: the time-based part locks in when the two teams have collected 60 Skulls combined (or when the Golems spawn if they collected fewer), and then each Skull its owners gathered adds 7% more power. A Golem walks its lane until killed and is a fight-winner when your team stands with it.
Plano de partida
Lane assignments
Play 1-4. The offlaner takes the top lane and keeps soaking through the first Mines phase and while the Golems are in lane; the four-man plays the bottom lane, its Sapper camp and later the Mines. Your offlaner needs waveclear and survivability, because there will be long stretches where nobody can come to help. Point-control heroes in the four-man make the Sapper camps safe; if you have none, take the Sapper camp farthest from the enemy four-man instead of fighting for the near one.
- Top: a self-sufficient offlaner who clears waves and never dies alone.
- Bottom: tank, healer and two damage dealers, one of them with area damage for Miner groups.
- Stay 1-4 during the first Mines; the offlaner only joins later, when the Skull race decides the game.

Early game
At 0:30 clear the Sapper camp in your four-man's lane and capture it right away; watch for an invade, since both teams want the same camp. Use the Healing Fountain once before 1:00 so it is back for 3:00. At 2:20, roughly 20 to 30 seconds before the Undead Army spawns, start your Siege camp and capture it at 2:40, ten seconds after a wave, so the giants join behind your minions and pressure a Fort while everyone is underground. At 3:00 decide how many heroes go down: the more siege damage your team has, the fewer you need in the Mines, because pushing with a decent Golem is your plan anyway.
- 0:30 - Sapper camp in the four-man lane; capture immediately.
- Before 1:00 - Healing Fountain once.
- 2:20 - Siege camp; capture at 2:40 to join behind the wave.
- 3:00 - Mines open; four go down, the offlaner keeps soaking.

Playing the objective
Underground, collect Skulls from the Miner groups nearest you without spreading away from the team, starting with the top-right or bottom-left groups because they carry 10 Skulls instead of 8. If both teams farm evenly, each ends up with about four groups, at least 32 Skulls, so the objective is won either by killing enemy heroes before they finish their side or by winning the numbers fight at the central Golem: bringing it to 25% alone yields 24 Skulls. With vision cut to 6.5, hug the terrain, keep the healer central and let heroes who use walls (stuns, dashes, blocks) pick the fight spot. When you clearly win the Skull count, your four-man pushes with your Golem; when you clearly lose, they defend the lane the enemy Golem takes; when it is close, the team with more siege damage pushes and the other defends. Use the roughly 30 seconds before the Golems land to capture your Siege camp so the giants meet them in lane, and crowd-control enemies near the spawn point so the Golem's opening abilities land on them.
- Farm the 10-Skull groups first (top-right and bottom-left), then the nearest remaining ones.
- Do not start the central Golem without a numbers edge; it is where fights break out.
- Behind on Skulls? Leave early, take a camp and set up to kill the enemy Golem under your structures.
- Kill the enemy Golem before chasing heroes; it never stops pushing.




Mercenary camps
Four camps, all always active, even with the Mines open or Golems in lane: a Sapper camp near the middle of each lane and a Siege camp at the top-left and bottom-right. Sappers are cheap experience but massive structure damage, so keep the one in your four-man's lane on cooldown. Two Watch Towers sit beside the left and right Mine Shafts; they go neutral 45 seconds after you leave, so only take them when you are already in the area, and remember an enemy-held tower shows exactly who enters or exits that shaft.
- Sapper camp (3 Sappers): 0:30, respawns 2:30 after capture, 90 base experience. Each Sapper sprints at a structure and explodes for 1750 damage to it (187 to nearby non-structures); a stun, silence or knockback interrupts the charge, but they try again immediately.
- Siege camp (2 giants): 0:30, respawns 3:00 after capture, 280 base experience. Dodgeable rocks, outrange structures, 100% bonus damage to buildings.
- Capture the Siege camp 10 seconds after a wave spawns (2:40 for the first) so the giants walk in behind minions.
- Watch Towers: capture by standing in them; neutral again after 45 seconds unoccupied.

Late game and win conditions
The objective is the only win condition, so every late phase is a full commitment: the Golems' time scaling is huge by then and a 20-Skull gap turns into a Golem that eats a Keep. Send the whole team down once the offlaner's soak stops mattering, win the Golem fight in the center, then push with your Golem in the lane the glowing bones announce while one hero delays theirs. Unlike every other map, the Core has no ability, so once a Keep falls a Golem plus a Siege camp can finish without a hero ever entering Core range. Use the Mines as a hidden highway: they let you cross the map out of sight of Watch Towers and pop up behind a defending team.
O que buscar no draft
O que buscar no draft
- Prefer siege damage: the winning plan is pushing with your Golem, and the losing plan is trading structures while you defend.
- Prefer sustain damage and sustained healing for long Skull fights in tight corridors.
- Prefer heroes whose kits use impassable terrain; the Mines are all walls.
- Prefer camp clearers and point-control tools to secure the Sapper camps at 0:30 and on every respawn.
- Prefer moderate waveclear on the offlaner, who soaks alone for long stretches.
- Avoid quests that stack on enemy heroes and any draft that is weak before 3:00.
Erros típicos
- Sending all five underground in the first phase and giving away a Fort and a level.
- Starting the central Grave Golem while outnumbered and handing the enemy 24 Skulls plus a kill.
- Spreading across the Mines to farm faster and getting caught alone with 6.5 vision.
- Fighting the enemy Golem in the open lane instead of under your Towers with the wave cleared.
- Ignoring your Siege camp in the 30 seconds before the Golems spawn.
Dicas
- 1The Mines open at 3:00 and never close: use them to cross the map unseen or to confuse chasers near a Mine Shaft.
- 2110 Skulls per phase; 55 triggers the Golems. Miners drop 2 each, the central Golem 8 per 25% health lost and 6 on death.
- 3Top-right and bottom-left Miner groups carry 10 Skulls each; the other four carry 8. Farm the tens first.
- 4Move your camera to the center of the upper half of the map to peek into the middle of the Mines and see if the enemy is on the Golem.
- 5Each Skull your team collected adds 7% power to your Golem after the time scaling locks in at 60 combined Skulls.
- 6Glowing bones near mid-lane tell you the spawn lanes: yours is the set closer to your Core.
- 7Sappers explode for 1750 on structures; a stun, silence or knockback interrupts them, but only killing them stops it.
- 8Watch Towers go neutral 45 seconds after you leave; an enemy tower next to a Mine Shaft means they see you go in.












