Map shape changes every timing window.

Toggle between classic solo, team, and free-for-all pools from one page. Each map still opens its own guide with creep and expansion notes.

Game Mode

Showing 23 of 23 maps.

1v1

Echo Isles

Echo Isles

A compact map with fast skirmish timings and contestable merchant play.

Small camp routes accelerate first-hero tempo for all races.

1v1

Floodplains 1v1

Floodplains 1v1

A classic solo map where the stream lanes and central spaces create constant movement pressure.

Players can creep efficiently, but side camps and center pulls often expose greedy paths.

1v1

Secret Valley

Secret Valley

A high-resource duel map where merchant access and side pressure create explosive tempo swings.

Rich camp routes enable fast leveling, but center contests can punish players who over-path greedily.

1v1

Terenas Stand

Terenas Stand

A measured classic duel map with narrow lanes, close contact, and decisive creep tempo.

Fast early camps and nearby merchants reward efficient hero route planning.

1v1

The Two Rivers

The Two Rivers

A tight duel map split by bridges that rewards scouting, transport control, and precise movement.

Short routes speed up level progression, but bridge control determines who gets to creep safely.

1v1

Turtle Rock

Turtle Rock

A large original melee map known for creeping variety, mercenary access, and swingy item paths.

Multiple safe and risky routes let players choose between experience greed and faster pressure.

1v1 · 2v2 · FFA

Twisted Meadows

Twisted Meadows

One of the most iconic classic maps, mixing open movement with contested neutral structures.

Creep routes are flexible and often hinge on whether players race the center or secure laboratories first.

2v2 · FFA

Avalanche

Avalanche

A snowy original battleground where split fountains and exposed taverns reward assertive map control.

Team creeping is fast, but central movement remains dangerous because both sides contest healing access.

2v2 · FFA

Lost Temple

Lost Temple

A legendary original map with multiple outer mines and a central healing prize that invites conflict.

Temple-side camps and outer lanes offer many pathing choices, but center control often defines momentum.

2v2 · 4v4 · FFA

The Crucible

The Crucible

A classic large map built around rich outer gold and central magic fountains that amplify big fights.

The map rewards broad creeping plans and constant awareness of enemy movement around the fountains.

2v2

Tranquil Paths

Tranquil Paths

A classic multi-mode map where wide lanes and mercenary control shape flexible macro games.

Merc camps and merchants create several strong opening patterns for both duos and FFA play.

2v2

Traversing the Ruins

Traversing the Ruins

A Frozen Throne team map built around river crossings, outer gold, and coordinated rotations.

Open team routes make shared creeping and partner support much more valuable than isolated farming.

3v3 · 4v4

Deadlands

Deadlands

An Outland battlefield designed for mayhem, with broad routes and heavy emphasis on team collisions.

The camps are straightforward, but the open paths make it easy for opponents to interrupt greedy clears.

3v3 · FFA

Gnoll Wood

Gnoll Wood

A six-player classic map where close starts and crowded merchants create immediate tension.

Short travel time makes early skirmishes common, so creeping routes must respect nearby enemy spikes.

3v3

Monsoon

Monsoon

A Frozen Throne six-player map with broad water lanes and several opportunities for team rotations.

The map supports shared creeping and wide sweeps, but exposed camps can turn into ambush points.

3v3

Typhoon

Typhoon

A classic six-player battleground that emphasizes spacing, long rotations, and decisive flank control.

Large distances slow greedy creeping, so safe routes and shared map information matter a great deal.

4v4

Battleground

Battleground

A classic eight-player warzone built for direct clashes, fast reinforcements, and heavy frontline fights.

Central camps and side routes both matter, but teams usually gain more from moving together than splitting greedily.

4v4 · 5v5

Dustwallow Keys

Dustwallow Keys

A huge original map packed with gold and dense creep pockets, ideal for long team macro wars.

Large camp clusters reward organized team paths and punish players who wander without support.

4v4

Gold Rush

Gold Rush

A classic large-team staple overflowing with mines and built for sprawling macro battles.

Teams can farm quickly, but the abundance of routes makes map vision and timing coordination essential.

4v4

Market Square

Market Square

A city-style team map where broad movement lanes and central access create layered reinforcement battles.

The creeps are accessible, but open approach angles mean teams can punish predictable routes quickly.

4v4

Mur'gul Oasis

Mur'gul Oasis

A broad oasis battleground where positioning around shared structures shapes the pace of the game.

Teams can clear efficiently, but the open center invites early collapses on overextended heroes.

5v5

Dragon Falls

Dragon Falls

A large original melee map built for crowded team battles and contested resource control.

The neutral camps create multiple approach lanes, so teams benefit from moving in coordinated waves.

6v6 · FFA

Ice Crown

Ice Crown

A massive original battlefield for huge armies, long routes, and chaotic late-game collapses.

The map has enough space for broad creeping, but strong teams still contest the key neutral structures early.