Soul Urn
The Soul Urn (also known as Spirit Urn or Soul Jar) is a contested team objective that first spawns at 12:00 and then respawns every 6 minutes.
Overview
- Initial Spawn: 12:00.
- Respawn Interval: Every 6 minutes.
- Pickup: Light melee or heavy melee the urn to pick it up. It is no longer picked up by standing in a channel.
- Carrier Buffs: +2 m/s move speed, 0 m/s sprint speed, +1 stamina, +10% dash distance, +25% stamina regen, and 100% slow resistance. If the carrier’s team is behind, the carrier also gains +5m sprint speed, +35% Bullet Resist, and +35% Spirit Resist for themselves only.
- Carrier Reveal: The carrier is revealed on the minimap.
- Announcements: The Urn talks every 6s, and its talking sound can be heard from farther away.
- Carrier Actions: The carrier is disarmed and cannot use movement abilities while carrying the urn.
Delivery
The urn must be carried across the map to the opposite side-lane bridge: an urn picked up on the left is delivered on the right, and vice versa. The drop-off is above the bridge, roughly halfway between the two Patrons. Depositing the urn starts a king-of-the-hill capture phase.
- Capture: Heroes progress their team’s capture by standing within the 20m capture radius. Both teams can build progress at the same time, but the urn is not claimed until only one team remains in the circle. Additional allied heroes do not increase the progress rate.
- Capture Timers: Favored/neutral/unfavored urn states take 6s/12s/18s to capture.
- Frozen Shelter: Kelvin’s Frozen Shelter freezes the urn timer, including capture timing.
- Behind-Team Resist Aura: During capture, the behind team gains +35% Bullet Resist, +35% Spirit Resist, and +35% Debuff Resist inside the 20m capture radius. The aura does not apply while the urn is carried or dropped.
- Reward Timing: The runner receives their normal bonus bounty and stats immediately when initially depositing the urn. The team reward is granted when capture completes.
- Capture Timeout: If capture remains unresolved for 60s, the urn gives up and throws its Souls into the air as long-lived, contestable orbs.
- Long Hold Punish: After a team has held the urn for 40s, the carrier starts taking damage. This team-held timer freezes while enemies are within 40m of the runner, and each pickup adds at least 2s to the timer even if the urn is instantly dropped. The old 12s pickup lockout after a long-held drop no longer applies.
- Return Home: When dropped or fumbled, the urn stays on the ground while enemies of the last carrier are within 40m. If no enemies are nearby, it waits up to 13s when a friendly player is within 40m. If the held timer is over 45s, the next drop immediately returns home when no enemies are nearby.
Strategy
- The urn is both a cross-map courier run and a forced fight at the opposite side-lane bridge.
- Prepare waves and nearby positions before starting the capture so your team can control the bridge.
- Clear enemy heroes out of the capture circle; meleeing the urn no longer flips ownership.
- Because the behind-team resist aura only applies during capture, teams need to escort the runner through transit instead of relying on a moving teamwide resist aura.