Read in this order
Look at the map in a fixed sequence. Skipping steps is how you end up in the open with no exit.
First the objective. Then the two main approaches to it. Then high ground. Then health packs. Then the flank nobody watches.
That order takes about thirty seconds and covers most of what kills you.
The objective is a shape, not a circle
Every capture point and payload path has a shape. Some are open circles with four approaches. Some sit in a corridor with one door.
An open point rewards area denial and spread. A narrow point rewards a wall and a single choke.
Pick your heroes for the shape, not for the mode name.
Two exits minimum
Before you commit to a fight, know two ways out. One exit is a trap, because the enemy only has to watch one door.
This is also how you decide where to stand. A spot with one exit is a coffin with a nice view.
High ground and the cost of taking it
High ground gives you a shorter angle and better sightlines. It also isolates you from your healers.
Reaching it is the filter most guides skip. Every jump in the game tops out at 3 metres, so height is free only to the five fliers — Angela, Human Torch, Iron Man, Storm, Ultron. Everyone else buys it with stairs, ramps or a mobility cooldown, which is also why a contested high ground flips the moment that cooldown is down.
Take height when you can shoot from it without leaving your support’s range. Otherwise it is a solo trip to a death.
Health packs are a second healer
A health pack lets a Duelist hold an angle without spending a support cooldown.
Learn the pack nearest your defensive corner. A player who knows the pack wins duels they should lose.
Chokepoints and the flank nobody watches
Chokepoints are where fights happen. Flanks are where they are decided.
Every map has one route the defending team forgets. Find it on defence before the enemy does on attack.
Walls matter here. Groot and Doctor Strange can turn a flank into a main route, or a main route into a wall.
What the layout favours
| Layout | Favours | Hurts |
|---|---|---|
| Open point, four approaches | Spread damage, area denial | Single-file pushes |
| Corridor with one door | Walls, choke control | Flankers with no route |
| Vertical arena | Flying and dive heroes | Ground-only melee comps |
| Long sightline to the point | Snipers, poke damage | Short-range brawlers |
The current map pool
The pool rotates with updates, so treat this as a map of the territory rather than a schedule. Modes are listed per map as they appear in the client.
| Map | Mode | Added |
|---|---|---|
| Yggsgard: Yggdrasill Path | Convoy | Closed alpha, May 2024 |
| Birnin T’Challa | Domination | Season 0, December 2024 |
| Hydra Charteris Base: Hell’s Heaven | Domination | Season 0 |
| Klyntar: Symbiotic Surface | Convergence | Season 0 |
| Intergalactic Empire of Wakanda: Hall of Djalia | Convergence | Season 0 |
| Empire of Eternal Night: Midtown | Convoy | Season 1, January 2025 |
| Empire of Eternal Night: Central Park | Convergence | Season 1.5, February 2025 |
| Klyntar: Celestial Husk | Domination | Season 3, July 2025 |
| K’un-Lun: Heart of Heaven | Convergence | Season 4, September 2025 |
| Museum of Contemplation | Convoy | Season 6, January 2026 |
| Thebes | Convoy | Season 9, July 2026 |
| God Quarry | Domination | Season 10, September 2026 |
Outside the standard pool: Sanctum Sanctorum and Alchemax Headquarters play Doom Match, Grand Garden and Alchemax Headquarters carry 18v18 Annihilation (permanent since the December 2025 patch), and Throne of Knull’s Resource Rumble now only runs in custom games. The event maps — Marvel Zombies: Midtown, Blood-Night New York — are seasonal reworks of existing layouts, and Hellfire Bay Beach is a social hub with no combat.
Reading the named maps
Yggsgard: Yggdrasill Path (Convoy). The Asgardian bridge gives both teams long sightlines and open side routes. Poke heroes hold the middle; dive heroes take the flanks the bridge ignores. The route is long, so a defence that gives ground slowly loses the timebank rather than the fight.
Empire of Eternal Night: Central Park (Convergence). The open park favors flyers and anything that shoots over cover, and the capture step happens before the push — a team that only builds for one half stalls at the handover. The statue near the final checkpoint is the Ruined Idol achievement target, which means at least one enemy is always distracted by it.
Intergalactic Empire of Wakanda: Hall of Djalia (Convergence). The astral plane plays close and vertical. Area denial and brawlers beat range here, because the flanks are short and the fights decide at the point rather than along a sightline.
K’un-Lun: Heart of Heaven (Convergence). The most vertical of the standard maps. Flying and dive heroes get full value, and ground-only comps cannot contest the upper routes — pick for height or expect to lose the sky.
Museum of Contemplation (Convoy). Indoor lanes and tight corners: walls and choke control beat range, and the flank nobody watches is the one through the galleries rather than around the outside.
Thebes (Convoy). A pyramid with three checkpoints — the Pyramid’s Entrance, the Path to the Lazarus Chamber, the Temple of Khonshu — and a central elevator that moves bodies vertically. The elevator is the map’s most important feature: it turns a ground push into an aerial angle, and it also powers the map’s own achievements. Control the middle and the payload route shortens.
God Quarry (Domination). The newest Domination map, added with Season 10. An open quarry with a contested centre: spread damage and area denial hold it, single-file pushes feed it.
Birnin T’Challa and Hell’s Heaven (Domination). Both play close. Birnin T’Challa’s city blocks shorten sightlines; Hell’s Heaven’s ritual structures create the chokes. In both, the team that wins the corner wins the point, and snipers are a tax the map charges you.
Learn one map at a time
Pick the map you lose on most and walk it once without fighting. Note the packs, the exits and the flank.
That single habit is worth more than ten guides. Read the positioning guide for how to use what you find, and the game modes guide for what the mode asks before the layout does.