Arena mapsArena map guide

Black Rook Hold Arena

A broad central pillar, side rooms, and small outer ledges.

The central pillar has forgiving line of sight for most of the map. Side rooms are useful staging locations, but dangerous places to take an extended fight.

central pillarside roomssafe midfield
Geometry briefing

This is a durable orientation brief for the map's terrain and line-of-sight choices. It remains available, but is intentionally excluded from search until current-rotation research, mode-specific examples, and visual callouts have been source-reviewed.

Game Plan

Position with a purpose

Opening position

Anchor around center and keep the battle in the visible middle. Use room entrances for short resets, not as default fighting locations.

Healer plan

The central pillar gives a wide view and easy cast denial. If using a room, stay near the doorway for a path back.

Damage plan

Fight in the central safe zone, then punish enemies who run deep into a room. Gatekeep its exit while your healer stays protected.

Do not lose here

Going deep into an outer room can make a teammate unhealable and forces the healer into a control corridor.

Map-Specific Edge

Black Rook Hold Arena tip

A room entrance is a micro-pillar for one cast, a drink, or a portal. It is not a durable place to trade a full enemy go.

Fundamentals

Arena positioning and team play

Review healer radius, triangle positioning, cooldown trades, roles, and class identities.

Setup

Arena macros and keybinds

Build arena-target, focus, party utility, and stopcast controls that work when the map gets chaotic.