Arena mapsArena map guide

Hook Point

Compact center pillars and a long back corridor with short line-of-sight routes.

Frequent accessible cover favors teams that stay connected in close quarters. Casters often need proactive offense instead of passive spacing.

compactcorridormelee-friendly
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

Establish central-pillar control and do not let the opponent turn the back corridor into a free reset.

Healer plan

Use the small center pillars for quick cast denial. Hold a return route instead of retreating all the way down the corridor.

Damage plan

Melee can keep a target near short cover. Casters should create pressure early and use the upper corner angle to prevent a safe corridor cycle.

Do not lose here

Chasing through the back corridor can remove damage and healing angles together.

Map-Specific Edge

Hook Point tip

Everyone has nearby line of sight. Win by deciding when to deny it, not by assuming distance makes you safe.

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.