Check every enemy position before attacking Mid-Boss
Most players look toward Mid-Boss while attacking, so opponents can approach from several entrances without being noticed. Before entering the central area, the team should count visible enemies, check revival timers and see which opponents are showing on distant lanes. One teammate can watch an entrance and keep a control ability ready. The safest attempt usually begins after winning a team fight or while several opponents are too far away to reach the centre before the boss is defeated.
The team must keep dealing damage to stop the shield recovering
Mid-Boss can be damaged only by players inside the central area, and its shield recovers when the team stops attacking for too long. The group should enter together and maintain steady damage. A hero with high health and defence can stand closest to the boss, while other players save some control abilities for an enemy attack. An early attempt by one hero takes too much time and leaves that player trapped below. The objective is easier when the full team agrees on the starting moment and keeps enough abilities available to defend the entrances.
The global warning tells opponents that Mid-Boss is under attack
Deadlock sends a warning to both teams when Mid-Boss health falls below the warning level. Opponents then know that the attack is taking place even when they cannot see inside the central area. The attacking team should compare the remaining boss health with the time needed for enemies to arrive. If the boss cannot be defeated before the enemy reaches the entrances, leaving together may prevent several deaths. If little health remains, damage players can finish the boss while teammates turn toward the approaching opponents.

Protect the crystal during its six-second descent
After Mid-Boss is defeated, the green Rejuvenator takes about six seconds to reach the ground. It cannot be obtained while it is still falling. Players should use this time to reload, move around the landing point and stop any enemy preparing to steal it. Standing in one small group makes everyone vulnerable to an attack that covers a large area. A wider circle preserves vision and leaves room for the teammate assigned to use the heavy melee attack on the crystal after it lands.
Three charges require three heavy melee hits
Each successful heavy melee attack on the Rejuvenator gives one charge to the entire team, with a maximum of three charges. The first successful player also returns to full health. A shot, ability or light melee attack does not obtain the reward. Teammates should leave a clear path to the crystal and announce each successful charge. An enemy who remains nearby can still strike the crystal, so the area must be protected until the team has completed every available heavy melee attack.
Each charge revives a player at the place of death
The team effect lasts for three minutes or until all charges are used. When an eligible hero dies, that hero returns at the same place after three seconds with full health. One team charge is used, and the same hero cannot use another charge from that group. The interface at the top of the screen shows how many charges remain. The effect does not make the team immortal. A revived hero can die again without another protected return, so players should continue to choose positions from which teammates can provide support.
Choose the next team objective before claiming the reward
After leaving the central area, the team should decide where the temporary revival charges provide the greatest advantage. A lane with an allied troop wave, an exposed enemy building or a grouped defence gives the team a clear target. Splitting across the map can waste the three-minute duration because no single attack receives enough support. Players can buy items, restore health and gather behind an advancing wave before moving forward. If the first attack fails, any unused charges still have value, but the next decision must respect the remaining time shown on the screen.


