Objectives

Soul Urn

The Urn is a pure bounty run again — grab it, survive to the far drop-off, and it pays 250 + 70/min plus +4 Boons. The king-of-the-hill is now a separate objective, the Unstable Rift.

Also called: urn, soul urn, urn run, deposit, king of the hill, koth urn, urn capture, урна

The Soul Urn is a soul prize you grab at one end of the map and run to the far drop-off for one of the biggest bounties in the game. As of the 06-30-2026 rework it is its own objective again: depositing it no longer opens a king-of-the-hill circle — that role split off into the separate Unstable Rift. It spawns at 10/15/20/25+ minutes, the bounty is worth 250 + 70/min plus a comeback share, and on deposit the souls burst out as orbs while the runner banks +4 permanent Boons.

Running the Urn

As of the 06-30-2026 rework the Urn is its own objective again, fully split from the king-of-the-hill (now the Unstable Rift). It spawns at 10/15/20/25+ minutes on one end of the map — the old neutral pickup spots — and you carry it to the drop-off on the opposite end, where it deposits instantly. On deposit the whole payload bursts into the air as orbs worth 250 + 70/min for the runner (plus the comeback component); if an ally grabs some orbs they split the bounty with you, and the runner banks +4 permanent Boons. Carrying it is far less punishing than before: the runner is no longer revealed, disarmed or silenced — but can no longer parry. You cannot drop it on purpose. It only falls when you take a light or heavy melee, get stunned, or die (a doorway or a Mirage teleport also drops it), and it stays where it lands instead of walking home. The bounty starts decaying 45 seconds after pickup and bleeds out over the next 45, after which the Urn is removed — so every run is on a roughly 90-second clock. Leave it untouched and after 3 minutes it slowly walks itself toward the drop-off. While you hold it you keep the usual mobility bonuses (+1 stamina, +10% dash distance, +15% stamina regen and extra sprint), but they now scale with how far your team is behind — from nothing at even net worth up to full value at 15% behind — rather than a flat on/off.

The Unstable Rift

The king-of-the-hill objective has been rethemed and renamed the Unstable Rift, and it no longer needs an Urn delivery to start. It now fires on its own roughly every 7 minutes (up from 6) with a variable plus-or-minus 1-minute start: an in-world effect first marks the random lane it will spawn in, then a global 25-second countdown announces it. Anyone standing in the zone is revealed on the minimap. Securing it sends a wave of 5 Rift Troopers down from the rift — up to 12 if you are the trailing team — and those troopers drop no souls, spawn with +100% health and damage (growing each event: 100%, then 120%, 140%…), look larger and carry custom VFX. The whole objective is tuned for comebacks: the in-area resists, the extra comeback bounty and the claim timer all scale linearly with your net-worth deficit, from no bonus at even gold to full value at 15% behind. Its bounty was raised 35% to absorb the now-removed urn-runner share (so the overall objective payout is unchanged), and it no longer hands every player a permanent Boon.

How to play it

Treat the two objectives differently now. The Urn is a tempo play: pick a mobile, survivable runner — a frontliner or anyone with a dash or leap (Majestic Leap, Sprint Boots, Extra Stamina and Enduring Speed all help) — before it spawns, and remember the bounty decays on its roughly 90-second clock, so a fast, escorted run beats one hero hoarding it. You cannot be revealed or disarmed while carrying, but a single melee, stun or death knocks it loose on the spot, so screen the runner and watch for melee dives. To contest the enemy run, force that melee, stun or kill to drop the Urn, then grab the orbs that burst on their deposit — even the trailing team can steal a slice, since orbs are shared. The Unstable Rift is your comeback button: it pays the most, spawns you the most Rift Troopers and stacks the most resist when you are behind, so group on the announced lane, win the fight inside the zone, and ride the trooper wave into a push. When you are ahead the comeback value is not yours — deny it cleanly or trade it for map space instead of bleeding a fight you do not need.

Common questions

Did the Urn and the king-of-the-hill objective split apart?
Yes — as of the 06-30-2026 rework the Urn is a pure bounty run again, and the king-of-the-hill role moved into a separate objective, the Unstable Rift, which now starts on its own roughly every 7 minutes.
Who should run the Urn, and how long before its bounty decays?
Pick a mobile, survivable runner — a frontliner or anyone with a dash or leap — and escort them. The bounty starts decaying 45 seconds after pickup and bleeds out over the next 45, so every run is on a roughly 90-second clock.
When does the Unstable Rift spawn, and why does it favor the team that is behind?
Roughly every 7 minutes, give or take a minute, with the lane marked in-world and then a global 25-second countdown. Its resists, comeback bounty, claim timer and Rift Trooper count (up to 12 for the trailing team) all scale with your net-worth deficit, up to full value at 15% behind.

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