Contents
Objective timeline
On small screens, swipe the table to see all columns.
| Stage | Objective | What your team gets |
|---|---|---|
| Between lane fights | Army Camps | Supplies, Merits, vision and shop access without Recall |
| When an enemy camp is destroyed | Enemy Army Camp | Resource denial and an Augment Point for your team |
| At the 12-minute mark | A.M.S. Abomination enters | A late-game team objective |
| After defeating the Abomination | Artillery Battlework | A unique way to quickly damage enemy structures |
Camps are more than a resource stop
Shop access at an Army Camp lets you buy without needing to Recall. That gives the camp a practical role in a rotation, alongside Supplies, Merits and vision. Destroying an enemy camp both denies resources and gives your team an Augment Point.
Augments modify Giant abilities during the match. The properties they can change include range, area of effect, duration and projectile count. Treat that as a separate decision from the item choices in the build paths guide.
Prepare for the team objective
Defeating the Abomination requires team coordination, so use the approach to agree on the fight and the structure you want to pressure afterward. Its Artillery reward helps break through fortified Bastions.
Before committing, connect the objective to the Bastion win condition. Your next step after claiming Artillery should have a target. The Battleworks comparison places Artillery beside Ironclad and Cavalry so you can distinguish a structure-damage reward from ordinary reinforcement options.
Bring the army into the rotation
Soldier scouting and movement help you think about contested spaces before sending your Giant and army into them. Keep camps, lane pressure and the Abomination on the same team plan rather than treating every map opportunity as an isolated fight.