AlphaMOBA

5v5 · the big map

The Witchwood

The Wardens' Lodge holds the south-west corner and the Coven the north-east. Three lanes run between the two bases, a full jungle fills the wood on either side of them, and one dry channel of mist runs across the middle from a pit at each end. It is a hundred and twenty metres on a side, and everything on the plan below is drawn from the game's own map file: every wall box is a hitbox as the game has it.

  • Wall on the Lodge's half: mossy loam plateau over oaks, ferns and boulders
  • Wall on the Coven's half: black soil under dead trees, thorns and toadstools
  • The Lodge's fountain, great oak, hearth-shrines and watch-platforms
  • The Coven's fountain, cauldron, bottle-trees and cauldron towers
  • Jungle camp, with a tick for the way its beast faces
  • Pit: the Bridge Warden in the north-west, the Marrow Kraken in the south-east
  • The Mistway, the river's dry channel
  • Altars, one on each bank
  • Brush, which hides whoever stands in it
  • Lane
The shape
Bases in opposite corners, top lane along the west and north edges, bot lane along the south and east, mid straight across the diagonal. The Coven's half is the Lodge's turned through a half circle, so the walk to any objective is the same from either fountain.
The seam
The board changes hands on the other diagonal. South-west of it the ground is loam and moss and the walls carry oaks; north-east of it the soil is black under a violet cast and the walls carry dead trees. The Mistway runs along that seam.
Hover the plan
Hover over a structure, camp or pit to see its name. The plan uses the same data the game loads.

Two districts

Each team's half has its own ground, wall props, minions and building style.

Blue · south-west

The Wardens' Lodge

Oak, moss, rope, thatch and bronze. Treehouses stand on great oaks past the corner of the board with rope bridges between them. The towers are watch-platforms built round living oaks with a thatch roof, a bronze horn and an amber paper lantern. An inhibitor is a hearth-shrine under four posts. The nexus is the great oak itself with a lodge-hall in its crown.

Underfoot: a forest floor of loam and leaf litter gone green with moss, a bark-chip shoulder, a trodden earth road, and pale river stones where the Mistway runs. On the walls: oaks, ferns, mossy slate boulders, log piles, horn posts, rope-railed lookouts and green pennants.

Red · north-east

The Coven

Black bark, violet, iron, tallow and witch-fire. A crooked cottage sits on its rock over a great cauldron past the corner of the board. The towers are three cauldrons stacked with broomsticks leaned against them and a green candle burning on top. An inhibitor is a bottle-tree, a dead branch hung with glowing glass. The nexus is a cauldron of witch-fire under the cottage.

Underfoot: black soil under a violet cast with toadstool dust in the hollows, a shoulder of dead leaves and bone chips, a cracked black-earth road, and grey pebbles under the mist. On the walls: dead trees hung with bottles and candles, black boulders, toadstool rings, brambles, cauldrons, candle clusters, thorn stakes and bone piles.

The Lodge's half of the board at the play camera: loam and moss ground, oak-dressed walls, the Mistway crossing behind
The Lodge's half from the play camera, with the Mistway and the Coven's half beyond it.
The Coven's base: cauldron towers, the bottle-tree inhibitor, the cottage on its rock and dead trees along the rim
The Coven's base, its cottage and cauldron past the corner, and the dead trees along its rim.

Lanes and structures

Three towers a side per lane, an inhibitor behind each lane, two towers in front of the nexus, and the nexus itself. Twenty-two structures a side, and a strict order to taking them.

The towers
Each lane has a front tower out near the middle of the board, an outer tower, and an inner tower at the base's edge. They must fall in that order: a tower is shielded while the one in front of it stands. Their fire is the watchfire, and its threat ring is drawn on the ground.
The inhibitors
One behind each lane's inner tower, shielded until that tower falls. An inhibitor down sends the other side's foremen down that lane. Inhibitors respawn after a while.
The nexus towers
Two of them stand in front of the nexus. Either can be hit once any one inhibitor is down.
The nexus
The Lodge's great oak, the Coven's cauldron. It cannot be hit while all three inhibitors stand, whatever has happened to its towers, and once an inhibitor is down it still waits behind both nexus towers. Break it and the match is over.
The base court
Each base is paved from the fountain out past the inner towers to the ring wall. The fountain heals and sells; the shopkeeper stands in the Lodge's amber light or the Coven's green.

The Mistway and the pits

No water crosses this board. The river's channel is a sunken road of pale stone under a cold haze, running from one pit to the other and out to the top and bot lanes. The Lodge lines its bank with lantern posts, the Coven with thorn stakes and candles.

PitWhereBossWakesReturnsWorthGives
The Bridge Warden's ReachNorth-west end of the Mistway, off the top sideThe Bridge Warden2:004:00 after it falls200 gold, 400 experienceThe Warden's Mantle, for 90 seconds
The Marrow Kraken's ReachSouth-east end of the Mistway, off the bot sideThe Marrow Kraken7:005:00 after it falls500 gold, 800 experienceThe Wrath of the Deep, for 150 seconds
The altars
The Altar of Fury and the Altar of Swiftness stand on opposite banks of the channel, each a dry walk for one side and a crossing for the other. Each holds its blessing for 75 seconds.
The fords
The Mistway crosses all three lanes. The crossings are the only stretches of channel with no posts on their banks; everywhere else, the bank is wall.

The jungle

Twelve camps, six a side, each side's mirror of the other. A camp's large beast leads two smalls, except the shrines, whose sentinel stands alone. Every beast faces its camp's mouth, the way in.

CampHalfBeastWithWorthReturns
The Wisp LandingLodge, top sideLantern MotherTwo Lantern Wisps90 + 25 + 25 gold75 s
The Lantern ShrineLodge, top sidePaper GuardianStands alone150 gold90 s
The Strider StiltsLodge, top sideStilt StriderStands alone95 gold75 s
The Silk LoftLodge, bot sideSilk MatronTwo Silk Moths90 + 25 + 25 gold75 s
The Lantern ShrineLodge, bot sidePaper GuardianStands alone150 gold90 s
The Bell EavesLodge, bot sideBell Cricket LordTwo Bell Crickets85 + 22 + 22 gold70 s
The Ash HollowCoven, top sideAsh Wraith ElderTwo Ash Wraiths95 + 25 + 25 gold75 s
The Marrow ShrineCoven, top sideSkull GolemStands alone150 gold90 s
The Rib CageCoven, top sideRib Crawler Brood-MotherTwo Rib Crawlers85 + 22 + 22 gold70 s
The Hound OssuaryCoven, bot sideMarrow AlphaTwo Marrow Hounds80 + 25 + 25 gold60 s
The Marrow ShrineCoven, bot sideSkull GolemStands alone150 gold90 s
The Beetle CrownCoven, bot sideSkull Beetle KingTwo Skull Beetles85 + 22 + 22 gold70 s
The brush
A hundred and seventy-one patches of tall grass. Enemies outside a patch can't see you while you stand in it.
The walls
The jungle's walls are a thousand and forty-one boxes the pathing knows exactly. The plateau drawn over them follows their outline with its corners rounded a touch, and what stands on it, the trees, boulders and works, stands only where there is a box underneath.

Minions, a wave a side

Each side marches its own. The Lodge sends carved oak puppets in green hoods; the Coven sends stitched rag poppets in violet. The same four kinds walk each lane: three porters up front, three slingers behind, a hauler every third wave, and foremen once an inhibitor is down.

The eight minions in idle, run, attack and from behind: the Lodge's oak scout, archer, hauler and foreman, and the Coven's rag poppet, hooded caster, sack hauler and scarecrow foreman
Porter, slinger, hauler and foreman for each side, shown idle, running, attacking and from behind.
Porter
The melee body of the wave. Twelve damage a swing, three to a wave.
Slinger
The ranged back line. Eighteen a shot, three to a wave.
Hauler
The siege engine, forty a shot with the reach to hit a tower from outside its ring. One every third wave.
Foreman
Sixty a swing and a head taller than everyone. Arrives down a lane whose inhibitor is down, and stops when it is rebuilt.

Ground and props

The Witchwood has eight ground tiles, four for each team's half, and seventeen props. Each was painted from a written description, then built from the painting and placed on the board by the game's own placement rules.

The eight ground tiles, each repeated two by two: the Lodge's floor, verge, lane and mist stones, and the Coven's
The ground tiles, each shown repeated. Top row the Lodge: floor, shoulder, road, mist-road. Bottom row the Coven.
The seventeen built props: bone pile, bottle branch, black boulder, bramble, candles, cauldron, dead tree, thorn, toadstools, mossy boulder, fern, horn post, lantern post, log pile, lookout, oak and pennant
The seventeen props as built. On the walls, each is scaled to the room its wall gives it, so nothing leans out over the path.
The whole Witchwood board from above at an angle, the Lodge's green half and the Coven's violet half divided by the pale Mistway
The whole board on the table. The Lodge's treehouses stand past the south and west edges, the Coven's cottage and cauldron past the north-east corner.

The other boards

The Witchwood started as a copy of the Wide Wood, which stays in the game as an archived flavour of the same board. The Hushwood is the 3v3, and the Toll Road is where a new champion gets tried.