Garden of Terror


Garden of Terror is a massive, 3 lane map that rotates through cycles of Night and Day. During the Day, Heroes prepare for the Night cycle by pressuring structures, and collecting Mercenary camps to maximize their Night-time Shambler destruction. Each team has  two sets of Siege camps, and one Knight camp. There is a Siege camp on the Top and Bottom side, and the Knights are right next to the Bottom Siege.

The focal point of Garden of Terror resides around the middle of the Top and Bottom hemispheres. In this “jungle” area, Shamblers and Garden Terrors spawn during the Night, allowing each team to contest them to collect Seeds. Upon collecting 100 Seeds, your team will begin to grow it’s Garden Terror. Once fully grown, any Hero on your team can jump inside the Garden Terror – which has the ability to strangulate structures, and polymorph enemy Heroes.


Unlike other Battlegrounds, Garden of Terror‘s scenery completely changes when it’s time to contest the primary map objective. This event, called “Night” occurs at 1:30 into the game,  and spawns 2 camps of Shamblers and a Garden Terror in each jungle on the map. Shamblers give 5 Seeds per kill, resulting in 15 per small camp. Garden Terrors drop 60 Seeds each; resulting in 90 Seeds per jungle. 180 Seeds isn’t enough to spawn a Garden Terror for each team, so understanding how many Seeds each camp gives is very important for denying your opponents their objectives.

  • The Shambler camps are extremely easy to kill, and yield a high volume of Seeds considering the amount of time it takes to defeat them. They’re also a lot less risky to contest, so try to snag these camps up before your enemy can realize they’re gone.
  • Invisible Heroes can collect Seeds that the enemy team collects simply by walking over them, and walking away.
  • High AoE damage Heroes, or zone-control Heroes are very effective in Garden of Terror, because they can deny your opponents Seeds during the Night.

Mercenaries and Bosses

The Mercenary camps spawn at 2:00 into the game, allowing Heroes to capture them to provide map pressure onto the lanes. As always, it’s very important to take these resources for strategic purposes. Capture your Mercenary camps to force your opponent to respond to lane pressure, instead of collecting Seeds during the Night phase.

  • After the first Night phase, it can be devastating for your opponents if you have enough Seeds for a Garden Terror, and your team captures your Mercenary camps while someone grabs the Garden Terror. This way, the Garden Terror can split-push for free, while the rest of your team groups up with a Knight or Siege camp. The amount of pressure this cause will almost always equate to a significant experience lead, which will make the next Night phase even easier.
  • Use your Mercenary camps to force your opponents into dealing with multiple situations during the Night phase. This will maximize the amount of Seeds your team collects during the Night, which will equate to more Garden Terrors over the course of the game.



Playing as the Garden Terror takes some time to master, but can be used very well if you follow a certain set of criteria.

  • Don’t fight Heroes during the early game:
    • Use your Sprint ability (E) to escape enemy Heroes, and run around placing your Seed (W) around multiple enemy structures.
    • Use the early game to maximize your structure damage, in attempts to snowball your team into an experience advantage. If you use your first Garden Terror to get more than 2 Towers destroyed, your team is definitely going to hit level 7 first and have a much easier time contesting the 2nd Night phase.
    • Early game Garden Terrors don’t have a significant amount of Health.
  • Communicate your Garden Terror decisions with your team:
    • If you plan on splitting during the mid-game, because of the enemy team composition, make sure you inform your teammates. Without this communication, they could expect you to show up to contest an objective, and can lead to devastating losses for your team.
  • Distracting your opponents with your Garden Terror can lead to free Seeds during Night. If your win condition is to simply continue to deny the enemy team any Seeds, then distract your opponents by tanking their damage, placing your Seeds on structures and polymorphing them.
  • Group with the Garden Terror during the late game. The amount of damage the Garden Terror can do with it’s Basic Attacks is absurd, and the crowd-control Polymorph provides will completely turn a team-fight.