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Marvel Rivals Hydra Charteris Base
Medium

Hydra Charteris Base

Convergence: cap the point, then push the cart. Two games in one, and pubs forget the second.

Hydra Charteris Base is Convergence — capture a point, then escort. Teams that win the cap and then wander lose the cart. Teams that never group for the cap stall forever. Destruction in the interior creates brutal close angles; Peni and Groot walls change the point more than a fourth Duelist. Play the mode you are in: point first, meters second.

Mode
Convergence (hybrid)
Phase 1
Capture
Phase 2
Convoy — do not celebrate the cap and AFK

Key spots

  • Capture point

    Bodies on it. Off-angle duels that never touch the point do not cap.

  • Interior halls

    Close Vanguards and area denial. Walls and nests matter.

  • Cart after cap

    The actual second half. Group up. The other team is also grouping.

  • High catwalks

    Poke. Clear them or the point is a farm.

  • Spawn doors

    Overextending after a won fight is how you get staggered into overtime.

Play notes

  • Overtime on the point is a full commit. Trickling in overtime is a throw.
  • After you cap, you are now on Convoy rules. Someone get on the cart.
  • Peni mines and Groot walls are map control. Break them or play another street.