
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.