Hot Zone Magnet Challenges
| Hot Zone Magnet Challenges | |
|---|---|
| General | |
| Kind | Event reward |
| Challenges | 3 |
| Cash | Up to 5,000 (magnet activated) |
| Role XP | 500 (Magnet Activated), 100 (Tower Captured) |
| Internal name | DT_Challenges_SessionEvents_KOTH_HotZoneMagnet |
These challenges pay when a Hot Zone Magnet is activated or deactivated, or when a tower is captured. The mode they belong to is King of the Hill.
Challenges
| Challenge | What earns it | Cash (base) | Role XP |
|---|---|---|---|
| Magnet Activated | Players in range of an activated magnet | 2,500 | 500 |
| Magnet Deactivated | Players in range of a deactivated magnet | 2,500 | None (cash only) |
| Tower Captured | Players in range of a captured tower | 250 for a neutral tower, 1,500 for a hostile tower (six times the neutral amount) | 100 (300 for a hostile tower) |
The tower row pays a neutral and a hostile tower at different amounts: a hostile tower pays six times the neutral cash and 300 Role XP instead of 100. The Magnet Deactivated row pays cash only. The cash table also has a magnet destroyed row worth 150 cash, which the data marks as unused.
Season 2 changes
The sources list no Season 2 changes for these challenges.
See also
- Challenges, the overview of every challenge category
- King of the Hill
- King of the Hill Challenges
- Cash and Rewards
Sources
- Rewards and progression, section 6b for the magnet and tower cash
- Challenges and session events, sections 3 and 6
- Hot Zone Magnet challenge table (JSON)
- Round 42 buildables and economy evidence: the reward and hit-count rows used on this page.