Arena mapsArena map guide

Nokhudon Proving Grounds

Ramps, pillars, and a central wall that divides lines of sight.

The central wall makes side control decisive: a ramp and adjacent pillar can deny a clean route to the healer.

central wallrampsside control
Geometry briefing

This is a durable orientation brief for the map's terrain and line-of-sight choices. It remains available, but is intentionally excluded from search until current-rotation research, mode-specific examples, and visual callouts have been source-reviewed.

Game Plan

Position with a purpose

Opening position

Pick a wall side and name the retreat ramp. Do not cross alone unless the healer has immediate line or it is a coordinated go.

Healer plan

Stay where you can see the team's ramp exit. The wall is strong cover only if you cannot be pinned on the wrong side.

Damage plan

Force enemy mobility at ramps and control the wall crossing. Targets caught between wall and pillar are vulnerable when the healer takes the long route.

Do not lose here

A DPS chasing through the wall can turn off healing instantly and invite an easy swap.

Map-Specific Edge

Nokhudon Proving Grounds tip

Use the wall to hide intent, then cross together when enemy mobility and control are unavailable.

Fundamentals

Arena positioning and team play

Review healer radius, triangle positioning, cooldown trades, roles, and class identities.

Setup

Arena macros and keybinds

Build arena-target, focus, party utility, and stopcast controls that work when the map gets chaotic.