Colosseum

Haunted Colosseum is a ten-player custom game in which two teams must battle over five control points. The map features numerous traps and NPC Behemoths to aid each team in their defense and offense. It was the third custom game created by Valve, in lieu of the traditional Diretide event.

Gameplay

 * Two teams of five players start at bases in the top right and bottom left corner.
 * Items and hero mechanics are generally identical to standard Dota.

Control Points

 * Each side begins with two control points, with one neutral point in the center.
 * Begin capturing a control point by standing on it.
 * The more players standing on a control point, the faster it is captured.
 * If two or more players on both teams are standing on a single point, progress towards its capture will be halted.
 * The team with more control points gains points over time.
 * The more control points a team has, the faster points are earned.
 * The Glyph of Fortification can be activated to temporarily block all control points from being captured, and halt the enemy team's point gain.
 * First team to obtain 5,000 points wins.

Behemoths
Behemoths are large NPC allies that help a team push towards the enemy base.


 * For every 1,000 points earned, a wave of Behemoths is spawned for the enemy team.
 * One enemy Behemoth is spawned for every 1,000 points earned on the opposite team.
 * For example: Earning 4,000 points will spawn a wave of 4 enemy Behemoths.
 * Behemoths are similar to 's Golem, possessing and, as well as Ancient Granite Golem's  and.
 * Behemoths also possess true sight.

Heroes
Some heroes cannot be picked in Haunted Colosseum:



Abilities
Some abilities have been modified for Haunted Colosseum.


 * : Grants less bonus damage (5/7/9)
 * : Increases respawn timer by less (20)
 * : Has smaller radius (225), grants less magic resistance (3%/4%/5%/6%) and less strength per stack (0.5/0.75/1/1.25)
 * : Deals less intelligence based damage (15%/25%/35%/45%)
 * : Grants less attack range (50/100/150/200)

Map
A waypoint is available near each team's base to teleport players closer to the center of the map.

Bonuses
Bonuses are dropped when players die.

Traps
Traps are activated by stepping on buttons placed around each team's base. Players can only activate the traps in their own base.

Tips

 * Zoning abilities like, , , , , and  are effective in preventing enemy players from advancing to capture points.
 * ' can significantly hinder enemy pushes by increasing their respawn time.
 * The map's numerous pillars and elevations allows, , to make good use of their mobility, as well as 's.
 * coupled with Glyph of Fortification can greatly delay enemy attempts to capture points.
 * ' mines are useful in defending points, but can be weak during the early game.
 * Treants and Spiderlings can be used to block off stairs.
 * 's provides excellent defense and offense when contesting a control point.
 * and are valuable items to sustain pushes and control points in enemy territory.
 * There are 2 big unpathable gaps between the team spawn areas and the area of the 4th point on both sides. This gaps are completely unpathable, even for units with unobstructed movement. However, with blinks or pseudo blinks (e.g., heroes can jump over it, by targeting the abyss so that the target point is closer towards the other side. Since the gaps are unpathable, the caster gets moved to the next pathable location, which is the other side when done correctly.
 * All trap buttons can be pushed by all heroes, regardless of team. This includes the enemy's pendulum trigger. Doing so will put the button on cooldown without triggering the trap, making enemies unable to use them for a while. Push the enemy's trap buttons whenever you can to prevent them from using it for a while.