At long last, Map 7 is coming to Alliance Quests on February 16th! There’s a lot to cover, and not just about Map 7. Below, you’ll find all the details about Map 7, but first, let’s go over the goals for the new map:

Challenge the best Summoners and Alliances in The Contest

Create a Map that is more dynamic week-to-week

Create opportunities for Summoners with large rosters to let their Champions shine

Reward skilled Summoners with extra opportunities to succeed

The Map

While you’ll have to wait until February 16th to see the Map in all its glory, we do want to outline some elements you’ll be seeing in advance of that. You can also get a preview of the map here.

Sections

Like other Alliance Quest Maps, Map 7 features 3 sections with a Mini Boss between each one, and a Final Boss at the end of the final section. Unlike other Alliance Quest Maps, the transition between each section is through a Portal. You’ll want to make sure you coordinate with your Alliance to go through the right Portals! As for the number of paths:

Section 1 - 9 Paths

Section 2 - 10 Paths

Section 3 - 10 Paths

Encounters and Global Buffs

Like most other Maps, there are 3 available “variations” of Map 7 that will be chosen at random every time the Alliance Quest Event Begins. This will be the Map for all Alliances for the duration of that series.

Map 7 differs from other Maps in that these “variations” don’t change who the Mini Boss will be - it’s always Omega Red and Kingpin is always the Final Boss, but instead change the enemies and Buffs along certain paths. You’ll be bringing different Champions and taking different paths every week, if you want to succeed!

Map 7 will also feature 6-Star Champions! 6-Stars do not appear in any other Alliance Quest Map and will likely be who you face off against if you’re powerful enough to enter Map 7.

There are also 2 new Global Nodes (on top of a standard Champion Boost) to be aware of, both of which are randomly selected each week, and applied equally to all Alliances playing Map 7. There are two pools of potential Buffs that will cycle weekly: Ascendancy Buffs and Fury Buffs.

Ascendancy Buffs:

i.e. if the Buff is Cosmic Ascendancy: Cosmic +40%, Mystic +20%, and Tech -40%

Fury Buffs:

Juke: You gain a Fury Passive Effect when ending a Combo with a Light or Medium, you lose a Fury when ending a combo with the same attack twice in a row.

You gain a Fury Passive Effect when ending a Combo with a Light or Medium, you lose a Fury when ending a combo with the same attack twice in a row. Reprisal: Well Timed Blocks grant you a Fury Passive Effect, but landing Medium and Light Attacks remove a Fury.

Well Timed Blocks grant you a Fury Passive Effect, but landing Medium and Light Attacks remove a Fury. Counterstrike: Evading an attack using the Dexterity Mastery grants you a Fury Passive Effect. At 10 Furies, they are all consumed and the Opponent becomes Unblockable for 10 Seconds.

Evading an attack using the Dexterity Mastery grants you a Fury Passive Effect. At 10 Furies, they are all consumed and the Opponent becomes Unblockable for 10 Seconds. Foresight: Intercepting grants you a Fury Passive Effect.

To recap all of that:

Map 7 has 3 sections like all other Alliance Quest Maps

Map 7 has 2 Mini Bosses and a Final Boss like all other Alliance Quest Maps Map 7 only has one possible Mini Boss: Omega Red. Kingpin is the Final Boss.

Unlike other Alliance Quest Maps, Map 7’s “sections” are connected with Portals

other Alliance Quest Maps, Map 7’s “sections” are connected with Portals Coordinate with your Alliance Members before going through Portals!

Map 7 has “path identities” like other Alliance Quest Maps, but those in Map 7 will change between different configurations each week.

Map 7 features 2 Randomized Global Buffs: one that boosts 2 Classes and hinders another, and one that gives Fury Buffs for performing specific gameplay actions. These Buffs rotate weekly and are the same for all Alliances.

New Buffs

There are a whole host of new Buffs to contend with. Below is a list of every single new Buff being added and used in Map 7. Major League This Defender takes 15% more damage against Large and Extra Large Champions and inflicts 200% more damage against Small and Medium Champions. Little League This Defender takes 15% more damage against Small and Medium Champions and inflicts 200% more damage against Large and Extra Large Champions. Caustic Temper The Defender has a 50% chance to inflict Poison when struck, dealing for 15% of the Attacker's Max Health over 10 seconds. Additionally, if the Attacker has no active Fury Buffs, the Defender takes 90% less damage. Diss Track The Defender takes 100% less damage while they have less than 3 Debuffs applied to them. These Debuffs can be of the same type. Buffed Up This Defender takes 100% less damage while the Attacker has less than 3 Buffs applied to them. These Buffs can be of the same type. Strength in Numbers For each Member of the Attacker's team that is knocked out, the Attacker suffers a 25% Attack and Ability Accuracy reduction. Lazarus The Defender begins the fight with 5 revival charges, which heal them for 20% max Health whenever they would be knocked out. Every 20 Hits on the Attacker's Combo Meter removes 1 of these charges. When the Attacker loses a combo, the Defender gains a revival charge. PULL! Projectile based attacks deal 100% more damage, and non-projectile attacks deal 75% less damage. Do You Bleed? This Defender takes 100% less damage from any sources except Bleed. Incinerate 30 Inflicts Incinerate damage on the Attacker, draining 100% health over 30 seconds. This ability has +100% flat Ability Accuracy. Power Alternator Every 15 seconds, if the Attacker has more Power than the Defender both Champions are Power Drained then granted an amount of Power equal to the amount drained from the Opposing Champion. Can’t Touch This The Defender has a passive 50% chance to Evade all attacks in addition to any base abilities. Sixth Sense The Defender has a 50% Chance to Auto Block all Light Attacks. Crit Me With Your Best Shot This Defender takes 100% less damage from Hits that are not Critical. Delirium The Attacker's Dash and Dodge controls are inverted in this fight. Robots and champions with Psychic Resistance are immune to this effect. Shock 30 Inflicts Shock damage on the Attacker, draining 100% health over 30 seconds. This ability has +100% flat Ability Accuracy. Indomitable Whenever the Defender's healing abilities would be reversed, they are instead only Heal Blocked.

Bosses

We aren’t going to reveal every single boss on every single node, but we do want to let you know who you’ll be taking on as a Mini and Final Boss.



Mini Boss: Omega Red Nodes (Section 1) 400% Champion Boost 300% Health Indomitable Aggression: Regeneration Recovery (150%) Nodes (Section 2) 400% Champion Boost 300% Health Indomitable Aggression: Regeneration Recovery (200%) Aggressive Final Boss: Kingpin Nodes 350% Champion Boost 500% Health Force of Will Explosive Personality Heal Block Oscillate



Apply a 40% attack boost to one Class throughout the entire Map, a 20% attack boost to a second Class, and a 40% attack penalty to the subsequent class.