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God Quarry is a three-section Domination map, and the safest route depends on which section your team is fighting over. Split your approaches across Confessional Eternity’s open lanes, rotate between levels at Halls of All-Knowing, and contest House of Ideas from its upper floor rather than getting pulled below the point. The six-hero compositions below are examples from dated strategy guides—not statistically proven best teams.

How God Quarry Domination works

God Quarry is a Domination map with three sections: Confessional Eternity, Halls of All-Knowing, and House of Ideas. GAMES.GG describes the mode as best-of-three: win two sections to win the match. The map’s loading-screen lore says Spider-Zero opened a portal through Knowhere using the Web of Life and Destiny, bringing heroes to the God Quarry for a final battle.

The useful distinction is terrain: Confessional Eternity is open and offers multiple approaches; Halls of All-Knowing has several levels and dangerous edges; House of Ideas funnels players through corridors around an upper-floor capture zone. Official Marvel Rivals marketing describes the game as “heroic fast-paced 6v6 combat,” but the route advice below comes from guide authors rather than official balance guidance.

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Choose a route for each section

Section Terrain and main approach What to watch for
Confessional Eternity Open, with a central path, outdoor corridor, and Altar-side approach; use more than one entry. The central position is exposed to several angles, the orb is destructible, and cliff edges can be lethal.
Halls of All-Knowing Multi-floor objective with routes around the Xuanwu side and other elevated positions. Cliff drops near the Xuanwu and Tower sides; rotations can expose players.
House of Ideas Corridor-heavy section with the capture area on the upper level; approach by balcony or a deliberate side flank. The lower floor does not count for capture, and long-range sightlines are constrained by choke walls.

Confessional Eternity: split the entries

GAMES.GG identifies three ways into the central area: the main middle path, an outdoor corridor, and the Altar area. A team that stacks in the middle can be pressured from several directions. Hold the center with a Vanguard while teammates cover the entry chokes; when attacking, pressure from multiple routes at once instead of filing through one doorway.

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The outdoor corridor is narrow, has health packs, and leads to an elevated position suitable for ranged pressure. The Altar side has higher platforms and a cliff opening; stairs from spawn provide access to an elevated firing position. Use the height to threaten opponents, but do not stand so close to the edge that an enemy knockback or an overextended peek turns the position into a liability. The guides also note the section’s broad flank routes and aerial opportunities.

A large destructible orb sits in the area. Treat it as temporary terrain, not dependable cover: its protection disappears when it is destroyed. Emma Frost may also be able to create knockback opportunities near walls, according to Beebom’s guide, while Gorr is suggested there as a flanking option.

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Halls of All-Knowing: rotate vertically, mind the edges

The objective sits in a multi-floor space beneath a suspended wooden structure, so threats can arrive from above, below, and the sides. Check the upper and lower angles before committing to a rotation, particularly around the Xuanwu and Tower sides, where cliff drops can punish a careless step.

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The Xuanwu route has three nearby health packs and an elevated position that supports ranged peeking. Phoenix and Hela are GAMES.GG’s examples for that elevated angle. Once your team captures the objective, that guide recommends pushing defenders toward the library rooms behind it to limit their counter-push. Treat this as a tactical option rather than a rule: use it when the team can maintain control of the point and avoid chasing so far that the objective is left undefended.

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House of Ideas: fight for the upper floor

The capture area is on the upper level of a square room. A hole in the middle leads to a lower level, but that lower floor does not count toward capture. Avoid letting a skirmish below pull your team away from the objective.

Unbreakable choke walls restrict long-range pressure from far away, making close- and mid-range approaches more practical. The outer balcony connects to the point and provides a height advantage. Side passages near Loki’s Library can create a flank, but use them as a planned route with a way back out rather than lingering away from the capture area. Because cover at the objective is limited, Beebom recommends taking fights from doorways or creating pressure from different angles.

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Example six-hero compositions

GAMES.GG lists three full team compositions as starting points. They are editorial suggestions, not official recommendations or proven rankings; the reviewed guides do not provide map-specific pick rates, win rates, or controlled hero comparisons.

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Style Example heroes When the guide’s idea may fit
Balanced Emma Frost, Doctor Strange, Gorr the God Butcher, Punisher, Gambit, Jubilee A general-purpose starting lineup when the team wants a mix of roles rather than building around one route.
Aerial The Thing, Hulk, Iron Man, Winter Soldier, Invisible Woman, Ultron Consider for open or elevated angles, especially when Confessional Eternity’s height and multiple entries are in play.
Flanking Emma Frost, Captain America, Gorr, Scarlet Witch, Rocket Raccoon, Luna Snow Consider when the team can coordinate pressure from side routes instead of attacking a defended position head-on.

For individual positions, GAMES.GG suggests Hela, Moon Knight, or Elsa Bloodstone for elevated sharpshooter positions in Confessional Eternity; Phoenix or Hela for elevated peeking near Xuanwu in Halls of All-Knowing; and Captain America, Black Panther, Magik, or Daredevil for House of Ideas’ close quarters. Beebom also points to Iron Man and Storm for aerial pressure in Confessional Eternity. These suggestions describe how the guides read the terrain, not a guarantee that a hero will outperform another.

Adjust the plan to the fight

  • If your team is stuck at one entrance: use the section’s alternate lane to create a second threat, while keeping enough players near the objective to contest it.
  • If elevated enemies control the approach: check for a safe route to height or pressure them from another angle; avoid exposing multiple teammates to the same sightline.
  • If a fight moves away from the capture zone: decide whether the detour helps secure the point. In House of Ideas especially, the lower floor is not a substitute for holding the upper capture area.
  • If terrain seems to provide cover: remember that the Confessional Eternity orb can be destroyed, and that cliff edges in both open and multi-level areas add environmental risk.

The layout counts in the unofficial rivals.gs map database are derived from game-level data: its entries report 16 health packs in Confessional Eternity, 10 in Halls of All-Knowing, and 10 in House of Ideas. These are map-layout counts, not performance statistics. That database identifies its data as build 1.1.3913745, updated October 1, 2026; routes and hero balance may change with later game updates.

Sources and scope

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