Mechanics: Difference between revisions

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Just a small tweak that I believe made it clear that using melee to secure souls is a great laning strategy - though most people would figure it out eventually.
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Minor copy-edits and update to creep camp icon description
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=== Troopers ===
=== Troopers ===
A wave of [[Trooper|troopers]] are spawned at each team's side every 30 seconds. They ride the [[Ziplines|zipline]] until it stops being supported, or if they are damaged by an enemy, and then continue on foot in the lane. They stop and fight if they encounter an enemy. It takes roughly 4 seconds for a squad to reach the standard start of the lane. Every wave of troopers has a healer, and 3 ranged troopers.The healer has a flag on its back and heals all nearby friendly units every few seconds. Ranged troopers target the nearest enemy with each shot. This is speculation, but they seem to preferentially target enemy troopers.
A wave of [[Trooper|troopers]] are spawned at each team's side every 30 seconds. They ride the [[Ziplines|zipline]] until it stops being supported, or if they are damaged by an enemy, and then continue on foot in the lane. They stop and fight if they encounter an enemy. It takes roughly 4 seconds for a squad to reach the standard start of the lane. Every wave of troopers has a healer and 3 ranged troopers. The healer has a flag on its back and heals all nearby friendly units every few seconds. Ranged troopers target the nearest enemy with each shot. This is speculation, but they seem to preferentially target enemy troopers.


When you score the last hit on a trooper, you gain some souls, and a green blob is spawned at the trooper's location. The blob floats upward until it is shot or hit hits the auto-collection ceiling, roughly 4 meters above where blob spawned. The souls gained from the floating blob are the same as the last hit.
When you score the last hit on a trooper, you gain some souls, and a green blob is spawned at the trooper's location. The blob floats upward until it is shot or hit hits the auto-collection ceiling, roughly 4 meters above where blob spawned. When it breaks, the blob awards the same amount of souls as the last hit awarded.


If you last-hit a trooper with a melee attack, no floating blob is spawned, you just get the souls automatically. This is an excellent way to secure souls without granting your laning opponent a chance to deny.
If you last-hit a trooper with a melee attack, no floating blob is spawned, you just get the souls automatically. This is an excellent way to secure souls without granting your laning opponent a chance to deny.


A trooper's health bar becomes lighter and starts flashing the lower health they are. troopers self destruct at 10% health and deny any souls they would have given.
A trooper's health bar becomes lighter and starts flashing the lower health they are. Troopers self destruct at 10% health and deny any souls they would have given.


If an enemy last-hits one of your troopers, they gain souls, and an orange blob is spawned that functions like the green ones. You can shoot souls of any color to collect their soul value. If the soul reaches the auto-collection ceiling, the souls it contained are credited to the player who last hit the trooper that spawned the soul. Shooting the souls of an enemy team is called a "deny," as you are denying them some souls.
If an enemy last-hits one of your troopers, they gain souls, and an orange blob is spawned that functions like the green ones. You can shoot souls of any color to collect their soul value. If the soul reaches the auto-collection ceiling, the souls it contained are credited to the player who last hit the trooper that spawned the soul. Shooting the souls of an enemy team is called a "deny," as you are denying them some souls.


Souls can be used to purchase [[items]] at your [[shop]], there is one behind every first [[Guardian]] in each lane on both teams, if the Guardian is killed the shop closes permanently.  
Souls can be used to purchase [[items]] at your [[shop]]. There is one behind every first [[Guardian]] in each lane on both teams. When a Guardian is killed, the shop behind it closes permanently.  


The further your troopers are able to travel down the lane, the further your zipline is active.
The further your troopers are able to travel down the lane, the further your zipline is active.


=== Breakables ===
=== Breakables ===
Breakables are found all around the map in the form of a crate or a golden Buddha statue. Break them for a power up or a trooper's worth of souls.  
Breakables are found all around the map in the form of a crate or a golden Buddha statue. Break them for a power-up or a trooper's worth of souls.  


This is speculation, but the power ups last the whole game and can seriously buff your character if you're hitting all of them.
This is speculation, but the power-ups last the whole game and can seriously buff your character if you're hitting all of them.


=== Lane Objectives ===
=== Lane Objectives ===
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The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.
The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.


This is speculation, but it seems that the laser attack is recasted every few seconds. It channel on the original target until it dies, or the channel ends. It will recast and select a new target in both cases.
This is speculation, but it seems that the laser attack re-casts every few seconds. It channel on the original target until it dies, or the channel ends. It will recast and select a new target in both cases.


This is speculation, but it seems like the Guardian doesn't preferentially target heroes unless they get into melee range.
This is speculation, but it seems like the Guardian doesn't preferentially target heroes unless they get into melee range.


This is speculation, the guardian will use a melee attack if enemies are in close range. This attack does not seem parryable in sandbox mode.
This is speculation, but the guardian will use a melee attack if enemies are in close range. This attack does not seem parryable in sandbox mode.


When all enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
When all enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
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=== Jungle ===
=== Jungle ===
Jungle is the general term for neutral creep camps. Neutral creep camps are located across the map and are denoted by one to three small cyan triangles. The more triangles, the more difficult the creeps.  
Jungle is the general term for neutral creep camps. Neutral creep camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps.  


When in lane you want to secure as many souls from each wave as possible. If you can get out and take a jungle camp as well that's a nice bonus.
When in lane you want to secure as many souls from each wave as possible. If you can get out and take a jungle camp as well that's a nice bonus.