Mechanics: Difference between revisions

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I significantly expanded the "laning" section of the page.
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<h2 id="laning">Laning</h2>
<h2 id="laning">Laning</h2>
Laning is the process of fighting in your lane, collecting spirits from creeps, and pushing the lane to the enemy Patron.
'''Creeps:'''
Creeps are spawned at either team's spawn area every 30 seconds, and fall at wherever the zipline cuts off, or if they are damaged by an enemy.
Every wave of creeps has a healer, and 3 ranged creeps.
The healer has a flag on its back and heals all nearby friendly units every X seconds.
Ranged creeps target the nearest enemy with each shot.
This is speculation but they seem to preferentially target enemy creeps.
When you last hit a creep you gain some souls, and a green soul is spawned that floats upward to the auto-collection ceiling which is roughly 4 meters above where they died.
The souls from the floating soul are equal to the souls from last hitting a creep.
If you last hit a creep with your melee attack no soul is spawned, and you get the souls it would have had.
This is speculation, but if the creep's health bar looks lighter, you can last hit it with a melee attack.
If an enemy last hits one of your creeps, they gain souls and an orange soul is spawned that floats upward to the auto-collection ceiling.
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 creep 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.
The further your creeps are able to travel down the lane, the further your zipline is active.
'''Breakables:'''
Breakables are found all around the map in the form of a crate or a golden bhudda statue.
Break them for power ups or a lane creep'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.
'''Lane Objectives:'''
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 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.
The Second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam.
The Walker's Slam does damage and stuns enemies for X seconds within a large radius. This ability has a cooldown.
This is speculation, but the laser attack works similar to the guardian.
The volcano attack is where the walker throws fireballs randomly around itself. This attack will be stopped by any buildings in the trajectory of the fireball.
The Walker fires X attacks in one Volcano Salvo.
When the first enemy Walker on the map is defeated, everyone on your team gains a Flex Spot in their Inventory.
When all enemy Walkers on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
The Third objective of the lane is two Guardians that are stronger than the first one.
They use the same attacks as the first Guardian but are beefier.
When all enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
The Fourth objective is the Shrines, they have no attacks.
There are two shrines, the two leftmost lanes lead into the left shrine, the two rightmost lanes lead into the right shrine.
The enemy Patron is a threat in this area.
They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.
The Fifth and final objective is the Patron, which ends the game.
It has two modes, normal and weakened.
You can not damage a patron in its normal state, it must be weakened by killing both shrines in the base.
The Patron also has 2 phases.
The first phase it is upright and firing lasers and such at people.
The second phase is just the head and it lands in the pit in the enemy's base; it also uses laser attacks.
'''Jungle:'''
Jungle is the general term for neutral creep camps.
Neutral creep camps are located across the map and are denoted by small cyan triangles.
1 Triangle camps are easy.
2 Triangle camps are medium
3 Triangle camps are hard.
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.
'''Mid-Boss:'''
The mid boss is located in the center of the map and is quite strong. It needs x attacks per second to be damaged.
When the mid boss dies it drops the Rejuvinator. Use a charged melee attack to collect it (hold Q).
If you die with the Rejuvinator you revive in 5 seconds at the same spot
Securing the Rejuvinator buffs friendly creeps for X duration helping to push the lanes.
The process of organizing players in the '''laning phase''' (see: [[Strategy|"Strategy"]]).
The process of organizing players in the '''laning phase''' (see: [[Strategy|"Strategy"]]).