Mechanics: Difference between revisionsGive feedback
I significantly expanded the "laning" section of the page. |
I continued to edit this page, break things apart, fix mistakes, and add more info. |
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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. | Laning is the process of fighting in your lane, collecting spirits from creeps, and pushing the lane to the enemy Patron. | ||
There are 4 lanes, | |||
'''Creeps:''' | '''Creeps:''' | ||
Creeps are spawned at either team's spawn area every 30 seconds, and fall at wherever the zipline | Creeps are spawned at either team's spawn area every 30 seconds, and fall at wherever the zipline stops being supported, or if they are damaged by an enemy, and then continue on in the lane until they encounter an enemy. | ||
They take roughly 4 seconds to reach the standard start of the lane. | |||
Every wave of creeps has a healer, and 3 ranged creeps. | Every wave of creeps has a healer, and 3 ranged creeps. | ||
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This is speculation but they seem to preferentially target enemy creeps. | 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. | |||
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. | 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. | ||
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If you last hit a creep with your melee attack no soul is spawned, and you get the souls it would have had. | If you last hit a creep with your melee attack no soul is spawned, and you get the souls it would have had. | ||
The Creeps health bar becomes lighter and starts flashing the lower health they are. | |||
Creeps self destruct at 10% health and deny any souls they would have given. | |||
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. | 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. | ||
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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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They use the same attacks as the first Guardian but are beefier. | They use the same attacks as the first Guardian but are beefier. | ||
When both of these enemy Guardians fall in a lane the zipline for allies in that lane becomes significantly faster. | |||
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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The mid boss is located in the center of the map and is quite strong. It needs x attacks per second to be damaged. | 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 | When the mid boss dies it drops the Rejuvenator. | ||
You must use a charged melee attack to collect it (hold Q). | |||
If you die with the Rejuvenator you revive in 5 seconds at the same spot | |||
Securing the Rejuvenator buffs friendly creeps for X duration helping to push the lanes. | |||