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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. When it breaks, the blob awards the same amount of souls as the last hit awarded.
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 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.