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== Phases == The state of the game flows erratically, with teams at advantages or disadvantages from any number of factors at play. However, players generally consider the game to occur in three major phases, with different priorities and objectives. === Laning === Laning is the opening phase of the game, where pairs of players from each team attempt to gain an advantage over the opposing team, while preventing the enemy from doing the same. Laning phase is generally considered to be over when half or more of the towers on the map have been destroyed, leaving players free to roam across the map. Not every lane is winnable, but mitigating a loss can also be valuable in the long run. Some factors to account for during the laning phase are: * '''Matchups''', or the strengths and weaknesses of the players in your lane. This is based on your hero's inherent capabilities, your playstyle, individual skill or build. ** For example, if you and your partner are supports with low capacity for damage (ex. {{HeroIcon|Paige}} and {{HeroIcon|Rem}}), it may be best to play under your [[Guardian]], to avoid being overrun. ** While waiting in the spawn room, swapping lanes with other players on your team can let you play with a more synergistic partner, or pair you with a less dangerous enemy duo. * '''Resources''', or understanding the tools available to players in your lane at each point in time. ** Certain soul breakpoints can make you weaker or stronger than your opponents (ex. buying more/stronger items, or unlocking your abilities first). ** Abilities are also a resource -- for example, Lash's {{AbilityIcon|Ground Strike}} can only be used twice a wave, and requires setup beforehand. Knowing when enemies have abilities helps you assess whether or not you should take a fight. ** Objectives that spawn during lane can also be converted into resources (ex. camps, [[Bridge Buff|Bridge Buffs]], and the urn). * '''Wave Priority''', which represents the state of the [[Troopers]] in your lane. Troopers will do a deceptively high amount of damage to you if overextended, and should not be ignored. By ensuring your troopers can push further up the lane, you create more safe space in the lane for you and your partner (and likewise a more dangerous space for the enemy duo). ** If coordinated, you can strategically allow an enemy wave to destroy (or clash) with your own in a risky-to-reach spot. This can force enemies to make risky plays to secure your troopers, or risk missing out on the heal and souls. * '''Ganks''', where players might leave a lane to assist another. === Midgame === Midgame is the period immediately after laning ends, when players become free to roam across the map and are looking to solidify their leads. Players from each lane may join the midgame at different times, and it's important to pay attention to when different players may be free. Midgame generally ends once a substantial advantage is gained (ex. a large soul lead, multiple walkers down), and start looking to end the game. Some factors to account for in the midgame are: === Lategame === Lategame is the period where players are looking to end the game. This stage of the game is marked by taking map objectives, sieging the enemy base and long respawn timers. Some factors to account for in the lategame are:
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