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<div style="float:right;"><!--temporary hack to float infoboxes right. TODO: implement proper tabbers for infoboxes-->
<tabber>
<tabber>
|-|Ranged Trooper =
|-|Ranged Trooper=
{{Infobox unit
{{Infobox unit
|can_move=true|name=Ranged Trooper|Image=Ranged Troopers.png|max_health={{NpcData|trooper_normal|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|dps={{NpcData|trooper_normal|VSPlayer|BaseDPS}}|attack_range={{NpcData|trooper_normal|WeaponInfo|FalloffEndRange|2}}m|melee_damage=25|move_speed={{NpcData|trooper_normal|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_normal|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1}}
|can_move=true|name=Ranged Trooper|Image=Trooper Icon.png|max_health=300|health_regen=0|bullet_resist=0|spirit_resist=0%→70|dps=28|bullet_damage=36|attack_range=1000|melee_damage=25|move_speed=2.4|sprint_speed=4.33|soul_value=144|soul_orbs=1}}
|-|Melee Trooper =
|-|Melee Trooper=
{{Infobox unit
{{Infobox unit
|name=Melee Trooper|can_move=true|Image=Melee Troopers.png|max_health={{NpcData|trooper_melee|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|attack_range={{NpcData|trooper_melee|MeleeAttemptRange|1}}m|melee_damage={{NpcData|trooper_melee|MeleeDamage}}|move_speed={{NpcData|trooper_melee|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_melee|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1}}
|name=Melee Trooper|can_move=true|Image=Trooper Icon.png|max_health=400|health_regen=0|bullet_resist=0|spirit_resist=0%→70|dps=0|bullet_damage=0|attack_range=120|melee_damage=80|move_speed=3.2|sprint_speed=4.33|soul_value=144|soul_orbs=1}}
|-|Medic Trooper =
|-|Banner Trooper=
{{Infobox unit
{{Infobox unit
|name=Medic Trooper|Image=Medic Troopers.png|max_health={{NpcData|trooper_medic|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|dps={{NpcData|trooper_medic|VSPlayer|BaseDPS}}|attack_range={{NpcData|trooper_medic|WeaponInfo|FalloffEndRange|2}}m|melee_damage=25|move_speed={{NpcData|trooper_medic|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_medic|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1|can_move=true}}
|name=Banner Trooper|Image=Trooper Icon.png|max_health=260|health_regen=0|bullet_resist=0|spirit_resist=0%→70|dps=28|bullet_damage=36|attack_range=120|melee_damage=25|move_speed=2.4|sprint_speed=4.33|soul_value=144|soul_orbs=1|can_move=true}}
</tabber>{{Quotation|[[Mirage]]|Sometimes, the small things make all the difference.
</tabber>
}}
</div>
'''Troopers''', also colloquially called '''Creeps''' or '''Minions''', are common offensive units coming from each team's ziplines. They are the primary force for pushing lanes and {{Souls}} [[Souls|Soul]] farming throughout the game.
'''Troopers''', also colloquially called '''Minions''' or '''Creeps''', are common offensive units summoned by the [[Patron]]. They are the primary force for pushing lanes and early [[Souls|Soul]] farming.


== Overview ==
== Overview ==
Troopers appear to be small humanoid puppet-like automata, {{PageRef|The Hidden King|alt_name=Amber}} Troopers have candles serving as their heads while {{PageRef|The Archmother|alt_name=Sapphire}} Troopers have lamps as their heads instead. Troopers visually appear to become more damaged depending on their health. There are 3 types of basic troopers: Ranged Troopers, Melee Troopers and Medic Troopers. Each trooper wave has 2 Ranged, 1 Melee and 1 Medic.
Troopers appear to be small humanoid golems with a large burning candle atop their head. In combat, the amount of wax on the candle directly reflects the amount of health a trooper has. There are 3 types of basic troopers; Ranged Troopers, Melee Troopers and Banner Troopers.
 
Troopers serve as the primary means to pushing lanes. The waves spawn as follows:
{| class="wikitable"
|+Trooper wave spawn rate
!Match duration
!Spawn frequency
|-
|0 to 20 min
|30s
|-
|20 to 35 min
|25s
|-
|over 35 min
|20s
|}
Initially the waves consist of 3 Ranged Troopers and 1 Medic Trooper; after 5 minutes they become 2 Ranged, 1 Melee and 1 Medic. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, Troopers will attempt to move down the lane, attacking other enemy Troopers, [[Heroes]] and [[structures]] on the way.
 
During laning phase, Troopers are also the most reliable source of [[Souls]]. Slain Troopers will drop a [[Soul Orb]] on the ground that can be picked up by nearby ally players for {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the soul bounty, and release a floating Soul Orb that can be confirmed or denied by players for the remaining {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% souls. Killing a Trooper with a [[melee attack]] prevents orbs from spawning and awards 100% of the value on kill.
 
=== Combat Stats ===
Troopers have a complex set of resistances and vulnerabilities that change based on the game's state and their opponents.
{| class="wikitable sortable mw-collapsible"
|+Trooper Combat Stats
!Enemy Type
!Damage Output (DPS)
!Damage Resist (%)
|-
|Players
| style="text-align: center" |{{NpcData|trooper_normal|VSPlayer|BaseDPS}}
| style="text-align: center" |{{NpcData|trooper_normal|VSPlayer|DamageResist}}
|-
|Troopers
| style="text-align: center" |{{NpcData|trooper_normal|VSTrooper|BaseDPS}}
| style="text-align: center" |{{NpcData|trooper_normal|VSTrooper|DamageResist}}
|-
|Guardians
| style="text-align: center" |{{NpcData|trooper_normal|VSGuardian|BaseDPS}}
| style="text-align: center" |0
|-
|Walkers
| style="text-align: center" |{{NpcData|trooper_normal|VSWalker|BaseDPS}}
| style="text-align: center" |{{NpcData|trooper_normal|VSWalker|DamageResist}}
|-
|Base Guardians
| style="text-align: center" |{{NpcData|trooper_normal|VSWatcher|BaseDPS}}
| style="text-align: center" |{{NpcData|trooper_normal|VSWatcher|DamageResist}}
|-
|Shrines
| style="text-align: center" |{{NpcData|trooper_normal|VSShrine|BaseDPS}}
| style="text-align: center" |0
|-
|Patron
| style="text-align: center" |{{NpcData|trooper_normal|VSPatron|BaseDPS}}
| style="text-align: center" |{{NpcData|trooper_normal|VSPatron|DamageResist}}
|}
Note: Player damage resist is applied against [[Bullet Damage]], but not against [[Melee Damage]].


'''Other combat stats'''
Troopers serve as the primary means to pushing lanes, appearing in waves of 4 every 30 seconds. These waves consist of 2 Ranged Troopers, 1 Melee Trooper and 1 Banner Trooper. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, Troopers will attempt to move down the lane, attacking other enemy Troopers, [[Heroes]] and [[structures]] on the way. Troopers take reduced damage from enemy [[Guardian]]s, [[Walker|Walkers]] and the [[Patron]] to act as a frontline for players looking to push lanes.
* They gradually gain spirit resistance over time, reaching 20% at 25 minutes and 70% at 50 minutes.
* Troopers gain {{NpcData|trooper_base|EnemyBaseDamageReduction}}% damage resistance when near/in the enemy base.
* At 35 minutes, all Troopers gain +50% HP.


'''Sight Range'''
During laning phase, Troopers are also the most reliable source of [[Souls]]. Like most units, slain Troopers will grant part of their Souls on kill, and release a [[Soul Orb]] to claim the full amount. Killing a Trooper with a [[melee attack]] prevents an orb from spawning and awards 100% of the value on kill.
* Troopers have two different sight ranges:
** '''Vs. NPCs:''' {{NpcData|trooper_normal|SightRangeNPCs|2}}m
** '''Vs. Heroes:''' {{NpcData|trooper_normal|SightRangePlayers|2}}m


=== Health Regen ===
Troopers gradually gain spirit resistance, reaching 20% resistance at 25 minutes and 70% at 50 minutes.  
Troopers have 7 out of combat [[Health Regen|health regen]].


=== Math ===
=== Math ===
Trooper bounty is divided by {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% in the ground Orb and {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% in the floating Orb, or 100% on death if killed by a melee attack.
Trooper bounty is divided by 50% on Trooper death and 50% in the Soul Orb, or 100% on death if killed by a melee attack.


The total Soul bounty per Trooper is equal to {{Souls|{{DataProp|Convar|citadel_trooper_gold_reward}}}} + ({{Souls|{{DataProp|Convar|citadel_trooper_gold_reward_bonus_per_minute}}}} per min).
The total Soul bounty per Trooper is equal to 144 + (1.1 souls per min).
{{SoulsValueTable
| trooper = 1
}}


Additionally, they are divided among nearby ally players at the rates listed in table below:
Additionally, they are divided among nearby ally players at the following rate:
{| class="wikitable"
* 100/60/35/25/20/16% (for 1/2/3/4/5/6 players)
|+
!Players
!% share to each player
!Total %
|-
|1
|{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
|-
|2
|{{#invoke:GenericData|get_trooper_gold_share_frac|2}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%
|-
|3
|{{#invoke:GenericData|get_trooper_gold_share_frac|3}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%
|-
|4
|{{#invoke:GenericData|get_trooper_gold_share_frac|4}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%
|-
|5
|{{#invoke:GenericData|get_trooper_gold_share_frac|5}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%
|-
|6
|{{#invoke:GenericData|get_trooper_gold_share_frac|6}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%
|}


== Trooper types ==
=== Ranged Trooper ===
Ranged Troopers are the most common type of Trooper. They deal damage in a short range, resorting to [[Melee attack|melee]] if the player gets too close.


=== Ranged Trooper ===
[[File:Ranged Trooper.png|frameless|239x239px]]
'''Ranged Troopers''' are the most common type of Trooper. They attack with a ranged weapon that has a range of '''{{NpcData|trooper_normal|WeaponInfo|FalloffEndRange|2}}m''', resorting to a [[Melee attack|melee]] if enemies get too close.


=== Melee Trooper ===
=== Melee Trooper ===
'''Melee Troopers''' are bulkier and tougher units with '''{{NpcData|trooper_melee|MaxHealth}}''' health and a faster walk speed of '''{{NpcData|trooper_melee|WalkSpeed|2}}''' m/s. They engage enemies with a melee attack within a '''{{NpcData|trooper_melee|MeleeAttemptRange|1}}m''' range. Melee Troopers only start spawning after 5 minutes.
Melee Troopers are faster and tougher units that can only attack at close range.
 
Melee Troopers can be [[parry|parried]] and get stunned. However, this doesn't reset the player's parry cooldown and doesn't end the parry early.
 
=== Medic Trooper ===
[[File:Medic pack.png|thumb|224x224px|A medic pack dropped by a medic trooper]]
'''Medic Troopers,''' also known as '''Banner Troopers,''' are a special type of Trooper that can heal nearby Heroes and Troopers when they are killed. They are distinguished by carrying a large banner with a health symbol.
 
Killing a Medic Trooper will drop a '''Medic Pack''' that has to be picked up by a player. It heals allies in a 35m radius, based on the following formula:


''Heal = ({{MiscData|medic_trooper_aoe_health_pickup_amber|MissingPctRegen|Base}}% of hero's missing [[Health|HP]] + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|Base}} HP + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|PerMinuteAfterStart }} HP per minute) / Number of nearby heroes''
[[File:Melee Trooper.png|frameless|223x223px]]


Note: The missing HP is per player, not total.
=== Banner Trooper ===
Banner Troopers, also referred to as Medic Troopers, are a special type of Trooper that can heal nearby Heroes and other Troopers. They heal every 6 seconds. Healing bursts have a '''15m''' range, and heals '''80 HP''' to troopers and '''40 HP''' to allied Heroes during laning phase ('''80 HP''' after laning phase).


Medic Packs cannot be picked up by the Trooper's own team.
[[File:Banner Trooper.png|frameless|349x349px]]
 
Medic Packs pickup range increases from 18m at 10 minutes to 30m at 18 minutes.
 
Troopers are also healed by a small amount when the Medic Pack is picked up by a player.


=== Super Troopers ===
=== Super Troopers ===
All 3 basic Troopers have stronger "Super" variants, which start spawning while a team is in possession of a [[Rejuvenator]]. These super Troopers are bigger, tougher and deal more damage.


Once an enemy [[Shrine]] has been destroyed, allied Troopers from that Shrine's lane (and for the Blue lane once either Shrine has been destroyed) become '''Super Troopers''', gaining {{NpcData|trooper_base|ShrinesDownBuffModifier|DamageScale}}% damage and {{#expr:({{NpcData|trooper_base|ShrinesDownBuffModifier|HealthScale}}-1)*100}}% health for the rest of the match. They also yield 15% less bounty when killed by enemies.
== Update history ==
{{Update history table
| contents =
<nowiki>{{Update history table</nowiki>
| contents =
{{Update history table/row
| update = April 17, 2025
| changes =


In [[Street Brawl]], normal Troopers become Super Troopers after 3 minutes, when the round goes into Overtime.
[ General ]
* Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes.
* Wave interval increased from 25s to 30s (bounty values adjusted by the same ratio)
* Players can no longer Parry troopers
* [[Trooper#Banner_Trooper|Medic Trooper]]: Heal no longer has charges (was 3)
* [[Trooper#Banner_Trooper|Medic Trooper]]: Cooldown reduced from 35s to 6s (this was the previous setup before)
* [[Trooper#Banner_Trooper|Medic Trooper]]: Fixed healing sometimes not functioning on bounce when there are walls nearby
* [[Troopers]] will no longer aggro to you when you shoot them while they are attacking a [[Guardian]]


=== Rift Troopers ===
[ Trooper AI Fixes ]
When an {{PageRef|Unstable Rift}} is captured, '''Rift Troopers''' spawn in that lane for the winning team. They are larger, black-colored, and do not drop souls when killed. A minimum of 5 troopers spawn. If the trailing team captures the rift, they receive up to 9 additional Rift Troopers (14 total), scaling based on how far behind they are.
* [[Trooper#Melee_Trooper|Melee troopers]] will no longer see and follow players around corners and through veils
* Smoothed out trooper navigation in some spots of the map where they need to drop down
* [[Troopers]] that are attacking shrines are no longer distracted from their task by distant enemy troopers
* [[Troopers]] now know to cross the base and attack the other shrine once their near one is defeated
* Fixed a bug where troopers would rapidly change targets when multiple enemies are in range
* Fixed a bug where troopers would fidget with their facing direction when walking without a target
* Fixed a bug where troopers would fear really steep stairs
* Fixed a bug where troopers would flash their targeting flare at the targeted player every time they came into camera or line of sight
}}
{{Update history table/row
| update = February 25, 2025
| changes =
[ Soul Orb Mechanics ]
* Troopers no longer need to be last hit by a player in order to generate souls, as long as you are nearby. Troopers no longer have the "near death" flashing behavior.


On the first rift, they have +100% health and damage compared to normal troopers, as well as {{MiscData|citadel_koth_cashin|TrooperModifier|MeleeResistPercents|1}}% [[Melee Resist]] and {{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|1}}% [[Spirit Resist]]. For each consecutive rift, the bonus health and damage increase by an additional {{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}}}%, up to {{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|4}}%. The bonus spirit resist also increases by {{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|1}}}}% per rift, up to {{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|4}}%. Melee resist does not increase.
* Soul Orb lifetime in the air reduced significantly.
* Soul Orb denies changed from 65/35% to 50/50%.
* Soul Orb physical radius increased by 10%.
* Reduced horizontal movement of soul orbs from troopers.
}}
{{Update history table/row
| update = November 21, 2024
| changes =
[Misc Gameplay]
* Mid Boss trooper health for first spawn reduced from 95% to 70%
* Trooper Spirit Resist at 25 minutes reduced from 30% to 20% (still scales to 70% at 50 minutes)
* Trooper soul changed from 60/40% in the kill/orb to 65/35%
* Medic Trooper now has 3 charges of heal rather than 2
}}
{{Update history table/row
| update = November 7, 2024
| changes =
[General Changes]
* Fixed some cases where troopers could get stuck in the base
[Misc Gameplay]
* Troopers no longer change soul sharing rules after laning phase ends (meaning 2 heroes don't split souls)
* Troopers no longer increase their bounty by 20% at 8 minutes
* Troopers now take 28% more damage from [[Guardians]]
* Troopers Spirit resist goes to 30% instead of 40% at 25 minutes
* Mid Boss Rejuv Trooper Health increased by 30%
* Fixed Troopers resistance against Base Guardians not working properly
}}
{{Update history table/row
| update = October 24, 2024
| changes =
[Misc Gameplay]
* Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying
* Trooper soul changed from 50/50% in the kill/orb to 60/40%
* Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own]
* Medic Trooper heal cooldown increased from 6s to 35s


== Update history ==
{{Update history}}


== 3D models ==
* Troopers now gain +40% Spirit Resist gradually over 25 minutes, goes to 70% at 50 minutes
{{3D Model|Amber Melee|alt_image=Melee Troopers|size=120px}}
* Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't)
{{3D Model|Amber Medic|alt_image=Medic Troopers|size=120px}}
* Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die)
{{3D Model|Amber Trooper|alt_image=Ranged Troopers|size=120px}}
{{3D Model|Sapphire Melee|alt_image=Melee Troopers|size=120px}}
{{3D Model|Sapphire Medic|alt_image=Medic Troopers|size=120px}}
{{3D Model|Sapphire Trooper|alt_image=Ranged Troopers|size=120px}}


== Gallery ==
* Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes
<gallery>
* Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes
File:New troopers.png|The Archmother's and the Hidden King's troopers
}}
File:Ranged Troopers.png|Ranged troopers
{{Update history table/row
File:Medic Troopers.png|Medic troopers
| update = October 10, 2024
File:Melee Troopers.png|Melee troopers
| changes =
File:Rift troopers.png|Rift troopers
[General Changes]
File:Trooper.png|Old Trooper icon
* Fixed troopers being unreliable to shoot while on the zipline
File:Trooper sandbox icon.png|Old trooper in the Sandbox menu button
* Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise
File:Ranged Trooper.png|Old Ranged trooper
* Trooper death effects resolve quicker and more cleanly
File:Banner Trooper.png|Old Banner trooper
[Misc Gameplay]
File:Melee Trooper.png|Old Melee trooper
* Troopers attack range vs Lane [[Guardians]] reduced from 13.5m to 12m (they get closer to it)
File:Troopers combat.png|Old troopers in combat
* Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min)
</gallery>
* Trooper spawn/bounty lane end time changed from 10 min to 8 min
 
* Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units)
== Commands ==
[Hero Changes]
To summon Entities, in this case troopers (requires sv_cheats 1):<syntaxhighlight lang="text">npc_create [unit_name|npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]</syntaxhighlight>To summon specific troopers, use the following as unit names:
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hook}} now also hits enemy troopers, killing them instantly
 
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} damage reduction against troopers/neutrals increased from -40% to -50%
trooper_melee, trooper_nano etc.
}}
}}


== Trivia ==
== Trivia ==
* There's an unused Trooper model in the game files labeled '''Trooper_Jetpack''', which has flying animations. The Jetpack Trooper was also present in [[Neon Prime|''Neon Prime'']].
* There's an unused Trooper model in the game files labeled '''Trooper_Jetpack''', which has flying animations. The Jetpack Trooper was also present in [[Neon Prime|''Neon Prime'']].
** There's another unused Trooper model in the game files labeled '''trooper_siege''', which has a rocket launcher.
* The weapon carried by Ranged and Banner Troopers is shaped like a [[wikipedia:Candle_snuffer|candle snuffer]].
* Before the [[Old Gods, New Blood]] update, both teams' Troopers were candle-shaped. The weapon carried by Ranged and Medic Troopers was shaped like a [[wikipedia:Candle_snuffer|candle snuffer]].
{{Unit Navbox}}
{{Unit Navbox}}
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