Game Phases
What you should be doing — and buying — changes completely between phases. Here's how to think about each one.
0–10 min
Laning
10–20 min
Mid Game
20+ min
Late Game
0–10 Minutes
Laning Phase — Farm and Survive
The game starts with laning: you and (usually) a partner hold a lane, secure soul orbs from fallen troopers, and trade damage with the enemy laners. This is the calmest part of the match — use it to build your foundation.
Your job:
- Secure soul orbs. Troopers drop soul orbs when they die — shoot or melee them to collect full value, or they dissipate for a smaller share. Shoot your green orbs to secure them — if the enemy shoots them first, those souls are denied and lost. Steal their orange orbs the same way. Missed orbs are the #1 reason new players fall behind.
- Trade smart. Poke the enemy when they go for orbs. Don't take bad fights — dying in lane sets you back minutes.
- Poke the Guardian when your wave is pushed up and it's safe. Remember: no troopers nearby means you're barely scratching it.
- First ~8 minutes: lane partners share full soul value, so duo laning is efficient. Don't abandon your partner early.
Buy: cheap, efficient stats. Small Weapon pieces, a little Vitality, Extra Stamina for mobility. Nothing fancy — you're building a base, not a win condition yet.
Newbie goal: leave laning phase even or ahead in souls, zero unnecessary deaths. That's a winning lane.
10–20 Minutes
Mid Game — Rotate and Fight
Lanes start breaking. Guardians fall, Walkers become the focus, and the map opens up. This is where rotations, ganks, and objective fights decide who takes control.
Your job:
- Rotate with purpose. When your Guardian is down, don't sit in an empty lane — move to help teammates, gank, or pressure another lane.
- Contest the mid-boss. The Rejuvenator's revive credits are a massive teamfight swing. Track its timing and be ready.
- Group for Walkers. Walkers need the team — don't solo them. Spread out, let troopers tank, focus fire.
- Farm the jungle. Neutral Haunts between lanes are bonus souls between rotations.
- Watch the Soul Urn. Free soul injections for whoever shows up — don't let the enemy take them uncontested.
- Use teleporters (unlock at 8:00) to cross the map fast for fights.
Buy: your first power spike. This is where your build's identity forms — the items that let you win skirmishes and take objectives. Commit to your win condition here.
Newbie goal: show up to objective fights. A mid-game is lost more often by players farming alone while their team dies 5v6 than by anything else.
20+ Minutes
Late Game — Push and Close
Everyone's online. Teamfights are constant, structures are falling, and one bad fight can end the game. Every decision is high-stakes.
Your job:
- Stay with the team. Getting caught alone late game means a 5v6 while you're dead for 40+ seconds. Group up.
- Push with Super Troopers. Each destroyed Shrine upgrades that lane's troopers — push behind them, they're your siege engine.
- Take both Shrines, then the Patron. Remember the Patron's two health bars: burn through the first, it retreats to its pit weakened — commit and finish it, because it regenerates if left alone.
- Bank stamina for fights. Late-game fights are decided by who has mobility left. Arrive with pips, not on empty.
- Track enemy actives. Late game, one well-timed enemy active can wipe your team. Know what's on cooldown before you commit.
Buy: big-ticket win-condition items. Full build online. If the game goes very long, sell early cheap items for late-game monsters.
Newbie goal: don't throw. Late game rewards patience — wait for the right fight (numbers advantage, key enemy cooldowns down, objectives up) instead of forcing it.
Win Conditions at a Glance
| Phase | Win the Phase By… | Lose the Phase By… |
| Laning (0–10) | Securing orbs, denying enemy orbs, safe Guardian pokes | Dying in lane, missing orbs, abandoning partner |
| Mid (10–20) | Winning Walker fights, securing mid-boss, smart rotations | Farming alone during objectives, trickling into fights 1-by-1 |
| Late (20+) | Grouping, pushing with Supers, committing to Patron | Getting picked, forcing bad fights, letting Patron regen |
The Mental Game
- Press Tab constantly. Check soul counts and hover to see enemy builds. Information wins games.
- Play for the next objective, not the last fight. Died? Think about what's spawning when you respawn, not revenge.
- Communicate. Ping objectives, call missing enemies, shot-call Walker attempts. A coordinated mediocre team beats five silent good players.
- Every death has a cost. Early: lost farm. Mid: lost objective. Late: lost game. Play like your life matters — because it does.