Game Phases

What you should be doing — and buying — changes completely between phases. Here's how to think about each one.

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:

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:

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:

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

PhaseWin the Phase By…Lose the Phase By…
Laning (0–10)Securing orbs, denying enemy orbs, safe Guardian pokesDying in lane, missing orbs, abandoning partner
Mid (10–20)Winning Walker fights, securing mid-boss, smart rotationsFarming alone during objectives, trickling into fights 1-by-1
Late (20+)Grouping, pushing with Supers, committing to PatronGetting picked, forcing bad fights, letting Patron regen

The Mental Game