Troopers
Troopers move collectively within groups in lane, spawning every 25 seconds after the first minute of the match beginning. There are three different types of trooper, differing visually depending on their role in lane. All troopers have a candle as a head, which grows shorter as their health is reduced. Once low, their healthbar will flash, indicating that they are within a heavy melee hit range of a death.
To reach the lane, Troopers travel on the zipline just like heroes, but are held within a capsule as they travel; enemy trooper capsules can be shot down from the zipline, ending their travel early.
Troopers are able to traverse outside of their lane pathing to a certain degree, able to land in places such as the bridges in lane if the zipline ends early or if they're shot from the sky.
Super Troopers
Troopers become "super" while a team has the Rejuvenator Buff; receiving stat increases to their health, attack speed and movement speed.
Super Trooper Stat Buffs:
Trooper Type |
HP |
Move speed |
Melee atk. speed |
Ranged atk. speed
|
Melee |
600 |
4 m/s |
0.809 /s |
N/A
|
Ranged |
500 |
4 m/s |
0.66/s |
0.809/s
|
Medic |
460 |
4 m/s |
0.66/s |
0.809/s
|
Trooper souls
Upon death, Troopers drop soul orbs, which the hero can collect and use as currency to purchase items. Soul orbs are claimed through being damaged by weapon or melee attacks (including abilities that deal melee damage, i.e: Bebop's Exploding uppercut or Viscous' Puddle Punch). Anyone can claim a soul, regardless of who killed the trooper; if you kill a trooper and an enemy hero destroys the soul dropped, that hero denies that soul, meaning they claim it to use as currency instead.
Soul drops scale as the game progresses, prior to the 10 minute mark Trooper souls are duplicated equally between nearby friendly players (within roughly 68m, with 100% of the souls cost going to the person who claimed them and an equal amount being shared between all nearby players), after 10 minutes (Or when prior to 10 minutes if a lane has to many heroes in it, i.e.: When 2 people are in a 1 person lane) souls are not duplicated, but are still spread out the same way between nearby players (within roughly 68m, with 50% of the souls going to the person who claimed them, and with the rest being shared between all nearby players).
Trooper Souls per minute breakdown (Up to 30 minutes)
|
0: 75 (37/38)
1: 76 (38/38)
2: 77 (38/39)
3: 78 (39/39)
4: 79 (39/40)
5: 81 (40/41)
6: 82 (41/41)
7: 83 (41/42)
8: 84 (42/42)
9: 85 (42/43)
At the 10 minute mark, troopers stop giving souls on kill only producing soul orbs.
10: 104
11: 105
12: 106
13: 108
14: 109
15: 111
16: 112
17: 114
18: 115
19: 116
20: 118
21: 120
22: 121
23: 122
24: 123
25: 126
26: 127
27: 128
28: 129
29: 130
30: 133
|
Of note:
- Medic troopers will heal players for 80 HP post-laning phase (10 mins+)
- Past the first minute of the game, troopers spawn roughly every 25 seconds.
Lane Bosses protect lanes, attacking enemy heroes and troopers when they are within range. There are three types of lane bosses; Guardians, Walkers and Barracks Bosses. Destroying these lane bosses unlocks flex slots for your team, specifically under these conditions:
Destroy all enemy Guardians
Destroy two enemy Walkers
Destroy all enemy Walkers
Destroy an enemy Shrine
Like troopers, Guardians and Walkers drop a significant amount of souls upon being destroyed.
Guardians
HP: 5500
Damage resist when no minions nearby: 65%
DPS: 80
Reload time: 1s
Auto reload when not attacking: 2s
Souls Granted on death: 125 instantly + 150 in soul orbs (2x37, 2x38) per person
Sun Walkers
HP: 5800
Damage resist when no minions nearby: 65%
Laser Damage: 125 DPS (190 vs Troopers)
Laser Cooldown: 1s
Rocket Barrage Damage: 200x6
Rocket Barrage Duration: 3.5s
Rocket Barrage Cooldoown: 10s
Stomp Damage: 350
Stomp Stun Duration: 2s
Stomp Cooldown: 6s
Auto reload when not attacking: 2s
Souls Granted on death: 250 + 500 in soul orbs (7x38, 6x39) per person
Baracks boss
Hp: 4300
Bullet resistance: 40% (-20% per player nearby)
Damage resist when no minions nearby: 65%
Health Regen per second: 130
Health Regen Delay: 60s
DPS: 80
Reload time: 1s
Auto reload when not attacking: 2sShrines
HP: 4000
Bullet resistance: 60% (-20% per player nearby)
Health Regen per second: 160
Health Regen Delay: 60s
Passive effect: While alive the patron is shielded and immune to damage and cannot be targeted.
Souls Granted on death: 500 per person
Patron
Phase 1
HP: 10000
Shielded Beam DPS to players: 440
Shielded Beam DPS to NPCs: 80
Unshielded Beam DPS to players: 780
Unshielded Beam DPS to NPCs: 210
Souls Granted on death: 500 in soul orbs (7x38, 6x39) per person
Phase 2
HP: 18000
Dps: 50Mid Boss
HP: 6000
Damage Mitigation per second: 100 (+8 per minute)
Max HP gain per minute: 425
Beam DPS: 100
Mid Boss is a neutral NPC which first appears 10 minutes into the match and every 7 minutes afterwards, spawning in the middle of the map underneath the Museum building. Mid Boss's arrival is announced to both teams through a loud global audio cue, along with an announcement from the patron. Mid Boss appears on the minimap with the icon of a golden angel.
Mid Boss remains completely invulnerable to attacks until a player enters the pit; an area located around the NPC. Once a player enters this area, it will begin to attack the closest unit in proximity to itself.
On top of its regular health, Mid Boss is protected by an extra shield, which regenerates constantly as you deplete it. This shield must be reduced to 0 in order to do damage to Mid Boss's health pool. Global audio cues play once the Mid Boss reaches 50% and 0% hp, with an additional Patron announcement for the Rejuvenator spawning.
The Rejuvenator
The Rejuvenator is a green crystalline object that spawns once Mid Boss is defeated. It initially appears in the air above where Mid Boss once stood, but is unable to be claimed until it has reached the ground. Once the Rejuvenator lands, a hero must attack it with a heavy melee hit in order to claim it, which will destroy the object and apply a buff to the attacker's team, granting them a Rejuvenation credit. The hero who deals the melee hit does not have to be from the team who defeated the Mid Boss.
Rejuvenation credit is a buff that is applied to the team which was successful in capturing the Rejuvenator, and includes the following benefits:
Grants Players +200 health, +20% fire rate and +1m/s move speed and Troopers +70% health on collection
Halves the respawn time of the successful team's next death, or halves the current respawn time of any currently dead players.Weak
HP: 200
DPS: 6
Soul Reward: 44 (+0.528 per minute)
Weapon Resist: 50%
Spirit Resist: 30%
Normal
HP: 500
DPS: 14
Soul Reward: 88 (+1.056 per minute)
Weapon Resist: 50%
Spirit Resist: 30%
Strong
HP: 1760
DPS: 20
Soul Reward: 220 (+2.64 per minute)
Weapon Resist: 60%
Spirit Resist: 35%
Sinner's Sacrifice
Sinner's Sacrifice is a gambling station that spawns in at 10 minutes (and every 5 minutes afterwards).
HP: 500
Fixed Melee Damage: 50 per light melee, 100 per heavy melee
Damage retaliation: 40
Total Souls: 330 (+3.96 per minute), 10% per punch (for a total of 50%) 50% on the machine's destruction.