Lanes and troopers

A lane is both an income route and the path your team uses to approach enemy defenses. Clearing its troopers changes where the next fight happens. Leaving without checking the wave can hand the opponent a push while you gain nothing elsewhere.
Choose when to clear
Push when the cleared wave creates time for a purchase, rotation or objective attempt. Hold a safer position when enemy heroes can punish you farther forward. Collect the ground soul reward after the fight over the wave instead of assuming every part arrived automatically.
Use the medic pickup deliberately
Medic troopers drop a healing pack rather than providing the old passive healing pulse. Position for the pickup without exposing yourself to a larger trade. If several allies are nearby, think about who needs recovery and how the group can remain safe while collecting.
Update history32
- Parrying a trooper now stuns the trooper
- Mid Lane Rework (between Guardians):
- Flex Slot changed from "Two Walker" to "Three Walkers"
- Guardian and Walker total bounty is now split with all nearby players (including players that have done damage to it within 20s). Nearby players get 40% and the rest is split evenly with all 6 players (including those nearby).
- Trooper damage to Walkers reduced from 80 DPS to 60 DPS
- Troopers will now only flinch from player damage if it is a headshot while the trooper is busy running.
- Added statues in front of Mid Lane entrances for cover.
- Tweaked trooper nodes to go around new statues.
- Walker HP increased by 10%
- Guardian
- Walker: Invis duration reduced from 7s to 6s
- 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.
- Trooper: Heal no longer has charges (was 3)
- Trooper: Cooldown reduced from 35s to 6s (this was the previous setup before)
- Trooper: Fixed healing sometimes not functioning on bounce when there are walls nearby
- Walker: Now a T4 item
- Walker: Shields increased from 250 to 300
- Walker: Invisibility and speed duration increased from 5s to 7s
- Walker: Initial fade out time reduced from 1s to the previous 0.25s value
Data and APIAPI
identity
- id
- mechanic_lanes_and_troopers
- slug
- lanes-and-troopers
- category
- economy
- flowStage
- laning
- aliases
- lane, laning, troopers, creeps, minions, lane creeps, wave, wave equilibrium, freeze, freezing the wave, push the wave, ranged trooper, melee trooper, medic trooper, banner trooper, линия, лайнинг, крипы, волна
- sourcePath
- manual:mechanics/lanes-and-troopers
- updatedAt
- 2026-09-20T22:00:00.000Z