Trooper waves come before neutral camps

Troopers on the main paths provide income and create pressure on structures. A player should therefore look at the incoming wave before entering a nearby camp. If the camp can be cleared and the hero can return for the last hits and Soul confirmations, it fills otherwise unused time. If the next wave is already meeting, the neutral route may cost more than it pays. This comparison should be made in seconds and position, not only in the number of Souls shown after the camp. Missing a wave also gives the opponent space to damage an objective.

Camp icons show difficulty

The minimap uses triangles and additional lines to distinguish small, medium and large camps. A larger icon warns that the clear will take more time and health, especially earlier in the match. It does not mean that the strongest hero has ownership of every nearby camp. Teammates may need one to complete an item before an objective or recover after losing control of an area. A quick communication prevents two players from walking toward the same resource. The best allocation considers clear speed, travel distance and which hero can use the next purchase soonest.

Health lost at a camp can weaken the next fight

Neutral units fight back. A clear that removes too much health can force a return to base or make the hero an easy target in the next fight. Abilities with area damage, sustain or short cooldowns can reduce that cost, but they may then be unavailable when an opponent appears. Before starting, identify cover and decide which ability must remain ready for escape. If the hero is already injured, a smaller camp or a wave from a safe position is often better. Finishing the camp with almost no health is not efficient simply because no enemy arrived.

Secure the Souls before taking another risk

Camp rewards are unsecured Souls. Carrying a large unsecured amount increases the consequence of dying before it is safely converted through normal play and purchases. A player who has enough for a key item should avoid adding one dangerous enemy-side camp merely to make the route look efficient. Shop access and the next objective determine when farming should stop. Buying a useful component before a fight can create more value than clearing another camp with an incomplete build. The income becomes an advantage only when the hero survives long enough to use it.

Plan an escape before entering enemy territory

Taking a camp on the opponent's side removes a future resource from them and can be worthwhile after Troopers have moved toward enemy structures. It also places the farmer between missing enemies and unfamiliar escape paths. Vision should cover at least one approach, while movement stamina or a mobility ability remains available. The player should know which street, teleporter or friendly structure marks the retreat. If several enemies vanish, leave the camp even when one neutral remains. Denying part of the resource is better than donating a kill and the unsecured Souls already collected.

Teammates who help will share the reward

When several allied players damage a neutral, its Souls are split among those who helped. Grouping can clear a large camp quickly, but it may not give one player the full amount expected for an item. The team should decide whether speed or concentrated income matters more. Just before a major fight, fast shared completion may be correct because everyone needs to move. During a quiet recovery, one efficient hero may clear while others protect structures. Understanding the split prevents confusion when the final number differs from the camp's total listed value.