A Guardian becomes vulnerable after the lane is prepared
The safest early attack begins with a friendly trooper wave already moving toward the structure. Troopers absorb attention and give heroes a short window to deal damage without standing alone in the lane. If the wave has been cleared, waiting for the next one is usually better than walking forward only because the Guardian has low health. The objective remains available, while a death can give the opponent Souls and time to push the opposite side.
Enemy positions decide whether the last hit is worth the risk
Before committing to a structure, the team should count visible opponents and identify the fastest route from another lane. One missing enemy may be shopping; three missing enemies usually mean the push needs caution. The player nearest the retreat path should keep watching the minimap rather than adding a small amount of damage. Finishing a Guardian is useful, but surviving with the gained map space is more valuable than trading several heroes for it.
Walkers require a longer window and better side control
A Walker sits deeper and gives defenders more time to rotate. Pushing it safely often requires pressure in another lane or a recent fight that removed key opponents. The team should clear nearby neutral threats and keep an escape route open before beginning. If the Walker's attacks and an enemy ability can reach the same area, players should spread enough to avoid one control effect stopping the whole group.
Damage should stop when the information changes
Objective focus is not a promise to remain until the structure falls. A teleport, a missing defender appearing behind the team or a lost trooper wave can end the safe window. Leaving with partial damage is not failure. The health remains lower for the next push, while living players keep their Souls and can defend elsewhere. A simple retreat call should be repeated early enough for the slowest teammate to respond.

Base pressure needs more than one open lane
Reaching the enemy base through a single lane can create a narrow attack that defenders read easily. A second advanced wave forces them to choose where to spend time and reduces the chance that one ability clears every source of pressure. The team does not need all four lanes at the same height, but it should avoid entering the final area while every other wave is near its own side of the map.
The Patron is attacked after the fight creates a real opening
The final objective becomes possible when defenders are dead, displaced or unable to reach the area in time. Players should check respawn timers, remaining health and the number of allies who can continue. Chasing one escaping opponent can waste the only safe finish window. The team should assign enough damage to the Patron and leave one player ready to interrupt a defender who returns through an unexpected route.
A failed finish still needs an organised exit
If the Patron cannot be completed, the team should leave together and use the nearest safe route. Players carrying many Souls should avoid being the last person inside the base. Healing, spending and rebuilding lane pressure can create another attempt. The important lesson is that objectives are connected: Guardians create access, Walkers deepen control, lanes support the base push and the Patron ends the match only after those earlier advantages have produced enough time.
A short call synchronises the first attack
Before a push, the team can state the lane, the arriving trooper wave and the condition for retreat. That is easier to follow than a long explanation while moving. Every player knows when damage begins and when it stops, which prevents one hero from remaining beside the structure after the group has already left.


