Guardian: Difference between revisions

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When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team.
When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team.
===Resistances==
Guardians take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) <ref>[[Update:October_10,_2024|Oct 10th 2024 Update]]


====Flex Slots====
====Flex Slots====

Revision as of 21:21, 15 October 2024

Base Guardian

Stats
Health
Base Health:

4300

Health Regen:

130

Bullet Resist:

40%

Spirit Resist:

0%

Damage
Damage: 16
DPS: 28
Range: 1500
Melee Damage: 200
Souls
Total Souls: Souls275
Soul Orbs: 4
Guardian

Stats
Health
Base Health:

5500

Health Regen:

0

Bullet Resist:

0%

Spirit Resist:

0%

Damage
Damage: 16
DPS: 28
Range: 1500
Melee Damage: 200
Souls
Total Souls: Souls275
Soul Orbs: 4

Guardians are one of the two types of defenses protecting the Patron, along with Walkers. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, targeting all Troopers and Heroes that enter its radius.

A Sapphire Guardian attacking an enemy trooper.
A pair of Amber Guardians.

Overview

In total, there are 12 Guardians on either side of the Map; one in each lane acting as the first line of defense, and four pairs of Base Guardians defending the Shrines. When there are no enemy troopers nearby, the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, targeting its laser onto the closest nearby enemy and dealing constant damage over time.

When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team.

=Resistances

Guardians take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) <ref>Oct 10th 2024 Update

Flex Slots

After a team has successfully destroyed all 4 of the frontmost Guardians, the first Flex Item Slot will be unlocked.

Base Guardian

The Base Guardian is a variant of the normal guardian found in pairs outside each team's base. Base Guardians are near-identical to their counterparts, however they have slightly different mechanics and stats. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane.

Resistances

Base Guardians, unlike normal Guardians, start with 40% Bullet Resistance. However, with each enemy hero nearby they lose an additional 20%. With all six players nearby, a Base Guardian can effectively be reduced to -80% Bullet Resistance. This is likely to encourage fighting them as a team and prevent backdooring.

Nearby Enemy Heroes Bullet Resist
0 40%
1 20%
2 0%
3 -20%
4 -40%
5 -60%
6 -80%

Health Regeneration

Like the Shrines and Patron, Base Guardians also have innate Health Regen when they have not been damaged for a while and during backdoor protection. After not taking damage for 60s, Base Guardians will restore 130 Health/s. While backdoor protection is active, they restore 65 Health/s.

Trivia