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'''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. 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 [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Sapphire Guardian vs Trooper.png|thumb|A Sapphire Guardian attacking an enemy [[trooper]].]][[File:Amber Guardians..png|thumb|A pair of Amber Guardians.]] | '''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. 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 [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Sapphire Guardian vs Trooper.png|thumb|A Sapphire Guardian attacking an enemy [[trooper]].]][[File:Amber Guardians..png|thumb|A pair of Amber Guardians.]] | ||
==Overview== | == 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 [[Shrine|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. | 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 [[Shrine|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. | 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) | 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). | ||
====Flex Slots==== | ====Flex Slots==== | ||
After a team has successfully destroyed all 4 of the | After a team has successfully destroyed all 4 of the Lane Guardians, the first [[Flex]] Item Slot will be unlocked. | ||
==Base Guardian== | ==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. | 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==== | ==== 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. | 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. | ||
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Like the [[Shrine|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 <b>60s</b>, Base Guardians will restore <b>130 Health/s</b>. While backdoor protection is active, they restore <b>65 Health/s</b>. | Like the [[Shrine|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 <b>60s</b>, Base Guardians will restore <b>130 Health/s</b>. While backdoor protection is active, they restore <b>65 Health/s</b>. | ||
==Trivia== | == Update history == | ||
{{Update history table | |||
| contents = | |||
{{Update history table/row | |||
| update = October 10, 2024 | |||
| changes = | |||
[General Changes] | |||
* Added Guardian and Walker death notification sound for all players | |||
* The patron now will sometimes offer words of encouragement when you level up instead of when you destroy a Guardian or Walker | |||
[Misc Gameplay] | |||
* Troopers attack range vs Lane Guardians reduced from 13.5m to 12m (they get closer to it) | |||
* Players now need to be within 19m (above the ramp) to attack a Lane Guardian | |||
* Guardians now 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) | |||
* Guardian damage vs players increased by 20% | |||
* Percentage of deniable orbs from objectives for Guardian/Walker/Patron/Shrines rescaled from 54.55/66.67/100/0% to 35% | |||
* Moved Guardians back slightly further from stairs down to the canal | |||
}} | |||
{{Update history table/row | |||
| update = September 26, 2024 | |||
| changes = | |||
[General Changes] | |||
* Fixed Guardian trying to shoot people unsuccessfully behind cover | |||
[Misc Gameplay] | |||
* Trooper damage reduction from Guardians reduced from 35% to 28% (they die a little faster to Guardians now) | |||
* Troopers no longer give half bounty when base guardians are destroyed for that lane | |||
* Guardians now deal 10% more damage to players | |||
[Map Changes] | |||
* Redesigned outer lane path (ziplines and trooper nodes) from Walker to Guardian on Amber Yellow and Sapphire Purple | |||
}} | |||
}} | |||
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== Trivia == | |||
== References == | |||
<references/> | |||
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{{Unit Navbox}} | {{Unit Navbox}} |
Revision as of 21:55, 15 October 2024
Base Guardian | |
---|---|
Stats | |
Health | |
Base Health: | |
Health Regen: | |
Bullet Resist: | |
Spirit Resist: | |
Damage | |
Damage: | 16 |
DPS: | 28 |
Range: | 1500 |
Melee Damage: | 200 |
Souls | |
Total Souls: | 275 |
Soul Orbs: | 4 |
Guardian | |
---|---|
Stats | |
Health | |
Base Health: | |
Health Regen: | |
Bullet Resist: | |
Spirit Resist: | |
Damage | |
Damage: | 16 |
DPS: | 28 |
Range: | 1500 |
Melee Damage: | 200 |
Souls | |
Total Souls: | 275 |
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.
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).
Flex Slots
After a team has successfully destroyed all 4 of the Lane 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.
Update history
Update | Changes |
---|---|
[General Changes]
[Misc Gameplay]
| |
[General Changes]
[Misc Gameplay]
[Map Changes]
|
|