Guardian: Difference between revisions
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* Range to attack lane Guardians increased from 19m to 20m | * Range to attack lane Guardians increased from 19m to 20m | ||
* First flex slot is now granted after 3 Guardians die instead of 4 | |||
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{{Update history table/row | {{Update history table/row |
Revision as of 13:58, 16 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 3 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 |
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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 |
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[General Changes]
[Misc Gameplay]
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[General Changes]
[Misc Gameplay]
[Map Changes]
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