Walker
Walker | |
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Stats | |
Health | |
Base Health: | |
Health Regen: | |
Bullet Resist: | |
Spirit Resist: | |
Damage | |
Damage: | 350 |
DPS: | - |
Range: | 1600 |
Melee Damage: | 350 |
Souls | |
Total Souls: | 700 |
Soul Orbs: | 12 |
Walkers are one of the two types of defenses protecting the Patron, along with Guardians. They are very large metal automatons with four legs that hold a strange disc in their hands, which they use as a weapon.
Overview
Walkers are the second line of defense in each lane, and can only be damaged after their corresponding Guardian has been destroyed. In total, there are 4 Walkers on each team with one individual in each lane. Like Guardians, Walkers are immune to all damage until an enemy Trooper or Hero has entered its attack radius, prioritising the closest target to it. When attacking, a walker has three attacks it can use:
Fire Beam
Channels a constantly damaging beam onto a target.
Stomp
The Walker stomps the ground, dealing damage and stunning enemies for 2 seconds in a very large radius. A Walker will only ever use this attack if an enemy gets too close to it.
Fireball Spray
The Walker catapults a series of fireballs out of its head, which damage enemies and leave fire trails on the ground where they land.
Destruction
When a Walker is destroyed: it will grant 250 Souls immediately, drop the remaining 450 in 12 Soul Orbs, and grant every hero on the team an Ability Point.
When a Walker is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Walker is denied by the defending team, the denied souls are granted to every alive hero on the defending team.
Flex Slots
Destroying two Walkers of the opposing team unlocks one flex slot for all of the heroes on the player's team. Destroying all of the Walkers unlocks a second flex slot.
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