Guardian
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[edit | edit source]
In total, there are 9 Guardians on either side of the Map; one in each lane acting as the first line of defense, and three sets of Base Guardians defending the base.
When there are no enemy troopers or players within 24m, 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. However, the Guardian will not take any damage from the player if the player is outside the Guardian's range, even if it is vulnerable to troopers. Guardians take headshot damage to their "head," the brazier on top of their body.
Guardians will target an enemy player if that enemy damages an allied player and is within 15 meters of the Guardian.
When a player or a melee trooper enters close range (5m) of a Guardian, the Guardian will repeatedly use melee attacks until the player/trooper is either killed or leaves melee range. The melee attacks can be parried by the player. If the Guardian is parried, it will be stunned for 2s, then it will switch to the laser attack and be unable to use melee again for 5s.
When a Guardian is destroyed, its soul bounty is granted to every alive hero on the team that destroyed it.
Resistances[edit | edit source]
Guardians possess a high resistance to damage early in the game that degrades over time. They start with 75% Damage Resistance, which decays linearly down to -50% Resistance (taking increased damage) over the first 12 minutes of the match.
Additionally, Guardians take 25% increased Bullet Damage from players.
Base Guardian[edit | edit source]
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. Like the standard Guardian, they will use a melee attack on enemies within 5m. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane.
Resistances[edit | edit source]
Base 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 | |
|---|---|
| 0 | 40% |
| 1 | 20% |
| 2 | 0% |
| 3 | -20% |
| 4 | -40% |
| 5 | -60% |
| 6 | -80% |
Health Regeneration[edit | edit source]
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. While backdoor protection is active, they restore 65 Health/s.
Boons[edit | edit source]
After defeating the two base guardian for a lane, the team who took the guardians get a Zipline speed boost for the rest of the game on that lane.
Update history[edit | edit source]
- Main article: Update history
| Update | Changes |
|---|---|
| |
| |
|
| ||||||||