Guardian
Lane Guardian Stats
- Health: 4000
- DPS: 116
- Range: 34m
- Melee Damage: 100
- Total Souls: 1000
- Bullet Resist: 0%
- Spirit Resist: 0%
Damage Resistance Decay
Lane Guardians possess high damage resistance early in the game that decays linearly over the first 12 minutes:
- 0:00: 75%
- 3:00: 43.75%
- 6:00: 12.5%
- 9:00: -18.75%
- 12:00+: -60%
Base Guardian Stats
- Health: 4000
- DPS: 116
- Range: 38.1m
- Melee Damage: 100
- Total Souls: 750
- Spirit Resist: 0%
Bullet Resistance Scaling
Base Guardians start with 40% Bullet Resistance, which decreases by 20% for each nearby enemy hero:
- 0 Heroes: 40%
- 1 Hero: 20%
- 2 Heroes: 0%
- 3 Heroes: -20%
- 4 Heroes: -40%
- 5 Heroes: -60%
- 6 Heroes: -80%
Mechanics
- Invulnerability: Guardians are invulnerable if no enemy troopers or players are within 24m.
- Targeting: Targets the closest enemy with a continuous laser. It will prioritize an enemy player if they damage an allied player within 15m of the Guardian.
- Damage Constraints: Players cannot damage the Guardian if they are outside its range, even if it is vulnerable to troopers. Lane Guardians take 25% increased Bullet Damage from players.
- Weak Points: Guardians take headshot damage to their “head” (the brazier).
- Melee Attack: Uses melee attacks on enemies within 5m.
- Parrying: Melee attacks can be parried, stunning the Guardian for 2s and disabling its melee for 5s.
- Soul Bounty: When destroyed, the soul bounty is granted to every living hero on the team that destroyed it.
Base Guardian Specifics
- Location: Found in pairs defending the base entrance for each lane.
- Health Regeneration: Base Guardians have innate health regeneration when not damaged for a duration. During backdoor protection, they restore 65 Health/s.
- Zipline Boost: Defeating both Base Guardians in a lane grants the attacking team a permanent zipline speed boost for that lane.