Walker
Walkers are the second line of defense in each lane, protecting the Patron along with Guardians. They are large metal automatons that serve as significant obstacles for the opposing team.
Stats
Health
- Base Health: 6000 / 9000 / 12000 (Increases as other Walkers are destroyed)
- Bullet Resistance: 15%
- Spirit Resistance: 0%
Damage
- DPS: 125
- Range: 24m
- Melee Damage: 350
Time-Based Damage Resistance
Walkers start with high resistance that decays over the course of the match:
- 0:00: 65%
- 6:00: 22%
- 9:00: 0%
- 12:00: -22%
- 18:00+: -65%
Overview
Walkers are the second line of defense in each lane and can only be damaged after their corresponding Guardian has been destroyed. There are 3 Walkers on each team, one in each lane.
- Scaling: Walkers start with 6000 HP. When a Walker dies, the remaining Walkers gain a flat 3000 HP increase and heal. They also increase in physical size.
- Aura: Walkers provide nearby allied heroes (within 28m) with 15% Bullet and 15% Spirit Resistance.
- Vulnerability: Walkers are immune to all damage when no enemies are within 22m. They do not take headshot damage.
- Visual Indicators: Two white circles surround the Walker. The smaller circle indicates the stomp range, and the larger circle indicates the range for taking damage and fireball attacks.
Attacks
Fire Beam
Channels a constantly damaging beam onto a target. Deals 2% Max HP per second as damage.
Stomp
The Walker stomps the ground if an enemy gets within 15.2m.
- Damage: 350 flat damage plus 15% Max HP damage.
- Effect: Stuns enemies for 2 seconds in a 14.5m radius.
Fireballs (Rocket Barrage)
Launches a volley of 6 projectiles.
- Impact Damage: 200 per projectile.
- Area of Effect: Leaves a patch of fire for 5 seconds dealing 25 DPS.
- Debuff: Reduces Bullet and Spirit resistance by 10%.
- Cooldown: 10 seconds.
Resistances
Multi-Hero Resistance
Walkers take less weapon damage when multiple enemies are within 50.8m:
- 3 Enemies: 20% reduction
- 6 Enemies: 50% reduction
- No additional resistance is applied if only one or two enemies are nearby.
Backdoor Protection
Represented by a green circular effect, backdoor protection activates if the lane hasn’t been pushed to the Walker’s position (based on the last trooper wave).
- Damage Reduction: 65% from players.
- Regeneration: 65 health per second.
Destruction Rewards
Destroying a Walker awards a total of 4000 Souls and unlocks one Extra Slot for the entire team.
Soul Distribution
- Local Bounty (40% / 1600 Souls): Split between all nearby attacking players (including those who dealt damage in the last 20 seconds).
- Global Bounty (60% / 2400 Souls): Distributed equally among all six members of the attacking team, regardless of location.