Editing Lane GuardianGive feedback
Jump to navigation
Jump to search
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 1: | Line 1: | ||
<tabber> | |||
|-|Guardian= | |||
{{Infobox unit | {{Infobox unit | ||
|name=Guardian | |name=Guardian | ||
| Line 34: | Line 36: | ||
|dps={{NpcData|npc_boss_tier1|PlayerDPS}} | |dps={{NpcData|npc_boss_tier1|PlayerDPS}} | ||
|attack_range={{NpcData|npc_boss_tier1|SightRangePlayers}}m | |attack_range={{NpcData|npc_boss_tier1|SightRangePlayers}}m | ||
|soul_value={{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}}{{ | |soul_value={{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}} | ||
''' | |-|Base Guardian= | ||
{{Infobox unit | |||
|name=Base Guardian | |||
|Image=Base guardians.png | |||
|max_health={{NpcData|npc_barrack_boss|MaxHealth}} | |||
|dps={{NpcData|npc_barrack_boss|PlayerDPS}} | |||
|attack_range={{NpcData|npc_barrack_boss|SightRangePlayers}}m | |||
|soul_value={{#invoke:GenericData|get_objective_param|BaseGuardiansGoldKill}}}} | |||
</tabber> | |||
'''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. 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 [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Archmother base guardians.png|thumb|[[Archmother]] Base Guardians]][[File:Hidden King base guardians.png|thumb|[[Hidden King]] Base Guardians]] | |||
== Overview == | == Overview == | ||
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 '''{{NpcData|npc_boss_tier1|InvulRange}}m''', 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. | When there are no enemy troopers or players within '''{{NpcData|npc_boss_tier1|InvulRange}}m''', 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. | ||
| Line 49: | Line 60: | ||
When a Guardian is destroyed, its soul bounty is granted to every alive hero on the team that destroyed it. | When a Guardian is destroyed, its soul bounty is granted to every alive hero on the team that destroyed it. | ||
== Resistances == | == Resistances == | ||
| Line 56: | Line 65: | ||
* '''Time Scaling [[Damage Resist]]:''' Lane Guardians have a scaling Damage Resist that applies to all damage types, except [[Pure Damage]]. Starts at 50% and decays linearly down to -50% (taking increased damage) over the first 12 minutes of the match (-{{#expr:100/720round2}}% resist per second). | * '''Time Scaling [[Damage Resist]]:''' Lane Guardians have a scaling Damage Resist that applies to all damage types, except [[Pure Damage]]. Starts at 50% and decays linearly down to -50% (taking increased damage) over the first 12 minutes of the match (-{{#expr:100/720round2}}% resist per second). | ||
* '''Player Vulnerability:''' A modifier that gives {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Bullet Resist against players (taking increased damage). | * '''Enemy Scaling [[Bullet Resist]]:''' Base Guardians have a scaling Bullet Resist, similar to [[Shrines]], that starts at {{NpcData|npc_barrack_boss|BackdoorBulletResistModifier|BulletResist}}%, losing {{NpcData|npc_barrack_boss|BackdoorBulletResistModifier|BulletResistReductionPerHero}}% per enemy hero nearby, up to 0% minimum for 3 or more enemies. | ||
* '''Bullet Resist:''' Lane Guardians have {{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist. | * '''Player Vulnerability:''' A modifier that gives {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Bullet Resist against players (taking increased damage), for both Lane and Base Guardians. | ||
* '''Bullet Resist:''' Lane Guardians have {{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist, while Base Guardians have {{NpcData|npc_barrack_boss|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist. | |||
Because these modifiers stack multiplicatively, players will deal significantly less damage than their base weapon damage in the early game, and significantly more in the late game. | Because these modifiers stack multiplicatively, players will deal significantly less damage than their base weapon damage in the early game, and significantly more in the late game. | ||
For lane guardians, the resists are stacked together in the following formulas: | |||
*For bullet damage: | *For bullet damage: | ||
| Line 80: | Line 90: | ||
The following abilities deal reduced damage to Guardians: | The following abilities deal reduced damage to Guardians: | ||
{{ObjDamageReduction}} | {{ObjDamageReduction}} | ||
==Base Guardian== | |||
The Base Guardian or "Shrine Guardian", referred to in the files as "Watcher", is a variant of the normal guardian found in pairs outside each team's base. Base Guardians have a different model and slightly different mechanics and stats. Like the standard Guardian, they will use a melee attack on enemies within '''{{NpcData|npc_barrack_boss|MeleeAttemptRange}}m'''. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane. | |||
Unlike Lane Guardians, Base Guardians don't take [[Headshot]] Damage and their melee attacks cannot be parried. | |||
=== Protection === | |||
When [[Backdoor Protection]] is active, Base Guardians have {{NpcData|npc_barrack_boss|BackdoorProtectionModifier|BackdoorProtectionDamageMitigationFromPlayers}}% [[Damage Resist]] and {{NpcData|npc_barrack_boss|BackdoorProtectionModifier|HealthPerSecondRegen}} [[Health Regen]] per second. | |||
===Boons=== | |||
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 == | == Update history == | ||
| Line 89: | Line 110: | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
File:Sapphire Guardian vs Trooper.png|Old version of | File:Sapphire Guardian vs Trooper.png|Old version of Base Guardians fighting a [[Trooper]]. | ||
File:Amber Guardians..png|Old version of Base Guardians with backdoor protection. | |||
</gallery><!-- | </gallery><!-- | ||
== Trivia == | == Trivia == | ||