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{{Infobox unit
<div style="float:right;"><!--temporary hack to float infoboxes right. TODO: implement proper tabbers for infoboxes-->
|name=Guardian
<tabber>
|Image=Guardian Icon.png
|-|Guardian=
|max_health={{NpcData|npc_boss_tier1|MaxHealth}}
{{Infobox unit|name=Guardian|Image=Guardian Icon.png|max_health=5500|health_regen=0|bullet_resist=0|spirit_resist=0|dps=28|bullet_damage=16|attack_range=1500|melee_damage=200|move_speed=0|sprint_speed=0|soul_value=275|soul_orbs=4}}
|damage_resist={{Tooltip|text=50% to -50|hover=
|-|Base Guardian=
<table class="wikitable" style="margin:0; width:100%">
{{Infobox unit|name=Base Guardian|Image=Guardian Icon.png|max_health=4300|health_regen=130|bullet_resist=40|spirit_resist=0|dps=28|bullet_damage=16|attack_range=1500|melee_damage=200|move_speed=0|sprint_speed=0|soul_value=275|soul_orbs=4}}
  <tr>
</tabber></div>
    <th>Time</th>
'''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:Sapphire Guardian vs Trooper.png|thumb|A Sapphire Guardian attacking an enemy [[trooper]].]][[File:Amber Guardians..png|thumb|A pair of Amber Guardians.]]
    <th>Resistance</th>
  </tr>
  <tr>
    <td>0:00</td>
    <td>50%</td>
  </tr>
  <tr>
    <td>3:00</td>
    <td>25%</td>
  </tr>
  <tr>
    <td>6:00</td>
    <td>0%</td>
  </tr>
  <tr>
    <td>9:00</td>
    <td>-25%</td>
  </tr>
  <tr>
    <td>12:00+</td>
    <td>-50%</td>
  </tr>
</table>
}}
|spirit_resist=0
|dps={{NpcData|npc_boss_tier1|PlayerDPS}}
|attack_range={{NpcData|npc_boss_tier1|SightRangePlayers}}m
|soul_value={{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}}{{See also|Base Guardian}}
'''Lane Guardians''', also referred to as just '''Guardians''', are [[Structures]] in the first line of defense protecting the [[Patron]].


== Overview ==
== Overview ==
Lane Guardians 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. There are 3 Lane Guardians per team, one for each lane.
In total, there are '''12''' Guardians on either side of the [[Map]]; one in each lane acting as the first line of defense, and four pairs of '''Base Guardians''' defending the [[Shrine|Shrines]]. When there are no enemy troopers nearby, 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.
 
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.
 
The Guardian's beam deals [[Weapon Damage]] and can be mitigated by [[Bullet Resist]].
 
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 ('''{{NpcData|npc_boss_tier1|MeleeAttemptRange}}m''') of a Guardian, the Guardian will repeatedly use [[Melee Attack|melee attacks]] until the player/trooper is either killed or leaves melee range. The melee attacks can be [[Parry|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.


Lane Guardians don't have [[backdoor protection]], allowing a player to deal normal damage to a Guardian even if the enemy [[zipline]] is pushed.
When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team.


== Resistances ==
== Resistances ==
Guardians mitigate incoming damage from players using multiple different modifiers that stack together multiplicatively:


* '''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).
Guardians take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min).
* '''Player Vulnerability:''' A modifier that gives {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Bullet Resist against players (taking increased damage).
* '''Bullet Resist:''' Lane Guardians have {{NpcData|npc_boss_tier1|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.
====Flex Slots====
After a team has successfully destroyed 3 of the Lane Guardians, the first [[Flex]] Item Slot will be unlocked.


The resists are stacked together in the following formulas:
==Base Guardian==
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. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane.


*For bullet damage:
==== Resistances ====
Base Guardians, unlike normal 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.
{| class="wikitable"
!Nearby Enemy Heroes
![[File:Bullet Armor.png|frameless|20x20px]] Bullet Resist
|-
|0
|40%
|-
|1
|20%
|-
|2
|0%
|-
|3
| -20%
|-
|4
| -40%
|-
|5
| -60%
|-
|6
| -80%
|}


<math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math>
====Health Regeneration====
 
Like the [[Shrine|Shrines]] and [[Patron]], Base Guardians also have innate Health Regen when they have not been damaged for a while and during backdoor protection. After not taking damage for <b>60s</b>, Base Guardians will restore <b>130 Health/s</b>. While backdoor protection is active, they restore <b>65 Health/s</b>.
*For spirit damage:
 
<math>Damage = Spirit Damage * [(1 - Base Damage Resist) + (time/720)]</math>
 
In which "time" is the match time in seconds.
 
Applying the bullet damage values, we get:
 
Damage = BD * [0.5 + (t / 720)] * {{#expr:1-({{NpcData|npc_boss_tier1|PlayerDamageResistPct}}/100)}} * {{#expr:(100-{{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}})/100}}
 
=== Ability Damage Reduction ===
The following abilities deal reduced damage to Guardians:
{{ObjDamageReduction}}


== Update history ==
== Update history ==
{{Update history}}
{{Update history table
 
| contents =
== 3D model ==
{{Update history table/row
{{3D Model|Guardian}}
| update = October 15, 2024
| changes =
* First flex slot is now granted after 3 Guardians die instead of 4
* Range to attack lane Guardians increased from 19m to 20m
}}
{{Update history table/row
| update = October 10, 2024
| changes =  
[General Changes]
* Added Guardian and Walker death notification sound for all players
* The patron now will sometimes offer words of encouragement when you level up instead of when you destroy a Guardian or Walker
[Misc Gameplay]
* Troopers attack range vs Lane Guardians reduced from 13.5m to 12m (they get closer to it)
* Players now need to be within 19m (above the ramp) to attack a Lane Guardian
* Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min)
* Guardian damage vs players increased by 20%
* Percentage of deniable orbs from objectives for Guardian/Walker/Patron/Shrines rescaled from 54.55/66.67/100/0% to 35%
* Moved Guardians back slightly further from stairs down to the canal
}}
{{Update history table/row
| update = September 26, 2024
| changes =
[General Changes]
* Fixed Guardian trying to shoot people unsuccessfully behind cover
[Misc Gameplay]
* Trooper damage reduction from Guardians reduced from 35% to 28% (they die a little faster to Guardians now)
* Troopers no longer give half bounty when base guardians are destroyed for that lane
* Guardians now deal 10% more damage to players
[Map Changes]
* Redesigned outer lane path (ziplines and trooper nodes) from Walker to Guardian on Amber Yellow and Sapphire Purple
}}
}}
<!--
== Trivia ==


== Gallery ==
<gallery>
File:Sapphire Guardian vs Trooper.png|Old version of a Lane Guardian fighting a [[Trooper]].
</gallery><!--
== Trivia ==
The text on the guardian chest is latin and reads
"CAVE, ANIMA IMPAVIDA
EXCUBIAE ARDENTES
GRESSUS TUI ACCENDE
AFFERTE AMICOS TUOS AD ME DEDUCIS"
Which can be loosely translated to
Beware, fearless soul.
Burning sentinels stand watch.
Ignite your path.
Bring your friends and lead them to me.
== References ==
== References ==
<references/>
<references/>
-->
-->
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