Lane Guardian: Difference between revisions

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removed bullet and spirit resist from infobox since it doesn't match up to the stacking modifiers applied
 
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<tabber>
|-|Guardian=
{{Infobox unit
{{Infobox unit
|name=Guardian
|name=Guardian
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</table>
}}
}}
|spirit_resist=0
|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}}}}{{See also|Base Guardian}}
|-|Base Guardian=
'''Lane Guardians''', also referred to as just '''Guardians''', are [[Structures]] in the first line of defense protecting the [[Patron]].
{{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.
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.


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.
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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.
Lane Guardians don't have [[backdoor protection]], allowing a player to deal normal damage to a Guardian even if the enemy [[zipline]] is pushed.


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


* '''Time Scaling [[Damage Resist]]:''' (Lane Guardians only) 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 them {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Bullet Resist against players (taking increased damage). Applies to both lane and base guardians.
* '''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, while Base Guardians have {{NpcData|npc_barrack_boss|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist.
* '''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.
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:
The resists are stacked together in the following formulas:


* For bullet damage:
*For bullet damage:


<math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math>
<math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math>


* For spirit damage:
*For spirit damage:


<math>Damage = Spirit Damage * [(1 - Base Damage Resist) + (time/720)]</math>
<math>Damage = Spirit Damage * [(1 - Base Damage Resist) + (time/720)]</math>
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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}}
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}}


==Base Guardian==
=== Ability Damage Reduction ===
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.
The following abilities deal reduced damage to Guardians:
 
{{ObjDamageReduction}}
Unlike Lane Guardians, Base Guardians don't take [[Headshot]] Damage and their melee attacks cannot be parried.
 
=== Durability ===
Unlike Lane Guardians, Base Guardians do not have the 12-minute time scaling resist. Instead, they have an additional scaling [[Bullet Resist]] (similar to [[Shrines]]). It 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.
 
When [[Backdoor Protection]] is active, they 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 ==
{{Update history}}
{{Update history}}
== 3D model ==
{{3D Model|Guardian}}


== Gallery ==
== Gallery ==
<gallery>
<gallery>
File:Sapphire Guardian vs Trooper.png|Old version of Base Guardians fighting a [[Trooper]].
File:Sapphire Guardian vs Trooper.png|Old version of a Lane Guardian fighting a [[Trooper]].
File:Amber Guardians..png|Old version of Base Guardians with backdoor protection.
</gallery><!--
</gallery><!--
== Trivia ==
== Trivia ==

Latest revision as of 00:44, 29 August 2026

Guardian
Stats
Health
Base Health: 5500
Damage Resist: 50% to -50%
Spirit Resist: 0%
Damage
DPS: 116
Range: 34m
Souls
Total Souls: Souls1250
See also: Base Guardian

Lane Guardians, also referred to as just Guardians, are Structures in the first line of defense protecting the Patron.

Overview

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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 Troopers and Heroes that enter its radius. There are 3 Lane Guardians per team, one for each lane.

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.

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 (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.

Lane Guardians don't have backdoor protection, allowing a player to deal normal damage to a Guardian even if the enemy zipline is pushed.

Resistances

[edit | edit source]

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 (-0.14% resist per second).
  • Player Vulnerability: A modifier that gives -25% Bullet Resist against players (taking increased damage).
  • Bullet Resist: Lane Guardians have 10% 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.

The resists are stacked together in the following formulas:

  • For bullet damage:

Damage=BulletDamage[(1BaseDamageResist)+(time/720)](1PlayerResist)(1BulletResist)

  • For spirit damage:

Damage=SpiritDamage[(1BaseDamageResist)+(time/720)]

In which "time" is the match time in seconds.

Applying the bullet damage values, we get:

Damage = BD * [0.5 + (t / 720)] * 1.25 * 0.9

Ability Damage Reduction

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The following abilities deal reduced damage to Guardians:

Hero Ability Damage Reduction (%)
Bebop Hyper Beam -50
Haze Fixation -20
Infernus Flame Dash -50
McGinnis Heavy Barrage -50
Mina Nox Nostra -50
Paradox Pulse Grenade -50
Pocket Affliction -50
Seven Storm Cloud -50
Victor Aura of Suffering -50
Warden Last Stand -50

Update history

[edit | edit source]

View the full update history: Lane Guardian/Update history

Update Changes

June 30, 2026

  • Guardian bounty reduced from 1500 to 1250

May 22, 2026

  • Guardians scaling resistance from +75%->-50% over 12 minutes to +50%->-50% (takes more damage early)

March 30, 2026

  • Guardians and Base Guardians now have 10% Bullet Resistance

3D model

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Click to view
Guardian
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