Lane Guardian: Difference between revisions

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<div style="float:right;"><!--temporary hack to float infoboxes right. TODO: implement proper tabbers for infoboxes-->
{{Infobox unit
<tabber>
|name=Guardian
|-|Guardian=
|Image=Guardian Icon.png
{{Infobox unit|name=Guardian|Image=Guardian Icon.png|max_health=5500|health_regen=0|bullet_resist=40%-50|spirit_resist=40|dps=28|bullet_damage=16|attack_range=35m|melee_damage=200|move_speed=0|sprint_speed=0|soul_value=275|soul_orbs=4}}
|max_health={{NpcData|npc_boss_tier1|MaxHealth}}
|-|Base Guardian=
|damage_resist={{Tooltip|text=50% to -50|hover=
{{Infobox unit|name=Base Guardian|Image=Guardian Icon.png|max_health=4300|health_regen=0|bullet_resist=40%-50|spirit_resist=40|dps=28|bullet_damage=16|attack_range=35m|melee_damage=200|move_speed=0|sprint_speed=0|soul_value=275|soul_orbs=4}}
<table class="wikitable" style="margin:0; width:100%">
</tabber></div>
  <tr>
'''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>Time</th>
    <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 ==
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 [[Shrine|Shrines]].
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 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. 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.
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.
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 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 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 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.
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 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).
* '''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.
The resists are stacked together in the following formulas:
*For bullet damage:


Guardians take 40% less [[Weapon Damage|weapon damage]] from heroes and 60% less damage from troopers at the start of the game; this progresses to +50% increased weapon damage from both heroes and troopers at 10 min. They also take 40% less [[Spirit Damage|spirit damage]] from heroes.
<math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math>


====Extra Slots====
*For spirit damage:
After a team has successfully destroyed 2 of the Lane Guardians, the first [[Extra Slots|Extra]] Item Slot will be unlocked.


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


==== Resistances ====
In which "time" is the match time in seconds.
Base 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%
|}


====Health Regeneration====
Applying the bullet damage values, we get:
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. While backdoor protection is active, they restore <b>65 Health/s</b>.


====Boons====
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}}
After defeating the two base guardian for a lane, the team who took the guardians and the creeps for that team get a Zipline speed boost for the rest of the game on that lane. They also gain the fourth [[Extra Slots|Extra Slot]].
 
=== Ability Damage Reduction ===
The following abilities deal reduced damage to Guardians:
{{ObjDamageReduction}}


== Update history ==
== Update history ==
{{Main|Guardian/Update history|l1=Update history}}
{{Update history}}
{{Update history}}
<!--
 
== 3D model ==
{{3D Model|Guardian}}
 
== Gallery ==
<gallery>
File:Sapphire Guardian vs Trooper.png|Old version of a Lane Guardian fighting a [[Trooper]].
</gallery><!--
== Trivia ==
== 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/>
-->
-->
{{Unit Navbox}}
{{Unit Navbox}}

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

[edit | edit source]

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

[edit | edit source]

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

[edit | edit source]
Click to view
Guardian
[edit | edit source]