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== Gallery == | == Gallery == | ||
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File:Sapphire Guardian vs Trooper.png|Old version of | 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. | File:Amber Guardians..png|Old version of Base Guardians with backdoor protection. | ||
</gallery><!-- | </gallery><!-- | ||
Revision as of 18:49, 19 August 2026
Guardians are one of the two types of defenses protecting the Patron, along with Walkers. 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 Troopers and Heroes that enter its radius.


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 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.
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 (-0.14% resist per second).
- Enemy Scaling Bullet Resist: Base Guardians have a scaling Bullet Resist, similar to Shrines, that starts at 40%, losing 20% per enemy hero nearby, up to 0% minimum for 3 or more enemies.
- Player Vulnerability: A modifier that gives -25% Bullet Resist against players (taking increased damage), for both Lane and Base Guardians.
- Bullet Resist: Lane Guardians have 10% Bullet Resist, while Base Guardians have 20% 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.
For lane guardians, the resists are stacked together in the following formulas:
- For bullet damage:
- For spirit damage:
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
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 |
| Affliction | -50 | |
| Seven | Storm Cloud | -50 |
| Victor | Aura of Suffering | -50 |
| Warden | Last Stand | -50 |
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 6.35m. 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 65% Damage Resist and 65 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
View the full update history: Lane Guardian/Update history
| Update | Changes |
|---|---|
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3D model
Gallery
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Old version of a Lane Guardian fighting a Trooper.
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Old version of Base Guardians with backdoor protection.