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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 three separate mechanics that stack together multiplicatively:
- Time Scaling Damage Resist: (Lane Guardians only) Applies to all damage types. Starts at 50% and decays linearly down to -50% (taking increased damage) over the first 12 minutes of the match.
- Player Vulnerability: A hidden modifier that gives them -25% Damage Resist against players (effectively making them take 25% increased damage from players).
- 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.
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.
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 40%, losing 20% per enemy hero nearby, up to 0% minimum for 3 or more enemies.
When Backdoor Protection is active, they 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
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Gallery
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Old version of Base Guardians fighting a Trooper.
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Old version of Base Guardians with backdoor protection.