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==Overview== Walkers are the second line of defense in each lane, and can only be damaged after their corresponding Guardian has been destroyed. In total, there are '''3''' Walkers on each team with one individual in each lane. Walkers start with {{NpcData|npc_boss_tier2|MaxHealth}} HP. As each Walker dies, the remaining Walkers have increased HP, with {{NpcData|npc_boss_tier2|EmpoweredModifierLevel1|MaxHealth}} for two remaining Walkers and {{NpcData|npc_boss_tier2|EmpoweredModifierLevel2|MaxHealth}} for one remaining Walker (the Walkers get a flat {{#expr:{{NpcData|npc_boss_tier2|EmpoweredModifierLevel1|MaxHealth}}-{{NpcData|npc_boss_tier2|MaxHealth}}}} HP increase and heal when the other Walkers die). They also increase in size. Walkers provide nearby allied heroes ({{NpcData|npc_boss_tier2|FriendlyAuraModifier|AuraRadius}}m) {{NpcData|npc_boss_tier2|FriendlyAuraModifier|modifierProvidedByAura|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet and {{NpcData|npc_boss_tier2|FriendlyAuraModifier|modifierProvidedByAura|TECH_RESIST}}% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies. The Walker is surrounded by two white circles on the ground. The smaller circle indicates the Walker's stomp range, and the larger circle indicates the Walker's range to take damage and to use their fireballs. Like Guardians, Walkers are immune to all damage when no enemies are within {{NpcData|npc_boss_tier2|InvulModifierRange}}m. When an enemy enters this range, the Walker becomes vulnerable, prioritizing the closest target to it. When attacking, a Walker has three attacks it can use. All the attacks deal [[Spirit Damage]] and can be mitigated by [[Spirit Resist]]. Several heroes are capable of disabling Walkers. Dynamo's Singularity^ is an example. ====Fire Beam==== Channels a constantly damaging beam onto the nearest target. Deals {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_2|AbilityProperties|MaxHPDPS}}% Max HP per second as Spirit Damage. ====Stomp==== The Walker stomps the ground, dealing Spirit Damage and stunning enemies for {{NpcData|npc_boss_tier2|StunDuration}} seconds in a {{NpcData|npc_boss_tier2|StompImpactRadius|2}}m radius. Deals {{NpcData|npc_boss_tier2|StompDamage}} damage as well as {{NpcData|npc_boss_tier2|StompDamageMaxHealthPercent}}% Max HP as damage. A Walker will only ever use this attack if an enemy gets within {{NpcData|npc_boss_tier2|MeleeAttemptRange|2}}m of it. The Walker cannot use Fire Beam or Fireballs when stomping. The Stomp has a 7 second cooldown. Walkers will not consider players carried by {{HeroIcon|The Doorman|l1=Doorman}}鈥檚 {{AbilityIcon|Luggage Cart}} as valid targets for a stomp until the cart expires or hits a wall. ====Fireballs==== The Walker's {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|Name}} (also known as Fireball Spray) launches a volley of {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|AbilityProperties|GrenadesInVolley}} projectiles. Each projectile deals {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|AbilityProperties|Damage}} Spirit Damage on impact and leaves a patch of fire on the ground. The fire lasts for {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|AbilityProperties|FireDuration}} seconds and deals {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|AbilityProperties|FireDPS}} damage per second to enemies standing in it. Additionally, the fireballs apply a debuff that reduces Bullet and Spirit resistance by {{#expr: abs({{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|AbilityProperties|BulletArmorReduction}})}}%. This ability has a cooldown of {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_1|AbilityProperties|AbilityCooldown}} seconds.
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