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'''Walkers''' are one of the two types of defenses protecting the [[Patron]], along with [[Guardian|Guardians]]. They are very large | '''Walkers''' are one of the two types of defenses protecting the [[Patron]], along with [[Guardian|Guardians]]. They are very large metal automatons with four legs that hold a strange disc in their hands, which they use as a weapon. | ||
==Overview== | ==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 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| | 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_ARMOR_DAMAGE_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. | 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. | ||
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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. | 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 | When attacking, a Walker has three attacks it can use: | ||
====Fire Beam==== | ====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 | 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 damage. | ||
====Stomp==== | ====Stomp==== | ||
The Walker stomps the ground, dealing | The Walker stomps the ground, dealing 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. | ||
====Fireballs==== | ====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}} | 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}} 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. | ||
== Resistances == | == Resistances == | ||
Walkers possess a high resistance to damage early in the game that degrades over time. They start with 65% [[Damage Resistance]], which decays linearly down to -65% Resistance (taking increased damage) over the first 18 minutes of the match | Walkers possess a high resistance to damage early in the game that degrades over time. They start with 65% [[Damage Resistance]], which decays linearly down to -65% Resistance (taking increased damage) over the first 18 minutes of the match. Additionally, they possess {{NpcData|npc_boss_tier2|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resistance, but have no Spirit Resistance. | ||
Walkers also take less weapon damage for each additional enemy within {{NpcData|npc_boss_tier2|NearbyEnemyResist|NearbyEnemyResistRange|2}}m, from {{NpcData|npc_boss_tier2|NearbyEnemyResist|ResistValues|4}}% (3 enemies) to {{NpcData|npc_boss_tier2|NearbyEnemyResist|ResistValues|7}}% (6 enemies). If there's only one or two enemies nearby, it has no additional resistance. | Walkers also take less weapon damage for each additional enemy within {{NpcData|npc_boss_tier2|NearbyEnemyResist|NearbyEnemyResistRange|2}}m, from {{NpcData|npc_boss_tier2|NearbyEnemyResist|ResistValues|4}}% (3 enemies) to {{NpcData|npc_boss_tier2|NearbyEnemyResist|ResistValues|7}}% (6 enemies). If there's only one or two enemies nearby, it has no additional resistance. | ||
=== Backdoor protection === | === Backdoor protection === | ||
Like [[Shrine|Shrines]] and [[Guardian|Base Guardians]], the Walker has a | Like [[Shrine|Shrines]] and [[Guardian|Base Guardians]], the Walker has a backdoor protection represented by a green circular effect around them, if the player attacks the Walker while their lane hasn't been [[Strategy#Pushing Lanes|pushed up]] to its position. When backdoor protection is active, the Walker gains {{NpcData|npc_boss_tier2|BackdoorProtectionModifier|BackdoorProtectionDamageMitigationFromPlayers}}% damage reduction from players and regenerates {{NpcData|npc_boss_tier2|BackdoorProtectionModifier|HealthPerSecondRegen}} health per second. | ||
Since the lane progress depends on the position of the last trooper wave, the Walker still has backdoor protection until the active enemy trooper wave reaches the Walker's position. | Since the lane progress depends on the position of the last trooper wave, the Walker still has backdoor protection until the active enemy trooper wave reaches the Walker's position. | ||
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== Update history == | == Update history == | ||
{{Update history}} | {{Update history}} | ||
== Gallery == | == Gallery == | ||