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| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
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'''Walkers''' are one of the two types of defenses protecting the [[Patron]], along with [[Guardian|Guardians]]. They are very large, tan-colored metal automatons with four legs, two arms, and a strange "eye" which they hold in their hands to use as a weapon.
'''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|TECH_RESIST}}% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.
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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When attacking, a Walker has three attacks it can use. All the attacks deal [[Spirit Damage]] and can be mitigated by [[Spirit Resist]].
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====
====Fire Beam====
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====Stomp====
====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.
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.
 
Walkers will not consider players carried by {{HeroIcon|The Doorman|l1=Doorman}}’s {{AbilityIcon|Luggage Cart}} as valid targets for a stomp until the cart expires or hits a wall.


====Fireballs====
====Fireballs====
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== 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 (-{{#expr:130/1080round2}}% resist per second). Additionally, they have {{NpcData|npc_boss_tier2|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist.
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.
The different resist types are stacked multiplicatively. So for example, a Walker being attacked by 3 enemies at minute 18 receives 86% bullet damage:
Damage = Bullet Damage * [1 - (-0.65)] * (1 - {{#expr:{{NpcData|npc_boss_tier2|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}/100}}) *  (1 - {{#expr:{{NpcData|npc_boss_tier2|NearbyEnemyResist|ResistValues|4}}/100}})
=== Ability Damage Reduction ===
The following abilities deal reduced damage to Walkers:
{{ObjDamageReduction}}


=== Backdoor protection ===
=== Backdoor protection ===
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== Update history ==
== Update history ==
{{Update history}}
{{Update history}}
== 3D model ==
{{3D Model|Walker}}


== Gallery ==
== Gallery ==
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