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Overview: rough draft of disable walkers
 
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| name = Walker
| name = Walker
| Image = Walker Icon.png
| Image = Walker Icon.png
| max_health = 5800/9200
| max_health = {{NpcData|npc_boss_tier2|MaxHealth}} / {{NpcData|npc_boss_tier2|EmpoweredModifierLevel1|MaxHealth}} / {{NpcData|npc_boss_tier2|EmpoweredModifierLevel2|MaxHealth}}
| health_regen = 0
| damage_resist = {{Tooltip|text=65% to -65|hover=
| bullet_resist = 60%→ -30
<table class="wikitable" style="margin:0; width:100%">
| spirit_resist = 0
  <tr>
| dps = -
    <th>Time</th>
| bullet_damage = 350
    <th>Resistance</th>
| attack_range = 1600
  </tr>
| melee_damage = 350
  <tr>
| move_speed = 0
    <td>0:00</td>
| sprint_speed = 0
    <td>65%</td>
  </tr>
  <tr>
    <td>3:00</td>
    <td>43.33%</td>
  </tr>
  <tr>
    <td>6:00</td>
    <td>21.67%</td>
  </tr>
  <tr>
    <td>9:00</td>
    <td>0%</td>
  </tr>
  <tr>
    <td>12:00</td>
    <td>-21.67%</td>
  </tr>
  <tr>
    <td>15:00</td>
    <td>-43.33%</td>
  </tr>
  <tr>
    <td>18:00+</td>
    <td>-65%</td>
  </tr>
</table>
}}
| bullet_resist = {{NpcData|npc_boss_tier2|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}
| spirit_resist = {{NpcData|npc_boss_tier2|IntrinsicModifiers|1|ABILITY_DAMAGE_REDUCTION_PERCENT}}
| dps = {{NpcData|npc_boss_tier2|BoundAbilities|ESlot_Signature_2|AbilityProperties|DPS}}
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers|3}}m
| melee_damage = {{NpcData|npc_boss_tier2|MeleeDamage}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
}}
}}
'''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.
'''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.


==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. The side lane (Yellow and Green) Walkers have 5800 HP, and the Blue lane Walker has 9200 HP. Walkers provide nearby allied heroes 15% Bullet and Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.  
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.


Like Guardians, Walkers are immune to all damage until an enemy [[Trooper]] or [[Heroes|Hero]] has entered its attack radius, 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]].


When attacking, a Walker has three attacks it can use:
Several heroes are capable of disabling Walkers. Dynamo's Singularity^ is an example.


====Fire Beam====
====Fire Beam====
Channels a constantly damaging beam onto a target. Deals 2% Max HP per second as damage.
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====
====Stomp====
The Walker stomps the ground, dealing damage and stunning enemies for 2 seconds in a very large radius. Deals 10% Max HP as damage. A Walker will only ever use this attack if an enemy gets too close to it.
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.  


====Fireball Spray====
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.
The Walker catapults a series of fireballs out of its head, which damage enemies and leave fire trails on the ground where they land.
 
====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.


== Resistances ==
== Resistances ==
Walkers take 60% less [[Weapon Damage|weapon damage]] from heroes and troopers at the start of the game; this progresses to +30% increased weapon damage from heroes at 16 min, and +40% increased damage from troopers at 20 min.
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 also take less weapon damage for each additional enemy near to it, from 20% (3 enemies) to 50% (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 ===
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 takes much less damage, and damage taken under protection is regenerated.
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.


==Destruction==
==Destruction==
When a team destroys a Walker, it awards a total of '''{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}''' [[Souls]]. The bounty is divided among attackers in two parts: First, 40% (1,400 Souls) is split between all nearby attacking players (including those that did damage to the walker in the last 20 seconds). The remaining 60% (2,100 Souls) is then distributed equally among all six members of the attacking team, regardless of their location.
<!-- Define total_souls variable for following calculations -->
{{#vardefine:total_souls|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}
 
When a team destroys a Walker, it awards a total of {{Souls|{{#var:total_souls}}}}. The bounty is divided among attackers in two parts: First, 40% ({{Souls|{{formatnum:{{#expr:{{#var:total_souls}}*0.4 round0}}}}}}) is split between all nearby attacking players (including those that did damage to the walker in the last 20 seconds). The remaining 60% ({{Souls|{{formatnum:{{#expr:{{#var:total_souls}}*0.6 round0}}}}}}) is then distributed equally among all six members of the attacking team, regardless of their location.


====Extra Slots====
====Extra Slots====
Destroying one Walker of the opposing team unlocks one [[Extra Slots|extra slot]] for all the heroes on the player's team. Destroying three Walkers unlocks a second [[Extra Slots|extra slot]].  [[File:Wax Walker.png|thumb|200x200px|Wax Walker model]]
Each Walker destroyed unlocks one [[Extra Slots|Extra Slot]] for the entire team.


== Update history ==
== Update history ==
{{Main|Walker/Update history|l1=Update history}}{{Update history}}
{{Update history}}
 
== 3D model ==
{{3D Model|Walker}}
 
== Gallery ==
<gallery>
File:Walker Icon.png|Walker Icon
File:Walker attack.png|An active Walker
File:Wax Walker.png|Wax Walker
File:Clock tower.png|"Clock tower" work-in-progress Walker model
File:Neon Prime Walker v1.png|[[Neon Prime]] Walker v1
File:Neon Prime Walker v2.png|Neon Prime Walker v2
File:Neon Prime Walker.png|Neon Prime Walker v3
</gallery>


== Trivia ==
== Trivia ==
* The current Walker model is called the '''Sun Walker''' in the files.
* The current Walker model is called the '''Sun Walker''' in the files.
* The Walker used to have a model called the '''Wax Walker'''. It was functionally similar to the Sun Walker, with 4 legs and 2 arms, but the legs were made of candle wax and the arms were attached to the underside of the body, which was shaped like an iron cauldron. The Wax Walker was used during the beginning of the [[Early Development Build|current playtest]], from April to [[Update:May 16, 2024|May 2024]], when it was replaced by the Sun Walker.
* The Walker used to have a model called the '''Wax Walker'''. It was functionally similar to the Sun Walker, with 4 legs and 2 arms, but the legs were made of candle wax and the arms were attached to the underside of the body, which was shaped like an iron cauldron. The Wax Walker was used during the beginning of the [[Early Development Build|current playtest]], from April to [[Update:May 16, 2024|May 2024]], when it was replaced by the Sun Walker.
* A new work-in-progress Walker model labeled '''Clock Tower''' was added to the game files in the [[Six New Heroes]] update.
* In [[Neon Prime|''Neon Prime'']], the Walkers were carried by a dropship and dropped in the lanes at the start of the game.
* In [[Neon Prime|''Neon Prime'']], the Walkers were carried by a dropship and dropped in the lanes at the start of the game.
{{Unit Navbox}}
{{Unit Navbox}}

Latest revision as of 20:24, 31 August 2026

Walker
Stats
Health
Base Health: 6000 / 9000 / 12000
Damage Resist: 65% to -65%
Bullet Resist: 35%
Spirit Resist: 0%
Damage
DPS: 125
Range: 24m
Melee Damage: 300
Souls
Total Souls: Souls3500

Walkers are one of the two types of defenses protecting the Patron, along with 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.

Overview

[edit | edit source]

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 6000 HP. As each Walker dies, the remaining Walkers have increased HP, with 9000 for two remaining Walkers and 12000 for one remaining Walker (the Walkers get a flat 3000 HP increase and heal when the other Walkers die). They also increase in size.

Walkers provide nearby allied heroes (28m) 15% Bullet and 15% 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 22m. 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

[edit | edit source]

Channels a constantly damaging beam onto the nearest target. Deals 2% Max HP per second as Spirit Damage.

Stomp

[edit | edit source]

The Walker stomps the ground, dealing Spirit Damage and stunning enemies for 2 seconds in a 15m radius. Deals 350 damage as well as 15% Max HP as damage. A Walker will only ever use this attack if an enemy gets within 15m 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 Doorman’s Luggage Cart as valid targets for a stomp until the cart expires or hits a wall.

Fireballs

[edit | edit source]

The Walker's Rocket Barrage (also known as Fireball Spray) launches a volley of 6 projectiles. Each projectile deals 200 Spirit Damage on impact and leaves a patch of fire on the ground. The fire lasts for 5 seconds and deals 25 damage per second to enemies standing in it. Additionally, the fireballs apply a debuff that reduces Bullet and Spirit resistance by 10%. This ability has a cooldown of 10 seconds.

Resistances

[edit | edit source]

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 (-0.12% resist per second). Additionally, they have 35% Bullet Resist.

Walkers also take less weapon damage for each additional enemy within 51m, from 20% (3 enemies) to 50% (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 - 0.35) * (1 - 0.2)

Ability Damage Reduction

[edit | edit source]

The following abilities deal reduced damage to Walkers:

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
Pocket Affliction -50
Seven Storm Cloud -50
Victor Aura of Suffering -50
Warden Last Stand -50

Backdoor protection

[edit | edit source]

Like Shrines and 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 pushed up to its position. When backdoor protection is active, the Walker gains 65% damage reduction from players and regenerates 65 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.

Destruction

[edit | edit source]

When a team destroys a Walker, it awards a total of Souls3500. The bounty is divided among attackers in two parts: First, 40% (Souls1,400) is split between all nearby attacking players (including those that did damage to the walker in the last 20 seconds). The remaining 60% (Souls2,100) is then distributed equally among all six members of the attacking team, regardless of their location.

Extra Slots

[edit | edit source]

Each Walker destroyed unlocks one Extra Slot for the entire team.

Update history

[edit | edit source]

View the full update history: Walker/Update history

Update Changes

August 12, 2026

  • Walker will no longer consider dragged enemies [by The Doorman’s Luggage Cart] as valid targets to trigger the stomp on until soon after they are dropped

June 30, 2026

  • Walker bounty reduced from 4000 to 3500

May 22, 2026

  • Walker Bullet Resistance increased from 25% to 35%
  • Walkers will interrupt a rocket barrage during the 1s windup if stomp becomes an option.

3D model

[edit | edit source]
Click to view
Walker
[edit | edit source]

Trivia

[edit | edit source]
  • The current Walker model is called the Sun Walker in the files.
  • The Walker used to have a model called the Wax Walker. It was functionally similar to the Sun Walker, with 4 legs and 2 arms, but the legs were made of candle wax and the arms were attached to the underside of the body, which was shaped like an iron cauldron. The Wax Walker was used during the beginning of the current playtest, from April to May 2024, when it was replaced by the Sun Walker.
  • A new work-in-progress Walker model labeled Clock Tower was added to the game files in the Six New Heroes update.
  • In Neon Prime, the Walkers were carried by a dropship and dropped in the lanes at the start of the game.