Walker: Difference between revisions

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Added new max health variables for each level
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==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|MaxHealthLevel1}} HP. As each Walker dies, the remaining Walkers have increased HP, with 9350 for two remaining Walkers and 11900 for one remaining Walker (the Walkers get a flat 2550 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|MaxHealthLevel1}} HP. As each Walker dies, the remaining Walkers have increased HP, with {{NpcData|npc_boss_tier2|MaxHealthLevel2}} for two remaining Walkers and {{NpcData|npc_boss_tier2|MaxHealthLevel3}} for one remaining Walker (the Walkers get a flat 2550 HP increase and heal when the other Walkers die). They also increase in size.


Walkers provide nearby allied heroes ({{NpcData|npc_boss_tier2|FriendlyAuraRadius}}m) {{NpcData|npc_boss_tier2|FriendlyAuraBulletArmor}}% Bullet and {{NpcData|npc_boss_tier2|FriendlyAuraSpiritArmor}}% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.
Walkers provide nearby allied heroes ({{NpcData|npc_boss_tier2|FriendlyAuraRadius}}m) {{NpcData|npc_boss_tier2|FriendlyAuraBulletArmor}}% Bullet and {{NpcData|npc_boss_tier2|FriendlyAuraSpiritArmor}}% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.