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Automated souls gained math for destruction |
Automated and fixed some stuff up. Provided more info for the rocket barrage |
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| bullet_resist = 60%→ -30 | | bullet_resist = 60%→ -30 | ||
| spirit_resist = {{NpcData|npc_boss_tier2|IntrinsicAbilityResistance}} | | spirit_resist = {{NpcData|npc_boss_tier2|IntrinsicAbilityResistance}} | ||
| dps = | | dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}} | ||
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers}} | | attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers|3}}m | ||
| melee_damage = {{NpcData|npc_boss_tier2|StompDamage}} | | melee_damage = {{NpcData|npc_boss_tier2|StompDamage}} | ||
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}} | | soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}} | ||
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| bullet_resist = 60%→ -30 | | bullet_resist = 60%→ -30 | ||
| spirit_resist = {{NpcData|npc_boss_tier2_weak|IntrinsicAbilityResistance}} | | spirit_resist = {{NpcData|npc_boss_tier2_weak|IntrinsicAbilityResistance}} | ||
| dps = | | dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}} | ||
| attack_range = {{NpcData|npc_boss_tier2_weak|SightRangePlayers}} | | attack_range = {{NpcData|npc_boss_tier2_weak|SightRangePlayers|3}}m | ||
| melee_damage = {{NpcData|npc_boss_tier2_weak|StompDamage}} | | melee_damage = {{NpcData|npc_boss_tier2_weak|StompDamage}} | ||
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}} | | soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}} | ||
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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. The side lane (Yellow and Green) Walkers have {{NpcData|npc_boss_tier2_weak|MaxHealth}} HP, and the Blue lane Walker has {{NpcData|npc_boss_tier2|MaxHealth}} HP. Walkers provide nearby allied heroes {{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 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 {{NpcData|npc_boss_tier2_weak|MaxHealth}} HP, and the Blue lane Walker has {{NpcData|npc_boss_tier2|MaxHealth}} HP. 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. | ||
Like Guardians, Walkers are immune to all damage | Like Guardians, Walkers are immune to all damage when no enemies are within {{NpcData|npc_boss_tier2|InvulnerabilityRange}}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: | ||
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====Stomp==== | ====Stomp==== | ||
The Walker stomps the ground, dealing damage and stunning enemies for {{NpcData|npc_boss_tier2|StompStunDuration}} seconds in a | The Walker stomps the ground, dealing damage and stunning enemies for {{NpcData|npc_boss_tier2|StompStunDuration}} seconds in a {{NpcData|npc_boss_tier2|StompRadius}}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|3}}m of it. | ||
==== | ====Rocket Barrage==== | ||
The Walker | The Walker's {{NpcData|npc_boss_tier2|BoundAbilities|1|Name}} (also known as Fireball Spray) launches a volley of {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|GrenadesInVolley}} projectiles. Each projectile deals {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|Damage}} damage on impact and leaves a patch of fire on the ground. The fire lasts for {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|FireDuration}} seconds and deals {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|FireDPS}} damage per second to enemies standing in it. This ability has a cooldown of {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|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 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 also take less weapon damage for each additional enemy | Walkers also take less weapon damage for each additional enemy within {{NpcData|npc_boss_tier2|NearbyEnemyResistanceRange}}m, from {{NpcData|npc_boss_tier2|NearbyEnemyResistanceValues|index=4}}% (3 enemies) to {{NpcData|npc_boss_tier2|NearbyEnemyResistanceValues|index=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 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 | 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|BackdoorPlayerDamageMitigation}}% damage reduction from players and regenerates {{NpcData|npc_boss_tier2|BackdoorHealthRegen}} 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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{{#vardefine:total_souls|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}} | {{#vardefine:total_souls|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}} | ||
When a team destroys a Walker, it awards a total of | 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==== | ||
Revision as of 17:03, 14 November 2025
Walkers are one of the two types of defenses protecting the Patron, along with 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
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 6000 HP, and the Blue lane Walker has 6000 HP. Walkers provide nearby allied heroes (Error: Key "FriendlyAuraRadius" not found in path "npc_boss_tier2".m) Error: Key "FriendlyAuraBulletArmor" not found in path "npc_boss_tier2".% Bullet and Error: Key "FriendlyAuraSpiritArmor" not found in path "npc_boss_tier2".% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.
Like Guardians, Walkers are immune to all damage when no enemies are within Error: Key "InvulnerabilityRange" not found in path "npc_boss_tier2".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:
Fire Beam
Channels a constantly damaging beam onto a target. Deals 2% Max HP per second as damage.
Stomp
The Walker stomps the ground, dealing damage and stunning enemies for Error: Key "StompStunDuration" not found in path "npc_boss_tier2". seconds in a Error: Key "StompRadius" not found in path "npc_boss_tier2".m 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 15.2m of it.
Rocket Barrage
The Walker's Error: Key "1" not found in path "npc_boss_tier2.BoundAbilities". (also known as Fireball Spray) launches a volley of 6 projectiles. Each projectile deals 200 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. This ability has a cooldown of 10 seconds.
Resistances
Walkers take 60% less 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 also take less weapon damage for each additional enemy within Error: Key "NearbyEnemyResistanceRange" not found in path "npc_boss_tier2".m, from Error: Key "NearbyEnemyResistanceValues" not found in path "npc_boss_tier2".% (3 enemies) to Error: Key "NearbyEnemyResistanceValues" not found in path "npc_boss_tier2".% (6 enemies). If there's only one or two enemies nearby, it has no additional resistance.
Backdoor protection
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 Error: Key "BackdoorPlayerDamageMitigation" not found in path "npc_boss_tier2".% damage reduction from players and regenerates Error: Key "BackdoorHealthRegen" not found in path "npc_boss_tier2". 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
When a team destroys a Walker, it awards a total of
3500. The bounty is divided among attackers in two parts: First, 40% (
1,400) 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) is then distributed equally among all six members of the attacking team, regardless of their location.
Extra Slots
Destroying one Walker of the opposing team unlocks one extra slot for all the heroes on the player's team. Destroying three Walkers unlocks a second extra slot.

Update history
- Main article: Update historyView the full update history: Walker/Update history
| Update | Changes |
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Trivia
- 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.
- In Neon Prime, the Walkers were carried by a dropship and dropped in the lanes at the start of the game.