Walker: Difference between revisions

Overview: clarified walker hp mechanics
updated
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| name = Walker
| name = Walker
| Image = Walker Icon.png
| Image = Walker Icon.png
| max_health = {{NpcData|npc_boss_tier2|MaxHealth}} / 11000 / 14000
| max_health = {{NpcData|npc_boss_tier2|MaxHealth}} / 9350 / 11900
| bullet_resist = 75% → -50
| bullet_resist = 90% → -65
| spirit_resist = 75% → -50
| spirit_resist = 0
| dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}}
| dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}}
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers|3}}m
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers|3}}m
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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|MaxHealth}} HP. As each Walker dies, the remaining Walkers have increased HP, with 11000 for two remaining Walkers and 14000 for one remaining Walker (the Walkers get a flat 3000 HP increase when the other Walkers die, regardless of their current health count). 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 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 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.


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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== Resistances ==
== Resistances ==
Walkers possess a high resistance to damage early in the game that degrades over time. They start with 75% Damage Resistance, which decays linearly down to -50% Damage Resistance (taking increased damage) over the first 20 minutes of the match.
Walkers possess a high resistance to damage early in the game that degrades over time. They start with 90% [[Weapon Damage]] Resistance, which decays linearly down to -65% Resistance (taking increased damage) over the first 20 minutes of the match. They have no Spirit Resistance.


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.
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.