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.

Walker
Stats
Health
Base Health: 7000/9000
Health Regen: 0
Bullet Resist: 60%/-30%
Spirit Resist: 50%
Damage
Damage: 350
DPS: -
Range: 1600
Melee Damage: 350
Souls
Total Souls: Souls700
Soul Orbs: 12


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 7000 HP, and the Blue lane Walker has 9000 HP. Walkers provide nearby allied heroes 25% Bullet and Spirit Resistance.

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

Fireball Spray

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

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 both heroes and troopers at 16 min. They also take 50% less spirit damage from heroes.

Walkers also take 8% less weapon damage for each additional enemy near to it, from 8% (2 enemies) to 40% (6 enemies). If there's only one enemy 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 takes much less damage, and damage taken under protection is regenerated.

Destruction

When a Walker is destroyed: it will grant 250 Souls immediately, and drop the remaining 450 in 12 Soul Orbs. No ability point is awarded.

When a Walker is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Walker is denied by the defending team, the denied souls are granted to every alive hero on the defending team.

Flex Slots

Destroying one Walker of the opposing team unlocks one flex slot for all of the heroes on the player's team. Destroying all of the Walkers unlocks a second flex slot.

 
Wax Walker model

Update history

Main article: Update historyView 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.

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.