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	<entry>
		<id>https://deadlock.wiki/Mechanics?diff=47318</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mechanics?diff=47318"/>
		<updated>2025-11-28T19:41:26Z</updated>

		<summary type="html">&lt;p&gt;47.204.188.144: Updated Soul Urn description to match latest patch notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]&lt;br /&gt;
[[File:Item build.png|thumb|342x342px|An [[Items|item]] build made for [[Yamato]]]]&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; in &#039;&#039;[[Deadlock]]&#039;&#039; are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. &lt;br /&gt;
&lt;br /&gt;
Mechanics are generally broken into three categories:&lt;br /&gt;
&lt;br /&gt;
; Unit mechanics : The statistics, controls, and statuses of the units of &#039;&#039;Deadlock&#039;&#039;, including the player&#039;s Hero, the marching [[Trooper]]s, and lane [[Structures]].&lt;br /&gt;
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.&lt;br /&gt;
; Map mechanics: The locations and entities of the game map and how they interact with players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The overall objective of &#039;&#039;Deadlock&#039;&#039; is to destroy the enemy team&#039;s [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Ziplines]]. Each lane contains both [[Guardian|Guardians]] and [[Walker|Walkers]] that a team will need to destroy to ultimately destroy the [[Patron]].&lt;br /&gt;
&lt;br /&gt;
Teams battle AI controlled Troopers, that release [[Souls]] when killed. Souls are used to [[Leveling Up|Level-up]] and buy [[items]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Offense and Defense ===&lt;br /&gt;
; Weapon Attacks&lt;br /&gt;
* Every Hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other Heroes and units.&lt;br /&gt;
&lt;br /&gt;
; Melee Attacks&lt;br /&gt;
{{Main|Melee Attack}}&lt;br /&gt;
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a more damaging blow.&lt;br /&gt;
&lt;br /&gt;
; Parry&lt;br /&gt;
* [[Melee Attack#Parry|Parries]] (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move that is available to every Hero, in which they can block a melee hit from an enemy player. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it&#039;s used, but is instantly refunded on a successful parry. [[Troopers]] and [[Guardians]] can also be parried.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
* Crouching (Default key: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) can help avoid enemy fire by making the player smaller and able to hide behind objects.&lt;br /&gt;
&lt;br /&gt;
; Heroes&#039; Abilities&lt;br /&gt;
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Level|&#039;&#039;&#039;ability unlocks&#039;&#039;&#039;]][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
; Double jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;double jump&#039;&#039; by jumping while in mid air, which cost 1 [[Stamina]]. Without items, Heroes can perform a single &#039;&#039;double jump&#039;&#039; in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash and Air Dash&lt;br /&gt;
* Pressing the dash button (Default key: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.&lt;br /&gt;
* Pressing dash while in the air performs an &#039;&#039;air dash&#039;&#039; which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single &#039;&#039;air dash&#039;&#039; while in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash Jump&lt;br /&gt;
* A &#039;&#039;Dash jump&#039;&#039; is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent &#039;&#039;dashing&#039;&#039;. The timing of a &#039;&#039;dash jump&#039;&#039; is visualized by the crosshair turning blue while &#039;&#039;dashing.&#039;&#039; While the crosshair is blue, the player can press jump to &#039;&#039;dash jump&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Slide&lt;br /&gt;
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].&lt;br /&gt;
* Heroes cannot jump during slides performed from a ground dash. All other slides (including from air-dashes/dash jumps) do not have this restriction.&lt;br /&gt;
&lt;br /&gt;
; Down Dash&lt;br /&gt;
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 1 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;wall jump&#039;&#039; by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump does not cost any [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Slide&lt;br /&gt;
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.&lt;br /&gt;
&lt;br /&gt;
==== Mantle ====&lt;br /&gt;
* Heroes can &#039;&#039;mantle&#039;&#039;, i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in.&lt;br /&gt;
&lt;br /&gt;
==== Mantle Glide ====&lt;br /&gt;
* Heroes can perform a &#039;&#039;mantle glide&#039;&#039; by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.&lt;br /&gt;
&lt;br /&gt;
=== General Strategy ===&lt;br /&gt;
; Laning&lt;br /&gt;
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].&lt;br /&gt;
* There are 3 lanes: York Ave. (yellow), Broadway (blue), and Park Ave. (green). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].&lt;br /&gt;
* The &#039;&#039;&#039;laning phase&#039;&#039;&#039; refers to the early game where players organize in lanes to gain strength (see: &amp;quot;[[Strategy]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
; Ganking&lt;br /&gt;
* Ganking is the act of moving from one lane to another to help kill enemy Heroes who over-extended, or who are simply ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{{Main|Items}}&lt;br /&gt;
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].&lt;br /&gt;
&lt;br /&gt;
== Comeback Mechanics ==&lt;br /&gt;
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. &lt;br /&gt;
* Killing an enemy Hero will award more Souls if the player&#039;s team is behind.&lt;br /&gt;
* Killing an enemy Hero that has a Kill Streak will reward a &amp;quot;Bounty&amp;quot; of extra Souls.&lt;br /&gt;
* The losing team gains up to 30% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.&lt;br /&gt;
* The [[Soul Urn]] drop-off location is located in the side lanes if teams are even, but located on the losing team&#039;s side if they have significantly less total souls (10% or more difference).&lt;br /&gt;
&lt;br /&gt;
== Map Mechanics == &lt;br /&gt;
{{main|Map}}&lt;br /&gt;
&lt;br /&gt;
=== Structures and Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unit/Structure !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each [[Patron]], sent down the map&#039;s Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.&lt;br /&gt;
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack. The slam attack does AoE damage to enemies near the Guardian.&lt;br /&gt;
When 3 enemy Guardians on the map are defeated, everyone on your team gains an [[Extra Slots|Extra Slot]] in their Inventory.&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the [[Walker]] who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] for destroying one enemy Walker and the next [[Extra Slots|Extra Slot]] for destroying three Walkers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. Your team will gain an [[Extra Slots|Extra Slot]] for destroying both Base Guardians in any lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the [[Shrine|Shrines]], they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the [[Patron]], which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base.&lt;br /&gt;
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team&#039;s Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health. &lt;br /&gt;
&lt;br /&gt;
When the Patron becomes weakened, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. &lt;br /&gt;
|-&lt;br /&gt;
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||&lt;br /&gt;
Denizens exist in the &amp;quot;Jungle&amp;quot; of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. &lt;br /&gt;
|-&lt;br /&gt;
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat. &lt;br /&gt;
When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the &#039;&#039;&#039;Rejuvenation Credit&#039;&#039;&#039; that buffs you and your team along with your Troopers. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interactive Objects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture.  The capturing team will receive a large bounty of [[Souls]] and a few minor stat buffs. The Urn spawns every 5 minutes, with the capture location depending on the soul difference between teams. &lt;br /&gt;
|-&lt;br /&gt;
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a crate or a golden statue. Break them for a minor but permanent power-up or a small amount of [[Souls]]. &lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]&lt;br /&gt;
| [[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner&#039;s Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team&#039;s base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team&#039;s Troopers has pushed down the lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]||&lt;br /&gt;
Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||&lt;br /&gt;
Ropes can be used to quickly ascend to midlevels or rooftops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temporary Buffs ===&lt;br /&gt;
{{Main|Powerups}}&lt;br /&gt;
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.&lt;br /&gt;
&lt;br /&gt;
There are four types of buffs:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Casting Buff:&#039;&#039;&#039; Grants temporary cooldown reduction and spirit power.&lt;br /&gt;
#* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction&lt;br /&gt;
#* Ends at +40 Spirit Power and +25% Cooldown Reduction&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Gun Buff:&#039;&#039;&#039; Grants temporary magazine size and fire rate.&lt;br /&gt;
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]&lt;br /&gt;
#* Ends at +35% Fire Rate and +60% Ammo&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Movement Buff:&#039;&#039;&#039; Grants temporary extra stamina and sprint speed.&lt;br /&gt;
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost&lt;br /&gt;
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost &lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Survival Buff:&#039;&#039;&#039; Grants temporary health and health regen.&lt;br /&gt;
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]&lt;br /&gt;
#* Ends at +700 Bonus Health and +1.5% Max Health Regen&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>47.204.188.144</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Walker?diff=47317</id>
		<title>Walker</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Walker?diff=47317"/>
		<updated>2025-11-28T19:35:20Z</updated>

		<summary type="html">&lt;p&gt;47.204.188.144: /* Overview */ Fixed small typo errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox unit&lt;br /&gt;
| name = Walker&lt;br /&gt;
| Image = Walker Icon.png&lt;br /&gt;
| max_health = {{NpcData|npc_boss_tier2|MaxHealth}} / 11000 / 14000&lt;br /&gt;
| bullet_resist = 75% → -50&lt;br /&gt;
| spirit_resist = 75% → -50&lt;br /&gt;
| dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}}&lt;br /&gt;
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers|3}}m&lt;br /&gt;
| melee_damage = {{NpcData|npc_boss_tier2|StompDamage}}&lt;br /&gt;
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Walkers&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
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 &#039;&#039;&#039;3&#039;&#039;&#039; 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. They also increase in size.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The Walker is surrounded by two white circles on the ground. The smaller circle indicates the Walker&#039;s stomp range, and the larger circle indicates the Walker&#039;s range to take damage and to use their fireballs. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When attacking, a Walker has three attacks it can use:&lt;br /&gt;
&lt;br /&gt;
====Fire Beam====&lt;br /&gt;
Channels a constantly damaging beam onto a target. Deals 2% Max HP per second as damage.&lt;br /&gt;
&lt;br /&gt;
====Stomp====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Fireballs====&lt;br /&gt;
The Walker&#039;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. Additionally, the fireballs apply a debuff that reduces Bullet and Spirit resistance by 10%. This ability has a cooldown of {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|AbilityCooldown}} seconds.&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s only one or two enemies nearby, it has no additional resistance.&lt;br /&gt;
&lt;br /&gt;
=== Backdoor protection ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s position.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&amp;lt;!-- Define total_souls variable for following calculations --&amp;gt;&lt;br /&gt;
{{#vardefine:total_souls|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Extra Slots====&lt;br /&gt;
Each Walker destroyed unlocks one [[Extra Slots|Extra Slot]] for the entire team.&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Walker/Update history|l1=Update history}}{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Walker Icon.png|Walker Icon&lt;br /&gt;
File:Walker attack.png|An active Walker&lt;br /&gt;
File:Wax Walker.png|Wax Walker&lt;br /&gt;
File:Neon Prime Walker v1.png|[[Neon Prime]] Walker v1&lt;br /&gt;
File:Neon Prime Walker v2.png|Neon Prime Walker v2&lt;br /&gt;
File:Neon Prime Walker.png|Neon Prime Walker v3&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
* The current Walker model is called the &#039;&#039;&#039;Sun Walker&#039;&#039;&#039; in the files.&lt;br /&gt;
* The Walker used to have a model called the &#039;&#039;&#039;Wax Walker&#039;&#039;&#039;. 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.&lt;br /&gt;
* In [[Neon Prime|&#039;&#039;Neon Prime&#039;&#039;]], the Walkers were carried by a dropship and dropped in the lanes at the start of the game.&lt;br /&gt;
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