Guardian: Difference between revisions
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{{Infobox | <div style="float:right;"><!--temporary hack to float infoboxes right. TODO: implement proper tabbers for infoboxes--> | ||
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'''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, | |-|Guardian= | ||
{{Infobox unit|name=Guardian|Image=Guardian Icon.png|max_health=5500|health_regen=0|bullet_resist=0|spirit_resist=50|dps=28|bullet_damage=16|attack_range=1500|melee_damage=200|move_speed=0|sprint_speed=0|soul_value=275|soul_orbs=4}} | |||
|-|Base Guardian= | |||
{{Infobox unit|name=Base Guardian|Image=Guardian Icon.png|max_health=4300|health_regen=0|bullet_resist=40|spirit_resist=0|dps=28|bullet_damage=16|attack_range=1500|melee_damage=200|move_speed=0|sprint_speed=0|soul_value=275|soul_orbs=4}} | |||
</tabber></div> | |||
'''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, targeting all [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Sapphire Guardian vs Trooper.png|thumb|A Sapphire Guardian attacking an enemy [[trooper]].]][[File:Amber Guardians..png|thumb|A pair of Amber Guardians.]] | |||
== Overview == | == Overview == | ||
In total, there are '''12''' Guardians on either side of the [[Map]]; one in each lane acting as the first line of defense, and four pairs of '''Base Guardians''' defending the [[Shrine|Shrines]]. When there are no enemy troopers nearby, the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, | In total, there are '''12''' Guardians on either side of the [[Map]]; one in each lane acting as the first line of defense, and four pairs of '''Base Guardians''' defending the [[Shrine|Shrines]]. When there are no enemy troopers nearby, the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, targeting its laser onto the closest nearby enemy and dealing constant damage over time. Guardians take headshot damage. | ||
When a player or a melee trooper enters close range of a Guardian, the Guardian will repeatedly use [[Melee Attack|melee attacks]] until the player/trooper is either killed or leaves melee range. The melee attacks can be [[Parry|parried]] by the player. If the Guardian is parried, it will be stunned for 2s, then it will switch to the laser attack and be unable to use melee again for 5s. | |||
== Base Guardian == | When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team. | ||
== Resistances == | |||
Guardians take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min). | |||
====Flex Slots==== | |||
After a team has successfully destroyed 3 of the Lane Guardians, the first [[Flex]] Item Slot will be unlocked. | |||
==Base Guardian== | |||
The Base Guardian is a variant of the normal guardian found in pairs outside each team's base. Base Guardians are near-identical to their counterparts, however they have slightly different mechanics and stats. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane. | The Base Guardian is a variant of the normal guardian found in pairs outside each team's base. Base Guardians are near-identical to their counterparts, however they have slightly different mechanics and stats. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane. | ||
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{| class="wikitable" | {| class="wikitable" | ||
!Nearby Enemy Heroes | !Nearby Enemy Heroes | ||
! | ![[File:Bullet Armor.png|frameless|20x20px]] Bullet Resist | ||
|- | |- | ||
|0 | |0 | ||
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==== Health Regeneration ==== | ====Health Regeneration==== | ||
Like the [[Shrine|Shrines]] and [[Patron]], Base Guardians also have innate Health Regen when they | Like the [[Shrine|Shrines]] and [[Patron]], Base Guardians also have innate Health Regen when they have not been damaged for a while and during backdoor protection. While backdoor protection is active, they restore <b>65 Health/s</b>. | ||
====Boons==== | |||
After defeating the two base guardian for a lane, the team who took the guardians and the creeps for that team get a Zipline speed boost for the rest of the game on that lane. | |||
== Update history == | |||
{{Update history table | |||
| contents = | |||
{{Update history table/row | |||
| update = October 24, 2024 | |||
| changes = | |||
[ Misc Gameplay ] | |||
* Guardian attack range requirement changed from 20m to requiring you are above the ramp on high ground | |||
* Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes | |||
* Guardians now have resist vs players starting at 40% and ending at -35% at 8 minutes | |||
* Base Guardians and Shrines no longer have out-of-combat regen | |||
}} | |||
{{Update history table/row | |||
| update = October 15, 2024 | |||
| changes = | |||
* First flex slot is now granted after 3 Guardians die instead of 4 | |||
* Range to attack lane Guardians increased from 19m to 20m | |||
}} | |||
{{Update history table/row | |||
| update = October 10, 2024 | |||
| changes = | |||
[General Changes] | |||
* Added Guardian and Walker death notification sound for all players | |||
* The patron now will sometimes offer words of encouragement when you level up instead of when you destroy a Guardian or Walker | |||
[Misc Gameplay] | |||
* Troopers attack range vs Lane Guardians reduced from 13.5m to 12m (they get closer to it) | |||
* Players now need to be within 19m (above the ramp) to attack a Lane Guardian | |||
* Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) | |||
* Guardian damage vs players increased by 20% | |||
* Percentage of deniable orbs from objectives for Guardian/Walker/Patron/Shrines rescaled from 54.55/66.67/100/0% to 35% | |||
* Moved Guardians back slightly further from stairs down to the canal | |||
}} | |||
{{Update history table/row | |||
| update = September 26, 2024 | |||
| changes = | |||
[General Changes] | |||
* Fixed Guardian trying to shoot people unsuccessfully behind cover | |||
[Misc Gameplay] | |||
* Trooper damage reduction from Guardians reduced from 35% to 28% (they die a little faster to Guardians now) | |||
* Troopers no longer give half bounty when base guardians are destroyed for that lane | |||
* Guardians now deal 10% more damage to players | |||
[Map Changes] | |||
* Redesigned outer lane path (ziplines and trooper nodes) from Walker to Guardian on Amber Yellow and Sapphire Purple | |||
}} | |||
}} | |||
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