Objectives

Walkers

A Walker is untouchable until its Guardian falls — and even then it shrugs off bullets, so push a trooper wave to it and let spirit damage do the work.

Also called: walker, walkers, lane boss, second tower, second guardian, barrack boss, уокер, уокеры

Walkers are the towering lane bosses standing guard behind each Guardian — the second objective in every lane. Cracking a pair of them open is the mid-game power spike: it swings thousands of souls and pushes your whole team toward flex slots.

The lane boss behind the Guardian

A Walker is the second objective in each lane — a giant turret-legged boss that holds position behind its Guardian and won't chase you, so backing out of range always resets the fight. The big rule: you can't scratch it at all while its Guardian is alive. It only becomes a target once that Guardian is dead, and even then it keeps backdoor protection — without one of your Troopers (or a teammate) standing close it shrugs off roughly 65% of your damage. That's by design: you bring a wave to a Walker, you don't solo it. On defence, it's the opposite read — body-block your own Walker and it stays bulletproof until they clear your troopers off it. A Walker starts around 4,000 HP and empowers as the match goes: every lane objective that falls pumps its health and resistances, so a late Walker is a multi-thousand-HP wall. It's also heavily bullet-armored — your gun chips it slowly, hardest of all early — but it takes full spirit damage, and like Guardians that early armor decays over the game, so it's a slog to shoot at 10:00 and melts to a focused dive later. Killing one pays out about 4,000 souls: 40% weighted to nearby players, the rest split across your whole team, and a recent patch counts anyone who damaged it in the last ~20 seconds as 'nearby.' A downed Walker stays down — there's no respawn timer. The only thing that brings one back is the Rejuvenator, the mid-boss prize that rebirths a team's fallen lane objectives.

Beam, stomp and fireballs

A Walker fights back with three attacks, and they all hurt enough to end a careless dive. The laser locks onto one target and tracks it with a continuous beam that scales off your max HP — so tanks bleed just as fast, and you can't simply face-tank it; strafe out of its arc or break line of sight to drop the lock. The stomp is a ground slam for about 350 damage plus a slice of your max HP and a ~2-second stun in a wide radius around the Walker's feet — it interrupts dives and chains you in melee range, so don't be sitting point-blank when it winds up. The fireball barrage lobs roughly six projectiles (~200 each) that leave burning patches on the ground for a few seconds of pure area denial — step out of the fire instead of standing in it to finish your damage. The attacks rotate on set durations and cooldowns, so there are clean windows between them: most of the time it's beaming someone, which is your cue to commit while it's busy on a tank and not on you.

How to play it

Never touch a Walker until its Guardian is down — chipping it does nothing while the Guardian stands. Once it's exposed, take it the right way: crash a trooper wave into it first so backdoor protection drops, then dump damage with a numbers or man advantage rather than poking it solo. Lead with spirit and armor-piercing damage — raw gunfire is the slow way through that bullet armor, and a single spirit ability or a Curse/Decay on the dive shreds it far faster than mag-dumping. Put the tankiest body in the beam's face so the rest of the team free-fires, and respect the stomp: don't stack on its toes when it's about to slam. The payoff is why this is the macro objective that decides games — every enemy Walker your team destroys is ~4,000 souls and pushes the whole team toward a flex slot (an extra item slot). The classic mid-game gate is a pair of them down, with the next slot when all four fall, and one player's kill unlocks it for everyone — see the Flex slots card for the exact table. So time Walker pushes around a pick or an even fight you've won: take the kill, grab the souls, then either keep sieging the Base Guardians and Shrines or rotate off before the enemy respawns. Late game the armor has decayed and a coordinated team can burn a Walker in seconds, so once you're ahead, knocking down their Walkers snowballs straight into the Patron.

Common questions

Why can't I damage the Walker?
A Walker is untouchable while its lane Guardian is alive. Even after the Guardian falls it keeps backdoor protection — without one of your troopers (or a teammate) close it shrugs off roughly 65% of your damage.
How do I kill a Walker quickly?
Crash a trooper wave into it first to drop backdoor protection, then commit with a numbers advantage and lead with spirit damage — Walkers are heavily bullet-armored but take full spirit damage. Late game that armor has decayed and a coordinated team burns one in seconds.
How many Walkers do I need to destroy for a flex slot?
The first enemy Walker your team cracks opens one flex slot, and clearing every enemy Walker opens another. One player's kill unlocks it for all six of you.

Related items

Related mechanics