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Objective·Map ·akaguardian, guardians, lane guardian

Guardians

Guardians

Never hit a Guardian without your wave — alone it shrugs off most of your damage (about 65%) and burns you down with its laser.

How it works

Guardians are the towers that gate every lane: the first Guardian out front, plus the inner Base Guardians that wall off the enemy's Shrines and Patron. They're tanky team objectives — cracking one hands your whole team souls, opens the lane, and (for the lane Guardians) unlocks build space — but they punish anyone who tries to solo them.

Lane Guardians vs Base Guardians

There are two Guardians in scope here. The LANE Guardian is the first tower in each lane: 5,500 HP, and it fires a laser at the nearest enemy in range for roughly 80 damage per second, so it shreds you if you stand in the open. Two rules stop you cheesing it. First, backdoor protection — with no friendly troopers nearby it gains a large damage reduction (around 65%), so your bullets barely scratch it; you have to bring a wave. Second, it resists troopers too (about 42.5%), so a wave alone won't bring it down fast — you finish the job. Against players it's tuned tanky early and soft late: its player-damage resistance scales down over roughly the first 12 minutes, from heavily positive early to about -50% by the late game (it eventually takes 50% EXTRA from you). The 05-22-2026 patch lowered that early ceiling, so Guardians take more damage in the laning phase than they used to. It also regenerates when left alone, so chip damage you can't follow up on is wasted. The inner BASE Guardians sit deep in the enemy base, a pair of them guarding the Shrines. Each has 6,000 HP, 20% bullet resistance (raised from 10% in the 05-22-2026 patch), and hits hard up close (~300 stomp/melee). The key change in 05-22-2026: the Shrines behind them are now invulnerable until you destroy a PAIR of Base Guardians — so the Base Guardians are the literal gate into the endgame. No Patron until they fall.

How to play it

Your troopers are the tank, not you. The whole trick to a Guardian is: build a wave, crash it into the tower so the laser locks onto your troopers, then step in and dump damage in short windows — and back off the instant your wave dies. Hitting a Guardian after your troopers are gone is double-bad: you eat the laser AND the ~65% backdoor reduction snaps back (it lingers about 14s after your troopers die since the 05-22-2026 patch), so you do almost nothing. Don't pressure Guardians early when their resistance is highest and your damage lowest — farm your wave, get an item spike, and shove with intent once you're ahead; when you're behind, freeze near your own Guardian and let it help defend. Close Quarters (bonus weapon damage up close) and Extended Magazine (more bullets before reloading) are cheap ways to speed up a siege. The Base Guardians are a full-team commitment: walk in as a group with a wave, ideally off a pick or with the man-advantage, because their stomp and laser delete a lone diver — and remember, the Shrines take no damage until the pair is dead, so don't waste shots on a Shrine first.

Souls, slots & timings

A lane Guardian is worth 1,500 souls; a Base Guardian 1,000. You don't need the last hit — the bounty is split, with about 40% going to players near the kill (including anyone who damaged it in the last ~20 seconds) and the rest shared across your whole team, so a Guardian push is income for everyone, not just whoever fired last. Lane Guardians also unlock build space: take all three enemy lane Guardians and your team earns a flex slot (see Flex slots for the full table — Walkers and Shrines grant the later ones). Timing-wise, Guardians are deliberately hard to kill in the first ~12 minutes and fall fast after, so the standard flow is: out-farm your lane, hit a power spike around your first big items, then convert lane pressure into Guardians as a duo or trio. Taking lane Guardians is the gateway to the Walkers and the base behind them. Save the Base Guardians for the mid-to-late game when your team can group up: dropping the pair exposes the Shrines, and the Shrines are the last wall before the Patron.

Raw dataidentity & API

identity

id
mechanic_guardians
slug
guardians
category
objective
flowStage
macro
aliases
guardian, guardians, lane guardian, base guardian, tower, towers, lane tower, first tower, objective tower, страж, стражи, базовый страж, вышка
sourcePath
manual:mechanics/guardians
updatedAt
2026-06-06T00:00:00.000Z