Deadlock HandbookPatch October 6, 2026

Deadlock Objectives Guide: Guardians, Walkers, Base Guardians and Shrines

Every lane objective in Deadlock with health, damage, resistance timers, soul rewards and what destroying each one unlocks, plus how to take and defend them.

Each lane has a chain of defences you have to break through, in order, before you can reach the enemy Patron:

The order you take a lane, from the middle of the map to the enemy Patron
Lane Guardian 5,500 health 1,375 souls Walker 6,000 health 3,675 souls Base Guardians 4,000 each 1,000 souls Shrines 5,000, then 10,000 2,000 souls Patron Two phases Wins the game Your side of the lane Enemy base

One pair of Base Guardians is enough to open the Shrines. Both Shrines must fall before the Patron takes damage.

Lane Guardian

The first defence in each lane: a big statue near the middle of your side of the lane.

StatValue
Health5,500
AttackA laser beam (weapon damage, 116 DPS, 34 m range), plus a melee slam within 5 m
Target priorityThe closest enemy within 24 m, but it switches to any player who attacks its allies within 15 m
ResistanceStarts at 50% and drops steadily until it’s gone completely at 12:00
Reward1,375 souls, shared across the team, with a bigger share for heroes nearby

Key rules:

  • It’s invulnerable if no enemy troopers or players are within 24 m, so you can’t snipe it from long range.
  • Its melee slam can be parried. A parry stuns the Guardian for 2 seconds and stops it meleeing for 5.
  • When it dies, that lane’s side shop closes for good.

How to take it: push in behind your trooper wave, so the Guardian targets troopers instead of you. Don’t hit enemy heroes while standing in its range, or it will turn on you.

Walker

A huge mechanical giant that guards the middle stretch of each lane.

StatValue
Health6,000 (9,000 after one of its team’s Walkers dies, 12,000 after two; it also heals when another Walker dies)
Bullet resist35%, plus resistance that drops away by 18:00
Reward3,675 souls, shared across the team, with a bigger share for heroes nearby
Target rangeIgnores enemies further than 22 m

Attacks (all spirit damage):

  • Fire Beam: a constant beam on the nearest target, dealing 2% of their max health per second.
  • Stomp: 350 damage + 15% max health, and a 2-second stun in a 15 m radius (7 s cooldown).
  • Fireballs: six fireballs dealing 200 each. They leave burning ground and reduce resistance by 10% (10 s cooldown).

Key rules:

  • Walkers can’t be headshot.
  • Backdoor protection: without your troopers nearby, a Walker takes 65% less damage and regenerates 65 health per second.
  • The more enemy heroes nearby, the more damage it resists.
  • Since September 2026, fireballs stop when the Walker dies.

Destroying a Walker:

  • Unlocks an extra item slot for your whole team (up to three, for 12 slots in total).
  • Gives allies within 28 m 15% bullet and spirit resist.

How to take it: bring troopers, spread out so one Stomp can’t stun everyone, and don’t stand in the burning ground. Watch for the Stomp wind-up: a 2-second stun under a Walker gives the enemy a free kill.

Base Guardians

Two per lane, guarding each entrance to the enemy base (six per team).

StatValue
Health4,000 each
AttackLaser beam (116 DPS, about 28 m range), plus melee within about 6 m
ResistanceUp to 40% bullet resist when you attack alone, dropping by 20% for each enemy hero nearby; plus a flat 20%
Reward1,000 souls

Key rules:

  • Can’t be headshot, and their melee can’t be parried.
  • They have backdoor protection (65% damage resistance and 65 health per second) without your troopers nearby.
  • Destroying a pair permanently turns that lane’s zipline into an express line, giving your team +80% zipline speed in that lane.
  • The enemy’s Shrines become vulnerable once at least one pair of Base Guardians falls.

Shrines

Two per base, on opposite sides of the Patron.

StatValue
Health5,000 (the second Shrine grows to 10,000 once the first falls)
ResistanceBase 20% bullet resist; up to 60% more when few enemy heroes are nearby (it drops 20% for each enemy hero, down to 0% with 3+)
Reward2,000 souls
Vulnerable whenAt least one pair of Base Guardians is destroyed

Key rules:

  • The Patron defends its Shrines with a beam that damages and curses players on or near the Shrine platform.
  • Backdoor protection: 65% damage resistance and 65 health per second without your troopers nearby.
  • Destroying a Shrine turns your troopers into Super Troopers in that Shrine’s lane: +60% damage, +40% health, though they’re worth 15% fewer souls.
  • Both Shrines must fall before the Patron can be damaged.

General rules for objectives

  1. Push with troopers. Backdoor protection makes Walkers, Base Guardians, Shrines and the Patron far tougher without them.
  2. Count the enemy. Objectives are safest to take when enemies are dead or on the other side of the map.
  3. Respect the timers. Guardians are much easier after 12:00 and Walkers after 18:00.
  4. Trade objectives. If the enemy is pushing your Walker and you can’t stop them, take a Walker of theirs.
  5. Convert kills. After you win a fight, hit the nearest objective before the enemy respawns.

Next: The Patron →

Frequently asked questions

When do Guardians lose their resistance in Deadlock?

A Lane Guardian's damage resistance drops steadily from the start of the match and is completely gone by 12:00. Walkers do the same by 18:00. Taking them earlier is possible, but much slower.

What does killing a Walker do in Deadlock?

It pays 3,675 souls, unlocks an extra item slot for your team, and gives nearby allies 15% bullet and spirit resist. It also opens the path to that lane's Base Guardians.

Can you parry a Guardian?

Yes. A Lane Guardian's melee slam can be parried, which stuns the Guardian for 2 seconds and stops it meleeing for 5 seconds. Base Guardians' melee can't be parried.

Numbers on this page are checked against the game and the community-run Deadlock Wiki. Spotted something a patch changed? Tell us.