Each lane has a chain of defences you have to break through, in order, before you can reach the enemy Patron:
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.
| Stat | Value |
|---|---|
| Health | 5,500 |
| Attack | A laser beam (weapon damage, 116 DPS, 34 m range), plus a melee slam within 5 m |
| Target priority | The closest enemy within 24 m, but it switches to any player who attacks its allies within 15 m |
| Resistance | Starts at 50% and drops steadily until it’s gone completely at 12:00 |
| Reward | 1,375 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.
| Stat | Value |
|---|---|
| Health | 6,000 (9,000 after one of its team’s Walkers dies, 12,000 after two; it also heals when another Walker dies) |
| Bullet resist | 35%, plus resistance that drops away by 18:00 |
| Reward | 3,675 souls, shared across the team, with a bigger share for heroes nearby |
| Target range | Ignores 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).
| Stat | Value |
|---|---|
| Health | 4,000 each |
| Attack | Laser beam (116 DPS, about 28 m range), plus melee within about 6 m |
| Resistance | Up to 40% bullet resist when you attack alone, dropping by 20% for each enemy hero nearby; plus a flat 20% |
| Reward | 1,000 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.
| Stat | Value |
|---|---|
| Health | 5,000 (the second Shrine grows to 10,000 once the first falls) |
| Resistance | Base 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+) |
| Reward | 2,000 souls |
| Vulnerable when | At 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
- Push with troopers. Backdoor protection makes Walkers, Base Guardians, Shrines and the Patron far tougher without them.
- Count the enemy. Objectives are safest to take when enemies are dead or on the other side of the map.
- Respect the timers. Guardians are much easier after 12:00 and Walkers after 18:00.
- Trade objectives. If the enemy is pushing your Walker and you can’t stop them, take a Walker of theirs.
- 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.