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Understanding Walker Resistance Mechanics

Mastering Walker resistance scaling, backdoor protection, and damage mechanics

Updated: 13-10-2025
By LockBlaze
Game Mechanics
Advanced
objectiveswalker-mechanicsteam-coordinationresistance-scalingbackdoor-protection

Walkers are the second line of defense in each lane, featuring complex resistance mechanics that scale with time and nearby enemy count. Understanding these mechanics is crucial for efficient takedowns and objective control.

Walker Stats & Locations

There are 3 Walkers per team - one in each lane. Side lane Walkers (Yellow and Green) have 5,800 HP, while the Blue lane (mid) Walker has 9,200 HP. Walkers provide nearby allied heroes with 15% Bullet and 15% Spirit Resistance.

Tips

  • Prioritize side lane Walkers first due to lower HP
  • Use the 15% resistance aura for defensive positioning during teamfights
  • Destroying 1 Walker unlocks 1 extra item slot; destroying all 3 unlocks a second extra slot
  • Each Walker awards 3,500 total Souls when destroyed

Warnings

  • Walkers cannot be damaged until their corresponding Guardian is destroyed
  • Walkers are immune to headshot damage anywhere on their body
  • Walkers only become vulnerable when an enemy Trooper or Hero enters their attack radius

Time-Based Resistance Progression

Walkers take 60% reduced weapon damage at the start of the game. This resistance progressively changes to +30% increased weapon damage from heroes at 16 minutes, and +40% increased damage from troopers at 20 minutes.

Tips

  • Target Walkers after the 16-minute mark for significantly faster takedowns
  • Coordinate major Walker pushes around the 16-20 minute window
  • Use the resistance transition timing to plan offensive strategies

Warnings

  • Early Walker attempts (before 16 min) are extremely inefficient due to 60% damage reduction
  • Don't commit team resources to Walker fights during high resistance phases

Enemy Count Resistance Scaling

Walkers gain additional weapon damage resistance based on nearby enemies: 0% (1-2 enemies), 20% (3 enemies), scaling up to 50% (6 enemies). This makes solo or small group pushes more efficient.

Tips

  • Optimal push groups are 1-2 players to avoid resistance scaling
  • Split push with small groups rather than full team commitments
  • Time pushes when enemy team is split to maintain pressure with fewer attackers

Warnings

  • Avoid grouping all 6 players at a Walker - you'll face 50% additional resistance
  • Balance group size against enemy collapse potential

Backdoor Protection System

Walkers have backdoor protection (green circular effect) if attacked before the lane is properly pushed. Under protection, Walkers take much less damage and regenerate damage taken. Protection only deactivates when the active enemy trooper wave reaches the Walker's position.

Tips

  • Always push trooper waves to the Walker before engaging
  • Track enemy trooper wave positions to know when backdoor protection is active
  • Coordinate with your team's trooper waves for synchronized pushes

Warnings

  • Don't attempt Walker damage without proper wave push - damage will be negligible and regenerate
  • Backdoor protection reactivates if trooper waves are cleared before reaching Walker position

Walker Abilities & Damage Output

Walkers have three devastating attacks: Fire Beam (2% Max HP per second channeled damage), Stomp (10% Max HP damage + 2 second stun in large radius when enemies get too close), and Fireball Spray (area damage with fire trails).

Tips

  • Stay at maximum attack range (1,600 units) to avoid Stomp trigger
  • Position team spread out to minimize Fireball Spray impact
  • Tanks should be aware that percentage-based damage scales with their HP

Warnings

  • Don't cluster near the Walker - Stomp deals 10% Max HP and stuns for 2 seconds
  • Fire Beam continuously damages - break line of sight if targeted
  • Fireball Spray leaves fire trails on the ground that persist and deal damage

Soul Distribution & Rewards

When destroyed, Walkers award 3,500 total Souls: 40% (1,400 Souls) split between nearby attackers and those who damaged it in the last 20 seconds; 60% (2,100 Souls) distributed equally among all six team members regardless of location.

Tips

  • Position yourself near the Walker during final damage phase to get the attacker bonus
  • Even players across the map get 350 Souls per Walker (2,100 ÷ 6)
  • Securing all 3 Walkers provides significant team-wide economy boost

Conclusion

Efficient Walker control requires understanding multiple resistance systems, proper wave management, and optimal timing. Focus on attacking after 16 minutes with small groups (1-2 players) and proper trooper wave push to maximize efficiency while avoiding resistance penalties.

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