Guardian |
Normal Melee Attack, Heavy Armor
Guardians are devout protectors, dedicating their lives to the protection of their ward. They are capable of withstanding great assault before falling, and possess abilities allowing them to heal themselves or others, slow or stun their opponents, and draw fire away from their allies.
Only bodyguards may play as Guardians.
Level 1 Stats:
Strength*: 25 Agility: 11 Intelligence: 16 Health: 725 Mana: 255 Armor: 4 Damage: 27-37 Cooldown: 2.2 sec (before agility speed bonus) Range: Melee Move Speed: 200 *Primary Attribute
At Level Up:
+2.8 Strength
+1.1 Agility
+1.5 Intelligence
Defend Activate to take less damage from piercing and magical attacks, but move 20% slower and deal less damage. |
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Defend Information
Defend can allow a Guardian to survive considerably longer under direct attack, but because it reduces your movement speed, it is important to know when to turn it off. You can use Tremor to prevent enemies from outrunning you while you use Defend, and Sentinel's Ward to encourage them to attack you rather than your allies.
Tremor Damages and slows all nearby enemies. |
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Tremor Information
Tremor is a great skill for fighting groups of enemies. You can inflict a substantial amount of damage if you can catch several assassins in one Tremor, and you reduce the combat effectiveness of all of them.Use Tremor to prevent assassins from running away or from running past you to attack the VIP.
You can use Tremor to hurt invisible assassins if you know where they are. If an Assassin uses Shadowstep just before you can deliver the killing blow, use Tremor to kill her before she gets away.
Heal Restores HP to friendly units. |
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Heal Information
Heal is a great ability for getting yourself and allies back up to fighting strength after an assassin attack. You can also use heal in mid-battle if someone is in danger of dying.If a Scout Ensnares you, you will be unable to attack, but you can still heal!
Increasing the level of Heal won't allow you to restore any more health for a given amount of mana, but it will allow you to heal your target more quickly.
Bash Gives a 20% chance for each attack to deal bonus damage and stun the target. |
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Bash Information
Bash is a good skill to improve your combat effectiveness without draining your mana. Stunning an assassin buys you precious time for the VIP to escape. The combination of Bash and Tremor can make it very hard for an assassin to get away from you.
Guardian's Ward Gives armor to nearby allies, except other Guardians. |
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Guardian's Ward Information
Guardian's Ward adds a lot of armor to allies, making them very difficult to kill while they're near you, but doesn't affect yourself or other Guardians. This means that the assassins can always choose to bypass the armor penalty by killing you first, but you generally want the assassins to come after you instead of the VIP or weaker bodyguards.It is possible to overspend points in Guardian's Ward--you only need to get it high enough that the assassins consistently attack you first. Then you can spend points in Defend and Heal to keep yourself alive when they focus fire on you.
Be sure to keep the VIP within range of Guardian's Ward whenever possible.
If there are multiple Guardians on your team, you may want to coordinate with them so that only one of you raises Guardian's Ward. Having multiple Guardians with Guardian's Ward won't provide any additional armor, although it will allow you to cover a larger area, and will force the assassins to take out each Guardian with Guardian's Ward in succession before attacking the VIP.