Back


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.

 

Guardian Stats

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

 

Guardian Abilities

Defend
Activate to take less damage from piercing and magical attacks, but move 20% slower and deal less damage.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 Unlimited None None N/A Unit Self -30% damage from piercing, -13% damage from magical attacks,
-20% movement speed, -25% damage dealt
1
2 Unlimited None None N/A Unit Self -35% damage from piercing, -16% damage from magical attacks,
-20% movement speed, -20% damage dealt
2
3 Unlimited None None N/A Unit Self -40% damage from piercing, -19% damage from magical attacks,
-20% movement speed, -15% damage dealt
3
4 Unlimited None None N/A Unit Self -45% damage from piercing, -21% damage from magical attacks,
-20% movement speed, -10% damage dealt
4
5 Unlimited None None N/A Unit Self -50% damage from piercing, -24% damage from magical attacks,
-20% movement speed, -5% damage dealt
5
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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 3 sec. 6 sec. 100 N/A 300 Enemy 75 damage, -20% attack speed, -45% movement speed 1
2 4 sec. 6 sec. 100 N/A 300 Enemy 100 damage, -20% attack speed, -45% movement speed 3
3 5 sec. 6 sec. 100 N/A 300 Enemy 125 damage, -20% attack speed, -45% movement speed 5
4 6 sec. 6 sec. 100 N/A 300 Enemy 150 damage, -20% attack speed, -45% movement speed 7
5 7 sec. 6 sec. 100 N/A 300 Enemy 175 damage, -20% attack speed, -45% movement speed 9
6 8 sec. 6 sec. 100 N/A 300 Enemy 200 damage, -20% attack speed, -45% movement speed 11
7 9 sec. 6 sec. 100 N/A 300 Enemy 225 damage, -20% attack speed, -45% movement speed 13
8 10 sec. 6 sec. 100 N/A 300 Enemy 250 damage, -20% attack speed, -45% movement speed 15
9 11 sec. 6 sec. 100 N/A 300 Enemy 275 damage, -20% attack speed, -45% movement speed 17
10 12 sec. 6 sec. 100 N/A 300 Enemy 300 damage, -20% attack speed, -45% movement speed 19

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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 Instant 1 sec. 10 250 Unit Friend, Self, Vulnerable, Invulnerable 25 healing 1
2 Instant 1 sec. 14 250 Unit Friend, Self, Vulnerable, Invulnerable 35 healing 2
3 Instant 1 sec. 18 250 Unit Friend, Self, Vulnerable, Invulnerable 45 healing 3
4 Instant 1 sec. 24 250 Unit Friend, Self, Vulnerable, Invulnerable 60 healing 4
5 Instant 1 sec. 30 250 Unit Friend, Self, Vulnerable, Invulnerable 75 healing 5

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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A N/A None N/A Unit same as attack 30 damage, 0.55 second stun 1
2 N/A N/A None N/A Unit same as attack 40 damage, 0.80 second stun 2
3 N/A N/A None N/A Unit same as attack 50 damage, 1.02 second stun 3
4 N/A N/A None N/A Unit same as attack 60 damage, 1.22 second stun 4
5 N/A N/A None N/A Unit same as attack 70 damage, 1.40 second stun 5
6 N/A N/A None N/A Unit same as attack 80 damage, 1.56 second stun 6
7 N/A N/A None N/A Unit same as attack 90 damage, 1.70 second stun 7
8 N/A N/A None N/A Unit same as attack 100 damage, 1.82 second stun 8
9 N/A N/A None N/A Unit same as attack 110 damage, 1.92 second stun 9
10 N/A N/A None N/A Unit same as attack 120 damage, 2.00 second stun 10

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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A N/A N/A N/A 400 Friend, Non-Guardian +5 armor 1
2 N/A N/A N/A N/A 400 Friend, Non-Guardian +10 armor 2
3 N/A N/A N/A N/A 400 Friend, Non-Guardian +15 armor 3
4 N/A N/A N/A N/A 400 Friend, Non-Guardian +20 armor 4
5 N/A N/A N/A N/A 400 Friend, Non-Guardian +25 armor 5
6 N/A N/A N/A N/A 400 Friend, Non-Guardian +30 armor 6
7 N/A N/A N/A N/A 400 Friend, Non-Guardian +35 armor 7
8 N/A N/A N/A N/A 400 Friend, Non-Guardian +40 armor 8
9 N/A N/A N/A N/A 400 Friend, Non-Guardian +45 armor 9
10 N/A N/A N/A N/A 400 Friend, Non-Guardian +50 armor 10

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.