Gated

1. What it is

Gated is a boss-flavored affix that makes the host take zero damage while any sibling enemy in the same gate group is still alive. Unlike shielded, the affix does not spawn its own anchors — it reads the live enemy list and looks for siblings that already carry a matching gate-group identifier. Killing every sibling in the group drops the gate and lets damage reach the host.

2. Identity

FieldValue
Affix IDgated
Categoryboss-flavored
Priority90
HooksfilterIncomingDamage
Roll poolnone (never appears on world-roaming elites)
State requirementgateGroupId (string, throws if missing)

Gated sits one rank below shielded in the affix priority order (90 vs. 100). The damage filter chain runs in descending priority, so any shielded-style filter on the same host resolves first; gated then has its say. A zero return short-circuits every lower-priority filter.

3. Mechanics

3.1 Gate-group identification

The affix uses a single piece of instance state to identify its sibling group.

State keyTypeDefaultBehavior
gateGroupIdstringnone (required)Identifier the filter looks for on sibling enemies

If gateGroupId is missing or empty, the hook throws. There is no fallback.

3.2 Sibling marking

The host carrying the gated affix and the siblings that gate it are wired through two different surfaces of the boss roster:

Roster entryCarriesSurface key
Gated hostaffixIds: ['gated'] plus affixState.gated.gateGroupIdaffixState.gated
Gate-group siblingNo gated affix; field on the enemy entityaffixState.gateGroup.gateGroupId

At encounter spawn, the boss runtime reads each sibling’s affixState.gateGroup.gateGroupId synthetic key and stamps it onto the enemy as a top-level gateGroupId field. The gated filter on the host then queries that field directly on each enemy in the world — siblings never need to carry the gated affix themselves.

3.3 Damage filter

On every incoming hit against the host, the filter walks the world enemy list and checks for any sibling that:

ConditionRequired state
Not the host itselfsibling reference differs from host
Aliveexists, not frozen for lag, not dying, hp > 0, alive flag set
Member of the gate groupgateGroupId field matches the host’s gate-group state

Any sibling that passes all three conditions causes the filter to return zero. If no qualifying sibling is found, the original damage value passes through.

Sibling stateReturn
At least one qualifying sibling alive0 (incoming damage zeroed)
All qualifying siblings deaddmg (unchanged, passes to next filter)

3.4 Cleanup

The gateGroupId field is cleared on enemy recycle in the spawner pool — without that clear, a former gate-group member recycled into a normal trash mob would inherit the identifier and break the next encounter’s gate logic.

4. Which bosses use it

BossGated hostGroup membersGate group id
Junkrat CaptainsPierre (HP 3000)Marco-A (HP 1500), Marco-B (HP 1500)captains_marcos

Pierre carries the gated affix and is invulnerable while either Marco is alive. Both Marcos share the boss health pool, fire their own ability rotation, and cannot themselves be gated. Pierre’s gold halo flares to full alpha as each Marco dies, signalling the gate is opening.

The captains encounter ships a total bar pool of 6000 HP (Pierre 50%, Marcos 25% each), arena shape rect 700 × 500.

5. Comparison to shielded

Aspectshieldedgated
Priority10090
HooksonSpawn + filterIncomingDamagefilterIncomingDamage only
Anchors spawned by affixyes, on host spawnno, siblings are roster-defined
Anchor identitydedicated anchor flags (_isBossAnchor, no affixes, no shared HP)normal enemies, often share HP with boss
Sibling markeraffix instance owns an anchor listtop-level gateGroupId field on each enemy
Placementarena ring at 0.42 radius, evenly spacedwherever the roster entry’s position resolves to
Respawn variantyes (shielded_respawn)none
On-death reward signalboss_anchor_destroyednormal kill signal (siblings count as boss kills)

In short: shielded is anchor-driven (one host, N affix-spawned anchors that do not share HP); gated is roster-driven (one host plus N hand-authored sibling bosses that do share HP). Shielded suits arenas built around an off-host objective; gated suits a multi-character boss fight where every member has their own bar, ability set, and bar-pool slice.

6. EXTRACT-CANDIDATE flags

  • The “alive” definition (exists, not frozen for lag, not dying, hp > 0, alive flag set) is shared with the shielded variants and likely every other affix that checks sibling liveness — canonical home is the affixes overview page.
  • The damage-filter short-circuit rule (descending priority, zero return short-circuits) is a global affix-system rule, not gated-specific.
  • The pool-recycle clear for gateGroupId (and _isBossAnchor, phaseIndex) is a cross-affix concern; if more roster-driven affixes appear, the list belongs on the affixes or enemies-pool concept page.

7. Summary

Gated zeroes incoming damage to its host while any sibling carrying the same gateGroupId is alive. The affix does not spawn its own anchors — group siblings are authored directly in the boss roster, tagged with a gateGroup.gateGroupId synthetic key that the boss runtime stamps onto the enemy. Only Junkrat Captains uses it in the current roster: Pierre is gated by Marco-A and Marco-B, both of whom must die before Pierre takes damage. Compared to shielded, gated is lighter weight (no onSpawn, no anchor bookkeeping) but assumes the encounter has hand-authored sibling bosses to act as gate keys.