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South Guardian
S2C south guardian
Level 30
Race Human (?)
Zone Sho'Tul Shelf
- Stage 2
Allies North Guardian

South Guardian is an enemy from Sho'Tul Shelf in Sonny 2. He is allied with North Guardian.

Battle[]

Attributes[]

Attributes LV30
HEROIC Speed 292
Instinct 497
Strength 497
HP 24107
Focus 100 Physical Cosmic Ice Fire Lightning Earth Shadow Poison
Target Weakest Piercing 100 100 100 100 100 100 100 100
65%
Defense 100 100 100 100 100 100 100 100

Abilities[]

Bloodshed
Cost CD Available Targets Number on Action Bar
8% Health
1
Enemies
1
Bloodshed South Guardian
Element Damage/Healing
Physical
280% Strength
Accuracy modifier Additional notes
1
Sonny can also use Bloodshed.
S2 Blood Rush
Blood Rush
This unit is dealing 15% additional direct damage. This effect cannot stack. Lasts 12 turns.
Applied to caster.
Buff


Dux Leading Strike
Cost CD Available Targets Number on Action Bar
None
0
Enemies
1
Dux Leading Strike South Guardian
Element Damage/Healing
Physical
200% Strength
Accuracy modifier Additional notes
2
Recovers 35 Focus.


Enrage
Cost CD Available Targets Number on Action Bar
None
4
Self
1
Enrage South Guardian
Element Damage/Healing
Accuracy modifier Additional notes
Unavoidable
Sonny can also use Enrage.
S2 Enrage
Enraged
The damage dealt and recieved by this unit is increased by 80%. Lasts 2 rounds.
Buff


Guardian Shield
Cost CD Available Targets Number on Action Bar
None
99
Self
1
Guardian Shield South Guardian
Element Damage/Healing
Accuracy modifier Additional notes
Unavoidable
S2 Twin Guardians
Twin Guardians
This unit is shielded from 10,000 Damage, and recovers 700 Health every turn. The death of this unit will cause the other guardian to enrage. Lasts 99 turns.
Enraging is caused by the ability Kill, not the buff. Also, he seems to cast this buff only once.
Buff


Impair
Cost CD Available Targets Number on Action Bar
8% Health
1
Enemies
1
Impair South Guardian
Element Damage/Healing
Physical
280% Strength
Accuracy modifier Additional notes
1
Sonny can also use Impair.
S2 Impaired
Impaired
This unit is receiving 15% additional damage from all sources. This effect cannot stack. Lasts 12 turns.
Debuff


Kill
Cost CD Available Targets Number on Action Bar
None
0
Enemies
1
Kill South Guardian
Element Damage/Healing
Lightning
1500% Strength + 1500% Instinct
Accuracy modifier Additional notes
3


Super Nuke
Cost CD Available Targets Number on Action Bar
25 Focus
3
Enemies
1
Super Nuke South Guardian
Element Damage/Healing
Cosmic
550% Strength + 550% Instinct
Accuracy modifier Additional notes
2

Ability Selection[]

Notes on enemy AI: While in a given battle stage, enemies will attempt to use First Choice abilities. If impossible (due to focus, silencing or cooldowns), they will proceed to Second Choice, etc.
Cooldown for enemies indicates how often abilities may be used, and is effectively one less than for Sonny (IE cooldown of 2 can be used every second turn)
Enemy-targetting abilities have a chance of targetting the weakest enemy rather than targetting at random; this is given in the Attributes section above.
Ally-targetting abilities always target the weakest targetable ally.
Selection within a category is random unless indicated.
All exceptions noted below.
Battle Stages First Choice Second Choice Third Choice
First round of battle Guardian Shield
All friendly units above 2% HP, own HP above 8%, ally still alive Super Nuke Bloodshed
Enrage
Impair
All friendly units above 2% HP, own HP below 8%, ally still alive Super Nuke Enrage Dux Leading Strike
Weakest friendly unit between 2% and 1% HP, own HP above 8% Super Nuke 50%:
-Bloodshed
-Enrage
-Impair
50%:
-Dux Leading Strike
Weakest friendly unit between 2% and 1% HP, own HP below 8%, ally still alive Super Nuke Dux Leading Strike
Enrage
Weakest friendly unit below 1% HP, ally still alive Super Nuke Dux Leading Strike
Ally dead Kill

Equipment[]

Headwear Bodywear Gloves Leggings Footwear Primary Secondary
S2 Guardian's Helm Image
S2 Guardian's Cage Image
S2 Guardian's Fist Image
S2 Guardian's Leggings Image
S2 Guardian's Feet Image
Guardian Primary
Guardian's Helm Guardian's Cage Guardian's Fist Guardian's Leggings Guardian's Feet unknown

Tactics[]

It's is advised to take the North and South Guardians out around the same time to avoid the other one from becoming enraged. (Although a Guardian Hydraulic with maxed Cold Neurology can take the attacks from an enraged Guardian).

Psychological[]

Direct damage approach:

  • Use Traumatize and/or Haunt to keep their focus low and Traumatize to stun them when one becomes too weak. Take them out at about the same time: Traumatize the other one when you're destroying one so when it becomes enraged it cannot attack. You only have 4 turns to take out the next guardian, two of which is used to cast Traumatize.
  • If you really can't take them out at the same time, use Ultimatum to defend yourself. Also Retrograde and Free Will are highly recommended to avoid self-destruction from Ultimatum. If you take Ultimatum, think twice before taking Overdrive as well since the passive drains your health twice as fast.
  • Keep Roald alive also will help you to avoid self-destruction from Ultimatum and more, with Ultimatum and Greater Purpose, this will reduce damage taken from all sources by 135%.

Reverse healing approach:

  • Take Shock Coma, Electrical Storm, Overdrive, Retrograde and Traumatize skills on max. Spend the rest of skill points into Tenacity. Equip the same build as the 7-move combo: 2 Shock Coma, 2 High Voltage, 2 Traumatize and Retrograde. Add an Electrical Storm for focus recovery.
  • Choose Roald and Veradux as your teammates. Set Veradux on phalanx mode. They should keep you alive from the damages of Overdrive and the North Guardian. Veradux' heal dispells the North Guardian's silence and Roald has more defense than Felicity.
  • Use Shock Coma or Traumatize on the South Guardian all the time, he is stronger and harder to deal with, so don't let him play at all. Do not stack Shock Coma on him yet, because you need a Shock Coma ready to destroy the other guardian's shield. Use High Voltage on him once. Then while Shock Coma is still in effect, use Retrograde to destroy his shield.
  • Remember to maintain a high focus pool with Electrical Storm. You can stun-lock the South Guardian with Shock Coma for no cost. If your team is low on health, you can also Traumatize the North Guardian to give Veradux time to heal.
  • Destroy the North Guardian's shield in a similar manner by reversing the healing from a Shock Coma and a High Voltage. In order to avoid Super Nuke from the South Guardian, Traumatize or Shock Coma him during the process. You may need to use High Voltage on the North Guardian before stunning him with Shock Coma, which will increase his damage output by 50%, thus be ready at high health.
  • Once the North Guardian's shield is destroyed, you can kill the South Guardian in two ways:
    • Apply only one Shock Coma and as much High Voltage as possible on the South Guardian. Then, time your Retrograde with the North Guardian's Super Heal to take him out.
    • Stun the South Guardian with Traumatize for 4 turns to let your Shock Coma cool down. Then, on the last tick of Traumatize, apply a High Voltage. Follow up with Shock Coma + Shock Coma + High Voltage + Retrograde. Although this combo only heals him for 96% of his total health, the enhanced passive healing from his shield enables you to Retrograde him to death.
  • Once the South Guardian is dead, immediately stun the North Guardian with Traumatize or Shock Coma. Recover your focus. Then proceed to kill the North Guardian by having 2 Shock Coma and 2 High Voltage on him at the same time for a fatal Retrograde from the passive healing of his shield and your abilities. Achieve this in a similar way as the second way to kill the South Guardian. When the North Guardian recovers from Shock Coma (the turn he stands up again), Traumatize + skip or Electrical Storm + Traumatize + High Voltage + Shock Coma + Shock Coma + High Voltage + Retrograde.

It is important to have Veradux on phalanx mode, else he might cancel your High Voltage with Dux Electro.

Biological[]

  • Weaken one of the guardians to about 50% health (break the shield as well), use Corrosion on the weakened guardian, use Crystallize on the other guardian, use Shadow Blend+Agile Exposure+Withdrawal to destroy the weakened guardian. Use Crystallize to keep the remaining Guardian in a stun lock so Withdrawal can cool down. (As soon as it wears off, is it again.) When withdrawal can be used again, use Corrosion on him (when Crystallize is active on the remaining Guardian as well). Wait for Crystallize to wear off, immediately use it again, (So you have the full 4 turns to use the combo.) Then use Toxicant Form+Shadow Blend+Agile Exposure+Withdrawal, this should one-shot him. Withdrawal should also dispel Crystallize, but Crystallize will likely wear off as soon as you use Withdrawal.

Hydraulic[]

  • When one of them becomes too weak, use Ice Wall to weaken attacks your allies may use and too increase it's passive healing, this will also decrease damage from it's Cosmic Attack and Enrage.
  • Try to take them out around the same time and use Flash Freeze to keep one of them stunned when the other is destroyed, and quickly eliminate the other one after one is destroyed.
  • Using Ice Wall and stacking Glacier can stop an enraged guardian from dealing severe damage. Maxed Cold Neurology can weaken the attacks from an enraged guardian, although keep Veradux on Phalanx Mode so he keeps healing you. However if the enraged Guardian targets your allies this can be problematic. Using skill points for Stiff Upper Lip can increase healing and endurance.
  • You can also use Ice Wall on the enraged Guardian along with Glaciers, these combine to 101% damage reduction, rendering the Guardian unable to kill with "Kill" ability. The downside is that the Guardian then heals for quite a load of HP each turn, this is mitigated by Vascular Arrest applied in between. The sequence of moves becomes Ice Wall - Glacier - Vascular Arrest - repeat until destroyed. Whenever you destroy one of the guardians, the combo can be initiated by Flash Freeze - Glacier - Flash Freeze - Glacier - Ice Wall.

Drops[]

Item Name Item Icon Sell Price Item Stats Item Description
Guardian's Helm
Guardian's Helm Sonny 2 1
€234
  • Speed+36
  • Vitality+47
  • Fire Defense+113
Guardian's Cage
Guardian's Cage Sonny 2 1
€234
  • Speed+36
  • Vitality+47
  • Fire Defense+113
Guardian's Leggings
Guardian's Leggings Sonny 2 1
€234
  • Speed+36
  • Fire Defense+452
Guardian's Feet
Guardian's Feet Sonny 2 1
€167
  • Speed+26
  • Vitality+34
  • Fire Defense+81
Guardian's Fist
Guardian's Fist Sonny 2 1
€167
  • Speed+26
  • Fire Defense+323

Trivia[]

  • South Guardian has the same portrait as ZPCI Sniper.
  • All of his abilities animation are in Sonny 1 but has different names.
  • While rare, both of the guardians might use Guardian Shield on only one member, leaving the other member without a shield.
  • The name of South Guardian is Dave, according to the North Guardian. It is unknown if Dave is the actual name of South Guardian or a nickname.

See Also[]

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