Sonny Wiki
(→‎Hydraulic: Added disability combo for hydraulic vs Guardian.)
Tag: Visual edit
(→‎Hydraulic: edited in the link to skill)
Tag: Visual edit
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*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.
 
*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.
 
*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.
+
* 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==
 
==Drops==

Revision as of 12:20, 4 November 2014

South Guardian
South Guardian Sonny 2 1
Level 30
Race Machine?
Zone Sho'Tul Shelf
- Stage 2

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.
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

  • 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, be sure too Traumatize the other one when your destroying one so when it becomes enraged it cannot attack.

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

  • Apparently, his name is Dave.
  • South Guardian has the same portrait as ZPCI Sniper.
  • All of his abilities animation are on SONNY 1 but has different names.
  • While rare, both of the guardians might use Guardian Shield on only 1 member, leaving the other member without a shield.

See Also