(→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. |
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*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. |
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− | * 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 | |
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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 | ||||||||
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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 |
Defense | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Abilities
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
Sonny can also use Bloodshed. | ||||
This unit is dealing 15% additional direct damage. This effect cannot stack. | Lasts 12 turns. Applied to caster. |
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Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
Recovers 35 Focus. |
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
Sonny can also use Enrage. | ||||
The damage dealt and recieved by this unit is increased by 80%. | Lasts 2 rounds. | |||
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
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. |
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Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
Sonny can also use Impair. | ||||
This unit is receiving 15% additional damage from all sources. This effect cannot stack. | Lasts 12 turns. | |||
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
Element | Damage/Healing | |||
Accuracy modifier | Additional notes | |||
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. |
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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 |
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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 |
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Weakest friendly unit between 2% and 1% HP, own HP below 8%, ally still alive | Super Nuke | Dux Leading Strike Enrage |
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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 |
---|---|---|---|---|---|---|
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 |
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Guardian's Helm | €234 |
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Guardian's Cage | €234 |
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Guardian's Leggings | €234 |
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Guardian's Feet | €167 |
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Guardian's Fist | €167 |
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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
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