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Guderian the Guardian is a gatekeeper boss of the DLC story (story 9), a heavily armoured knight with a spear and shield who later swaps to a scythe. He has no sanity phase: his two grades are two stances that the AI swaps between. He is one of the Bosses and is fought in the DLC arena Arena16012.

Overview#

Story monster id9068 (ES_StoryMonster, story 9, area 6); BossFinal = 0, FinalHit = 0
ModelHero 20054 (body radius 0.9; flagged as a Human target)
Attribute points10 / 10 / 10 / 10 / 12 / 10
Poise / Resilience70 (regen 10) / 160 (regen 30); Stamina 80
Crit resistance700, which scales the attacker's crit bonus down to 70% (animalbase_value.lua:2463-2467)
Weak pointsWeak-point multipliers 1 / 1 / 1, i.e. x2 damage, Poise and Resilience on a weak collider (the game adds 1 to each multiplier (animalbase_value.lua:2340-2341, 2646); whether he has one is unverified); 30% bonus Resilience loss when his armour breaks
Sanity costSanDamage 130
SpecialSeveral special moves deal 999 Poise damage (see Poise and stagger)

Phases#

There is no Lunatic phase: his grade threshold is 0 (hero20054.lua:45), so the Lunatic test of Bosses#Boss mode and the phase change cannot pass. ES_StoryMonsterProperty has a single empty row for him, so his stats never change. What changes is the move set, because the data field the other bosses use for "phase" holds the stance here: P1 = spear and shield (moves ending 1), P2 = scythe (moves ending 2). The AI switches himself: OO1 (throws the spear, then takes the scythe) and OP1 (switches to the scythe) go from spear to scythe; OP2, HPO2 and DDDO2 switch back to the spear.

Stats#

How the numbers scale#

Stats come from the model's attribute points plus the placement level and the grade rows of ES_StoryMonsterProperty (New Game Plus enemy scaling#What a level does to a stat). Journey 1 is the first playthrough; journeys 2 to 4 are New Game Plus, and later journeys reuse journey 4 (BattleData.GameLoopMax = 4). The values below were calculated with the game's own formula and rounded down.

JourneyLevelStageHealthPhysical attackElemental attackDefenceElemental resist.Pierce resist.
125Whole fight10,052476412205427845
250Whole fight17,0528267252375051,005
370Whole fight21,3921,0529752525171,032
489Whole fight24,0521,2651,2122605251,047

Note the elemental resistance: at 427 to 525 it is more than double his Defence, so elemental weapons and throwables are poor choices. His Pierce resistance is about four times his Defence.

Moves#

The "Attack mult." column is each move's BaseRate (x0.4 to x1.2).

MoveWhat it doesPhaseFlat power and effectsAttack mult.AI (range, cone, chance, cooldown)
LLL1Spear: 3 light hitsP180–120 physx0.8-1.26–8 m · 45° · cd 2s
HHHH1Spear and shield: 4 heavy hitsP190–100 physx0.9-15–7 m · 45° · cd 2s
S1GuardP1100–120 phys, unblockablex1-1.25–15 m · 55° · 50% · cd 4s
OO1Throws the spear, switches to the scytheP180 physx0.85–15 m · 30° · 30% · cd 8s
HP1Shield bashP190 physx0.9≤5 m · 60° · cd 2s
LP1Turning spear strikeP1110 physx1≤5 m · 135° · 65% · cd 4s
NS1Shield guard-breakP180 phys, guard break 150x0.8≤5 m · 45° · cd 5s
SP1Guard, then spear counterP180–120 physx0.8-1.2≤8.5 m · 60° · 30% · cd 6s
OP1Switches to the scytheP180 physx0.8≤6 m · 60° · 25% · cd 15s
LLL2Scythe: 3 light hitsP280 physx0.85–6.5 m · 45° · cd 2s
LP2Scythe turning slashP2100 physx1≤5 m · 135° · 65% · cd 4s
HHH2Scythe, shield and spear flurryP280 physx0.86–8 m · 45° · cd 2s
SP2Enchanted scythe 6-hitP2110 darkx1≤6 m · 45° · cd 4s
HPO2Shield-spear attack, back to the spearP280 physx0.8≤7 m · 45° · 40%/35% · cd 8s
DDDO2Three shield-spear shots, back to the spearP280 physx0.86–15 m · 30° · 40%/35% · cd 8s
DP2Grappling claw: hooks and pulls you inP240 physx0-0.47–13 m · 30° · 30% · cd 8s
NSP2Scythe attack, then guardP280 physx0-0.8≤5 m · 45° · 30% · cd 6s
O2Throws the spearP280 physx0.85–15 m · 30° · 35% · cd 8s
OP2Switches to the spearP280 physx0.840% · cd 8s
skill108Execute (finisher)100 phys, unblockablex1

Raw strength of three typical hits#

A move's raw strength is attack stat x the move's attack multiplier + the move's flat power, using the stat that matches its damage type; your defence or resistance then reduces it (see Damage formula and Damage types and resistances). The table shows that raw number before your defence is applied.

Move (flat power, type)Journey 1Journey 2Journey 3Journey 4
Guard S1 (120, physical)691111113821638
Enchanted scythe SP2 (strongest hit) (110, dark)52283510851322
Heavy HHHH1 (strongest hit) (100, physical)57692611521365

Drops and rewards#

His row has no DropId, no StoryItemId and no SanDropId: nothing drops. On defeat the game fires quest 99101 (leave boss mode; achievement Puppet of Hatred, id 40002), 99106 (opens a dialog, 94281) and 99108 (save). In the time-challenge mode his kill has a scripted final blow (IsHaveFinalHit, controllerstorymode.lua:1817-1835, which names the ids 9068 and 9070).

Hidden mechanics#

  • Crit bonus is cut to 70%. His Crit-resist stat of 700 multiplies the attacker's critical damage bonus by 0.7 (animalbase_value.lua:2463-2467). A hero with a +200% crit bonus does only +140% to him. The guaranteed critical from breaking his armour still happens.
  • Stances are independent of sanity. Going Lunatic does not change his moves; only the AI's own switches do.
  • Sanity cost 130. The Lunatic line is reached after about 38% of his Health (inferred from SanDamage x damage / max Health), but nothing changes for the boss.
  • Grapple pull. The grappling claw DP2 (7 to 13 m, 30%, 8 s cooldown) hooks and pulls you in from 13 m, so staying at range is not a free dodge in the scythe stance.
  • Guard and shield tools. S1 (guard, unblockable follow-up 100 to 120) and NS1 (shield guard-break 150) punish turtling.

Strategy#

  • His Resilience is 160 (regen 30 per mille per second); breaking his armour removes an extra 48 (30% of 160) on top of the hit, and the critical is guaranteed (see Weakness and execution).
  • Dodge the shield-spear volley DDDO2 (three shots, 6 to 15 m) sideways, and sidestep the thrown spear.
  • In the scythe stance SP2 (110 dark, 6 hits) is the main threat; its first hit travels 8.4 m.

Sources#

  • Tables: ES_StoryMonster row 9068; ES_StoryMonsterProperty (one empty grade-1 row); ES_HeroData 20054; ES_SkillData HeroId 20054 (BaseRate 400 to 1200); ES_StoryQuest 99101, 99106, 99108; ES_Achievement 40002.
  • Code: hero20054.lua:30-62; animalbase_value.lua:2463-2467; controllerstorymode.lua:1817-1835.
  • Move list: reports/bosses_and_enemies.md section 16 and reports/data/boss_moves.json (hero 20054).
Categories:Bosses