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 id | 9068 (ES_StoryMonster, story 9, area 6); BossFinal = 0, FinalHit = 0 |
| Model | Hero 20054 (body radius 0.9; flagged as a Human target) |
| Attribute points | 10 / 10 / 10 / 10 / 12 / 10 |
| Poise / Resilience | 70 (regen 10) / 160 (regen 30); Stamina 80 |
| Crit resistance | 700, which scales the attacker's crit bonus down to 70% (animalbase_value.lua:2463-2467) |
| Weak points | Weak-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 cost | SanDamage 130 |
| Special | Several 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.
| Journey | Level | Stage | Health | Physical attack | Elemental attack | Defence | Elemental resist. | Pierce resist. |
|---|---|---|---|---|---|---|---|---|
| 1 | 25 | Whole fight | 10,052 | 476 | 412 | 205 | 427 | 845 |
| 2 | 50 | Whole fight | 17,052 | 826 | 725 | 237 | 505 | 1,005 |
| 3 | 70 | Whole fight | 21,392 | 1,052 | 975 | 252 | 517 | 1,032 |
| 4 | 89 | Whole fight | 24,052 | 1,265 | 1,212 | 260 | 525 | 1,047 |
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).
| Move | What it does | Phase | Flat power and effects | Attack mult. | AI (range, cone, chance, cooldown) |
|---|---|---|---|---|---|
LLL1 | Spear: 3 light hits | P1 | 80–120 phys | x0.8-1.2 | 6–8 m · 45° · cd 2s |
HHHH1 | Spear and shield: 4 heavy hits | P1 | 90–100 phys | x0.9-1 | 5–7 m · 45° · cd 2s |
S1 | Guard | P1 | 100–120 phys, unblockable | x1-1.2 | 5–15 m · 55° · 50% · cd 4s |
OO1 | Throws the spear, switches to the scythe | P1 | 80 phys | x0.8 | 5–15 m · 30° · 30% · cd 8s |
HP1 | Shield bash | P1 | 90 phys | x0.9 | ≤5 m · 60° · cd 2s |
LP1 | Turning spear strike | P1 | 110 phys | x1 | ≤5 m · 135° · 65% · cd 4s |
NS1 | Shield guard-break | P1 | 80 phys, guard break 150 | x0.8 | ≤5 m · 45° · cd 5s |
SP1 | Guard, then spear counter | P1 | 80–120 phys | x0.8-1.2 | ≤8.5 m · 60° · 30% · cd 6s |
OP1 | Switches to the scythe | P1 | 80 phys | x0.8 | ≤6 m · 60° · 25% · cd 15s |
LLL2 | Scythe: 3 light hits | P2 | 80 phys | x0.8 | 5–6.5 m · 45° · cd 2s |
LP2 | Scythe turning slash | P2 | 100 phys | x1 | ≤5 m · 135° · 65% · cd 4s |
HHH2 | Scythe, shield and spear flurry | P2 | 80 phys | x0.8 | 6–8 m · 45° · cd 2s |
SP2 | Enchanted scythe 6-hit | P2 | 110 dark | x1 | ≤6 m · 45° · cd 4s |
HPO2 | Shield-spear attack, back to the spear | P2 | 80 phys | x0.8 | ≤7 m · 45° · 40%/35% · cd 8s |
DDDO2 | Three shield-spear shots, back to the spear | P2 | 80 phys | x0.8 | 6–15 m · 30° · 40%/35% · cd 8s |
DP2 | Grappling claw: hooks and pulls you in | P2 | 40 phys | x0-0.4 | 7–13 m · 30° · 30% · cd 8s |
NSP2 | Scythe attack, then guard | P2 | 80 phys | x0-0.8 | ≤5 m · 45° · 30% · cd 6s |
O2 | Throws the spear | P2 | 80 phys | x0.8 | 5–15 m · 30° · 35% · cd 8s |
OP2 | Switches to the spear | P2 | 80 phys | x0.8 | 40% · cd 8s |
skill108 | Execute (finisher) | 100 phys, unblockable | x1 |
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 1 | Journey 2 | Journey 3 | Journey 4 |
|---|---|---|---|---|
| Guard S1 (120, physical) | 691 | 1111 | 1382 | 1638 |
| Enchanted scythe SP2 (strongest hit) (110, dark) | 522 | 835 | 1085 | 1322 |
| Heavy HHHH1 (strongest hit) (100, physical) | 576 | 926 | 1152 | 1365 |
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) andNS1(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_StoryMonsterrow 9068;ES_StoryMonsterProperty(one empty grade-1 row);ES_HeroData20054;ES_SkillDataHeroId 20054 (BaseRate 400 to 1200);ES_StoryQuest99101, 99106, 99108;ES_Achievement40002. - Code:
hero20054.lua:30-62;animalbase_value.lua:2463-2467;controllerstorymode.lua:1817-1835. - Move list:
reports/bosses_and_enemies.mdsection 16 andreports/data/boss_moves.json(hero 20054).