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On this page
  • Tips and Mechanics
  • Weak Point
  • Abilities
  • Jump Combo
  • Missiles
  • Spin
  1. Monsters
  2. Ruin Constructs

Ruin Guard

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Last updated 3 years ago

10%

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Tips and Mechanics

Weak Point

The Ruin Guard has two weak points - one on the front (eye) and another on the back in a similar location.

You must hit a weak point two times in a row to stun the Ruin Guard. If you miss the second shot, both weak points will become invulnerable for a short duration (~10s)

After hitting a weak point once, notice how the Ruin Guard will tilt the eye slowly. It is difficult to hit the followup shot while it is tilted away and also moving. Try to time your second shot instead to when the eye faces back to you like in the example above.

Abilities

Jump Combo

The jump portion of the attack does the most damage. Focus on dodging that and not so much the punches.

Missiles

Missiles will home towards the player. If you dodge too early, the missiles will end up still hitting you. Try to dodge at the very last moment to avoid them.

This attack will only be used if the player is a certain distance away from the Ruin Guard. It will not use it if the player is close by.

The back weak point is most exposed during the missile attack. Hit it and follow up with a second attack to stun the Ruin Guard.

Spin

Hitting either weak point will interrupt the spin, but it can be difficult to time. Freeze can be an effective way of landing a weak point shot during a spin.

Ruin Guards have extremely high RES. Avoid using abased carry. If you do, always bring Superconduct ( + ) to reduce their resistance by 40%.

Stunning the Ruin Guard with two shots to the front weak point
Ruin Guard swipes twice, following up with a jump attack
Ruin Guard shoots 6 homing missiles at the player
Hitting the weak point interrupts the missile attack!
Spins rapidly, damaging everything around it (2x speed)