An ancient humanoid war machine.
Legend has it that these machines were combat automatons created by a long-destroyed nation. They now wander ruins and ancient detritus, attacking offending travelers. Research indicates that the Ruin Guards and the ruins that they operate in do not originate from the same source, suggesting that there may be a difference of as much as several thousand years between them on the timeline. So why then do the Ruin Guards continue staying among these ruins, using their "explosive firepower" to protect the crumbling walls and broken tiles?
According to the Teyvat Travel Guide - Mondstadt, the valley in which a Ruin Guard is found (Brightcrown Canyon) is guarded by mechanisms, but the soldiers responsible for holding the pass for the King of Gales were nowhere to be found now. All the winds of time had left behind were the unintelligent Hilichurls and silent mechanical guards. There was an attempt by Alice to control the Ruin Guards with Hilichurls, but it "horrifically" failed.
According to Dainsleif, the Ruin Guards were weapons of war codenamed by people of Khaenri'ah as "Field Tillers". These came about because "the land is not to be tilled with farming tools, but rather is to be fought for with steel and blood." After the destruction of Khaenri'ah, the Field Tillers were left without masters and went out of control, spreading to every corner of Teyvat. As many ended up in ruins and history of Khaenri'ah is virtually unknown by most, present-day people called them "Ruin Guards", believing them to be protectors of the ruins. While many have since fallen into disrepair, a few remain active but dormant, while even fewer continue to wander aimlessly across Teyvat.
The following table describes the level scaling. Note that values may change in Co-Op, some Quests, and certain Domains (such as the Spiral Abyss). The change usually involves multiplying some of the values by a constant scale factor.
Abilities and Attacks
- Stomp: They will raise one of their feet and stomp the ground, damaging nearby characters within a small AoE.
- Clap: If any characters are still within melee range after a Stomp attack, Ruin Guards may follow-up a Stomp by leaning down and using their hands to clap powerfully in front of them.
- Punch and Jump Combo: Bringing both fists together before performing, they will do spinning punches twice before jumping into the air and landing onto your location in a moderate AoE in front of them.
- Spinning Attack: They begin to spin their upper body and further extend their arms' reach. While spinning, they will continuously march towards the player. This attack lasts for about 7 seconds and deals heavy damage to characters caught in the attack.
- Bombardment: Players outside of the Ruin Guard's melee range will force the Ruin Guard to quickly swivel their upper body around 180° and become stationary, exposing their core on the back towards the player. Shortly after, a red crosshair will appear on the Ruin Guard's target, and will then fire a swarm of homing missiles (6 each). These missiles deal below average damage individually, but can take out around 50% of your health if all manage to hit. Although the missiles are somewhat slow, they are able to change direction almost instantly, while locked onto their target. Once the crosshair disappears, the missiles no longer pursue their target and continue moving in a straight path.
Ruin Guards are either active or inactive when they appear. Inactive Ruin Guards are still hostile when the player gets close to them; these can be detected with Elemental Sight and glow white like other non-elemental enemies. If they do not glow white, these are simply scenery and are harmless.
Ruin Guards possess two weakpoints; their glowing eye, and a small socket at their back. When either spot is hit, the Ruin Guard will stagger briefly. If a second follow-up attack is launched quickly, the Ruin Guard will collapse and become inactive for a short duration, allowing for damage to be stacked safely without fear of reprisal. In the event that the rear weak spot is hit, it will swivel face-front towards the player's direction.
If the first hit on their weak point is successful but the player does not follow-up with a second hit, the Ruin Guard will return to normal. Regardless if fully disabled or not, protective runes will appear on both weak points, preventing them from being disabled again until the rune fades away. While any character can hit the weak spots, bow users are far better due to being able to consistently and precisely hit them. Bow users will need to perform Charged Attacks in order to cripple the Ruin Guard.
Amber's Elemental Skill Explosive Puppet, is able to taunt the Ruin Guard while it is active. Because the Ruin Guards have high Physical DMG RES and very high health pools, elemental attacks are recommended when fighting them. Ruin Guards are usually encountered alone, but in very few instances they may have to be fought in pairs, or in even rarer cases, more than three at a time.
Whenever they perform their Bombardment attack, it is generally an opening with a bow user to disable them before the missiles can be launched. If the player lacks a bow user, they will need to dodge them or use a high-durability shield to avoid getting damaged from the attack.
Whenever they perform their double punch and jump attack, the jump is always targeted at whoever they're focused on, so make sure to dash to avoid getting hit by the slam.
The spinning attack is by far the most dangerous attack — not only does it deal high damage to anyone caught in its range, it also lasts very long, often killing the player in the process if they don't get out in time. If this happens, either disable the Ruin Guard if it isn't protected by its runes, or simply hit and run from a distance until they stop the attack; tanking it is unfeasible, even with high-durability shields.
You can pinpoint Ruin Guard locations in Mondstadt on the map using the Adventurer Handbook. According to the Teyvat Travel Guide - Mondstadt, they can be found in Brightcrown Canyon, which is on a "valley I found at the northeast coast of Cider Lake".'
- Ruin Guards sometimes go by names like Hu-41013, beginning with the prefix Hu and ending with a numeric code. This is demonstrated in certain boss fights and in the Record of Serial No. in Dragonspine.
- Possible names for most Ruin Guards include Hu-04510, Hu-11037, Hu-11226, Hu-11307, Hu-13086, Hu-21258, Hu-23532, Hu-24601, Hu-25173, Hu-2734, Hu-36226, Hu-39091, Hu-41013, Hu-41125, Hu-41822, Hu-51789, Hu-57113, Hu-58515, Hu-61412, Hu-63321, Hu-63616, Hu-68914, Hu-71419, Hu-77514, Hu-82419, Hu-89488, Hu-91943, Hu-93439, Hu-93511, Hu-93736, Hu-95710, Hu-95912, and Hu-96988.
- The Ruin Guard in the Thousand Winds Temple is always named GN/Hu-24601.
- The Record of Serial No. Ruin Guard remnants, which are simply dialogue targets rather than enemies, are named Hu-16180, Hu-21030, Hu-31122, Hu-42318, Hu-57104, GN/Hu-68513, Hu-73011, Hu-81122, and Hu-96917.
- Archon Quest, Chapter I, Act IV: We Will Be Reunited, A Herald Without Adherents