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An ancient humanoid war machine.
They are said to be remnants from a lost ancient nation. Some believe that they were developed not as war machines, but as protectors of the ruins.
Though that hypothesis does not explain why would they choose to employ explosive weaponry inside the very ruins they are supposed to protect...

Ruin Guards are Elite Enemies that are part of the Humanoid Ruin Machines enemy group and the Automatons family.

For specific locations, see the Official interactive Map.

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,[1] 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.

Drops

Item Mora.png ≤600 Mora
Item Chaos Core.png Lv.60+ Chaos Core
Item Berserker.png3-4★ Set Berserker
Item Instructor.png3-4★ Set Instructor
Item The Exile.png3-4★ Set The Exile

Stats

Resistances
Physical Pyro Hydro Electro Cryo Anemo Geo
70% 10% 10% 10% 10% 10% 10%

The following table describes the level scaling. Note that values may change in Co-Op, some Quests, and certain Domains. The change usually involves multiplying some of the values by a constant scale factor.

Level HP ATK DEF
1 510 152 505
5 1,149 255 525
10 2,006 407 550
15 3,574 643 575
20 6,196 1,004 600
25 8,016 1,371 625
30 10,310 1,639 650
35 14,620 1,974 675
40 18,864 2,450 700
45 25,152 3,049 725
50 34,975 3,779 750
55 43,028 4,477 775
60 58,669 5,322 800
65 69,880 6,284 825
70 91,364 7,346 850
75 104,446 8,376 875
80 129,960 9,452 900
85 142,971 10,279 925
90 170,479 11,419 950
95 194,242 13,099 975
100 257,356 14,773 1,000

Abilities and Attacks

  • Stomp: Raises one of its feet and stomps the ground, dealing 50% ATK[2] as AoE Physical DMG.
  • Clap: If a player is still within melee range after a Stomp attack, the Ruin Guard may lean down and clap powerfully using its hands, dealing 70% ATK[2] as AoE Physical DMG in front of itself.
  • Punch and Jump Combo: Bringing both fists together before performing, it will do spinning punches twice, dealing 40% ATK and 60% ATK[2] as Physical DMG, before jumping into the air and landing onto the player's location (telegraphed by a red circle) and dealing 80% ATK[2] as AoE Physical DMG.
  • Spin: Begins to spin its upper body and further extend their arms' reach. While spinning, it will slowly march towards the player. This attack lasts for ~7 seconds and rapidly deals 60% ATK[2] as Physical DMG to players caught in the attack.
  • Missiles: 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 with missile cannons 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 each deal 25% ATK[2] as Physical DMG on 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.

Previews

Strategy

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 weak points; 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 at the weak point, the Ruin Guard will collapse and deactivate 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.

Due to the Ruin Guard's high Resistance to Physical DMG, elemental attacks are generally recommended when fighting them.

Whenever they perform their Bombardment attack, there is an opening for a bow user to disable them before the missiles can be launched. If the missiles are successfully launched, one can dash out of the missiles' path when they're close to hitting.

The spinning attack is by far the most dangerous attack, as it deals high damage to anyone caught in its range while continuously staggering them for long periods of time. Therefore, it is advisable to stay out of its range and pay attention to one's surroundings to avoid being cornered. Note that in this state, the Ruin Guard can still be stunned if its weak points are struck.

Locations

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".'

Achievements

1 Achievements match the category selection:

Achievement Category Description Primogem
The Bigger They Are... Wonders of the World Wonders of the World Paralyze a Ruin Guard by attacking its weak point. 5

Trivia

  • 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.
  • The Ruin Guards at the Thousand Winds Temple and Nameless Island are the only two respawnable Ruin Guards with a title.

Gallery

Other Languages

Language Official Name Literal Meaning
English Ruin Guard
Chinese
(Simplified)
遗迹守卫
Yíjì Shǒuwèi
Ruin Guardian
Chinese
(Traditional)
遺蹟守衛
Yíjī Shǒuwèi
Japanese せきしゅえい
Iseki Shu'ei
Ruin Guard
Korean 유적 가디언
Yujeok Gadieon
Ruin Guardian
Spanish Guardián de las RuinasGuardian of the Ruins
French Gardien des ruinesRuin Guardian
Russian Страж руин
Strazh ruin
Guardian of the Ruins
Thai Ruin Guard
Vietnamese Thủ Vệ Di TíchRuin Guard
German RuinenwächterRuin Guard
Indonesian Ruin Guard
Portuguese Guarda das RuínasGuard of the Ruins

References

  1. Archon Quest, Chapter I, Act IV: We Will Be Reunited, A Herald Without Adherents
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Damage calculations taken from Damage

Change History

Released in Version 1.0

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