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Sonavel Guardian Raid Guide

Last Updated: March 3rd 2024

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Introduction

Sonavel is the first Raid Level 7 Guardian, with an Item Level requirement of 1580. He drops Tier 3 Accessories, Bracelets, Ability Stones, and Upgrade Materials as well as rare drops including Engraving Books. An additional Legendary Galewind rune is also obtainable. Many basic attacks of Sonavel are borrowed from the Levanos Guardian Raid. So if you know this fight, then Sonavel will feel familiar to you.

Recommended Battle Items:

Player1: Flare
Player2: Pheromone Bomb
Player3: Pheromone Bomb
Player4: Destruction Bomb or Dark Grenade
And an HP Potion of your choice.

This Guardian guide assumes you know the basics of a Guardian Raid. Check out the General Guardian Raid Guide to learn more.

Raid Mechanics

Raid mechanics cover the passive mechanics that are persistent through the entire raid.

Getting hit by major attacks from Sonavel during Phases 1 & 2 will inflict a stacking Crit Rate and Stagger Damage reduction debuff. Phase 3 inflicts a movement speed debuff instead.

Brilliant Crystal:

  • Lasts 40 seconds.
  • -5% Crit Rate & -10% Stagger Damage per stack.
  • These stacks can be cleansed using Purify, Panacea or any support ability that cleanses.
  • Stacks up to 4 times.
  • On 4th stack, the debuff is replaced with Blind.

Blind:

  • Lasts 15 seconds.
  • -20% Crit Rate, -40% Stagger.
  • Cannot be cleansed!

Crystal Erosion:

  • Lasts 40 seconds.
  • -5% movement speed per stack.
  • These stacks can be cleansed using Purify, Panacea or any support ability that cleanses.
  • Stacks up to 4 times.
  • On 4th stack, you get imprisoned for 10 seconds.
  • If your teammates don't break you free within 5 seconds, Sonavel grabs you and slams you on the ground.

Phase 1

Stagger + Destruction
Transition (Pheromone 1)

Stagger + Destruction

Description

  1. When a certain amount of HP is removed from Sonavel, he will break down and a destruction check will begin.
  2. Use skills with Weak Point to destroy the armor.
  3. Once destroyed, Sonavel will take increased damage for the rest of the phase.
  4. This will not have to be repeated when he leaves in Phase 2.

Transition (Pheromone 1)

Telegraph

  1. A bright beam emits from his body into the air.
  2. Sonavel glows golden.
  3. Rainbow-colored waves are surrounding him.

Description

  1. Player 2 should throw his Pheromone Bomb as per global party rules.

Phase 2

Ball Companion
Ball Companion 4 Stacks
Transition (Pheromone 2)

Ball Companion

Telegraph

  1. An orange ball surrounded with glyphs will spawn, accompanying Sonavel wherever he goes.

Description

  1. If this ball is hit by Sonavel's Light Rays, Teleport, Frontal Cone or Diamond attack, it gains 1 crystal stack and repeats that attack.
  2. Getting hit by attacks repeated by the Ball Companion will inflict 1 debuff stack on you.
  3. If the Ball Companion reaches 4 stacks, it triggers a mechanic, spawning an arena with a Stagger + Destruction check.
  4. Dark Grenade can be thrown onto the Ball to disable it for a period of time.

Ball Companion 4 Stacks

Telegraph

  1. The Ball Companion vanishes and fuses with Sonavel.
  2. A giant arena is formed around him.
  3. A stagger bar appears below the Guardian.
  4. Four Diamond Cones spawn in cardinal directions.

Description

  1. Avoid the Diamond Cones, while staggering Sonavel.
  2. Once staggered, quickly perform the Destruction check to resolve the mechanic, causing Sonavel to take increased damage for the rest of the phase and simplifying his patterns.
  3. Remember, white slices are safe if looking away (medusa).

Transition (Pheromone 2)

Telegraph

  1. Sonavel surrounds himself in a large Red aura.
  2. His body color changes to black.

Description

  1. Player 3 should throw his Pheromone Bomb as per global party rules.

Phase 3

Sonavel Speed-up

Description

  1. Sonavel gains heavily increased Damage, Attack Speed and Movement Speed during Phase 3, as well as taking increased damage until the fight ends.
  2. Crit Rate and Stagger Damage debuff is replaced with a Movement Speed debuff instead.
  3. Most of his attacks gain additional effects and are slightly altered.
  4. All dangerous patterns are now colored red.

Debuff Inflicting Patterns

Ball of Light
Shards
Light Rays
Triple Slam
Teleport
Diamond
Frontal Cone

Ball of Light

Telegraph

  1. Sonavel raises both of his arms.
  2. He is surrounded by a faint light.
  3. A ball of light is generated underneath a random player.

Description

Phase 1 & 2

  1. Trigger it immediately, then look away from the explosion (medusa).
  2. Getting hit by the ball and looking towards the explosion will both inflict 1 debuff stack. Make sure to cleanse after this pattern.
  3. (Optional) Kite the ball away from the boss.
  4. After a while, it will stop following you and explode.

Phase 3

  1. On contact, it splits into multiple smaller balls that travel outwards and explode.
  2. Don't be afraid to trigger the ball instantly in Phase 3 as the smaller balls will be too far to hit you.
  3. An explosion on triggering it does not occur in Phase 3.
  4. Getting hit will inflict 1 debuff stack.

Shards

Telegraph

  1. Very similar to Ball of Light, except he doesn't fully raise his arms.
  2. Light surrounds Sonavel.
  3. He shoots out two waves of shards: 1st inside, 2nd outside.

Description

  1. Avoid the areas the shards leave on the ground.
  2. Outside, then inside safe.
  3. Getting hit by this inflicts 1 debuff stack.
  4. You can get hit by multiple shards at the same time if they overlap.

Light Rays

Telegraph

  1. Sonavel emits 3 rays of light from his body.

Description

The Ball Companion will repeat this attack if hit by it and gains a stack.

Phase 1 & 2:

  1. Avoid the Light Rays. There will always be a safe spot behind him or on one of his sides.
  2. Inflicts 1 debuff stack if hit.

Phase 3:

  1. Sonavel emits an additional Light Ray, creating a cross shape around his body.
  2. When standing in the safe zones, do not look at the boss (medusa).
  3. Inflicts 1 debuff stack when looking towards the boss or getting hit by the red areas.

Triple Slam

Telegraph

  1. Sonavel lunges forwards, striking the ground in front of him 3 times.

Description

Phase 1

  1. Stand in the back or to the sides to avoid it.

Phase 2 & 3

  1. Directly behind him is a safe spot as long as you stand close.
  2. A hollow shockwave traveling outwards is created on the 3rd slam.
  3. Getting hit by the 3rd slam or the shockwave will inflict 1 debuff stack.

Teleport

Telegraph

  1. Sonavel vanishes and reappears slightly after.
  2. A shockwave expands from the place where he reappears.

Description

  1. Getting hit by the center area will inflict 1 debuff stack.
  2. The Ball Companion will repeat this attack if hit by it and gain a stack.
  3. Standing in the shockwave is safe, as long as you look away from the explosion (medusa).

Diamond

Telegraph

  1. A Diamond shaped object spawns on the floor.
  2. Shortly after, it targets a random player with a cone attack.

Description

  1. If you are the target, aim this cone away from your teammates and the Ball Companion.
  2. When it stops moving and locks on, go back to the fight.
  3. You're inflicted with 1 debuff stack when hit.
  4. You may stand in both side areas as long as you look away from the diamond (medusa).
  5. Center tile is not safe!
  6. The Ball Companion will repeat this attack if hit by it and gain a stack.

Frontal Cone

Telegraph

  1. Sonavel digs halfway into the ground and targets a player with a frontal cone attack.

Description

  1. If you are the target, aim this cone away from your teammates and the Ball Companion.
  2. When it stops moving and locks on, go back to the fight.
  3. You obtain full stacks if you get hit by this attack: Blinded in Phase 1 or 2 and Imprisoned in Phase 3.
  4. If the Ball Companion is hit, it will perform a Diamond cone attack.

General Patterns

360° Swipe
Circle
Counter
Slam

360° Swipe

Telegraph

  1. Sonavel pulls his body and his left arm backwards.
  2. Lunges forwards and spins around, hitting players behind him and on his right side.

Description

  1. Very hard to avoid as it has a quick cast time.
  2. Try fighting through it with Push or Paralysis immune skills.
  3. Not required to dodge unless you are playing with no support.

Circle

Telegraph

  1. Sonavel lifts his arms.
  2. Roars and emits a white glow around his body.

Description

  1. After a very short time period, he forms a swirling circle around him that does moderate damage.
  2. Don't stay close!

Counter

Telegraph

  1. Sonavel quickly lifts his arms and begins to glow blue.

Description

  1. Use your counter skill from the front to interrupt him.
  2. The duration in which you can counter is decently long in Phase 1 & 2, but much shorter in Phase 3.
  3. If not countered, he will charge forward with a swirling circle surrounding him.

Counter

Telegraph

  1. Sonavel arches backwards with his arms raised and slams down forward.

Description

  1. Don't stand in front of him.

Credits

Written by Choilicious
Reviewed by Perciculum

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