โ | PAIRING PROTOCOL - BEGIN! | โ |
~ Artemis |
Artemis | |
---|---|
![]() | |
Level | 25 |
Race | Mechanical |
Zone | The Red Pillars - Stage 4/Wave 1 (Miniboss stage) |
Allies | Apollo |
Artemis is a Boss type enemy unit encountered in Sonny (2017). They're encountered in a Miniboss type stage from The Red Pillars.
Attributes[]
Attribute Notes:
- Values in bold can be encountered in a Legend run (no training), no bold means that these values are only available in training fights.
- Italic values cannot be encountered in training despite being coded in the game due to Sonny's level being +1 higher than the zone level when entering a new zone, on a legend run.
- Buffs cannot reduce Power/Defense/Speed below 1. This also applies to Vitality but it normally cannot be modified in battle.
- For Defense specifically, this means that the Damage taken Mod becomes ~200% while both breached and exposed. See this this page for more info.
- Visible Power/Defense/Speed is rounded to nearest integer. If the actual value ends exactly in ".5", then it will be rounded to nearest even integer. Visible (Max) HP is rounded up.
- Abilities can also have Hit./Crit. Bonuses, which are listed under the Abilities section.
- Only Physical Defense is shown because the other elemental defenses are not used at all on units. They can still get non-physical elemental defense from certain abilities.
Base | Mod | Lvl 25 | |||||||||||
Power | 0 | 1.25 | 1778.18 | ||||||||||
Defense | 0 | 1.2 | 1707.05 | ||||||||||
Speed | 0 | 1.1 | 1564.8 | ||||||||||
Vitality | 0 | 7 | 9957.8 | ||||||||||
Max HP from Vitality (7*Vitality) | 69704.58 | ||||||||||||
Visible Max HP from Vitality | 69705 | ||||||||||||
Visible Power | 1778 | ||||||||||||
Visible Defense | 1707 | ||||||||||||
Visible Speed | 1564 | ||||||||||||
Damage Taken Mod from Defense | 59.874% | ||||||||||||
... while Breached (-50% Defense) | 125% | ||||||||||||
... while Exposed (-75% Defense) | 162.5% | ||||||||||||
Hit. Bonus | 0% | ||||||||||||
Crit. Chance | 0% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 0% | ||||||||||||
Physical Defense | 0% |
Abilities[]
![]() |
Triggers at the end of their turn. | |||||
Has the description "Heal X HP.". | ||||
![]() |
||||
![]() |
||||
+1 duration when first applied. | ||||
A.I. Ability Order[]
A.I. Notes:
- The A.I. prefers to use the topmost item in the left list, which is ranked according to the abilities' total scaling and A.I. score bonuses. For attacks specifically, their cooldown also plays a part in the rankings (the longer the cooldown, the higher it goes).
- When an ability's Max HP Threshold condition is met and it's off cooldown, then that ability is added to the left list, in most cases to the top.
- If an ability cannot be used due to being on cooldown, incl. silences, then the A.I. moves down the list to the next ability. If no abilities are available, then the A.I. skips their turn.
- The A.I. will also not use healing abilities with 100% HP Threshold if all their teammates have full HP.
- The A.I. does have a chance of not following the list and instead picking a random ability. The chance depends on it's A.I. type and the difference in total scaling & A.I. Score Bonuses.
- It might also pick a different ability if the valid target(s) has:
- Increased elemental defense against an element one of their available abilities has.
- High Defense and the A.I. has access to an ability that deals piercing damage.
- The A.I. prefers targeting units with low HP% (both attacks & heals) and a high Damage Taken Mod (only attacks). Buffs that increases damage/healing taken also affect the targeting priority.
- Again, the A.I. has a chance of targeting a random unit instead. The chance depends on it's A.I. type, the difference in HP% & difference in Damage Taken Mod.
A.I. Type | This unit has the A.I. type "Normal". They tend to follow the list and targeting priority, but can sometimes switch it up with a random ability or target. | ||
Phases | Ability Preference List | HP Threshold Abilities | Passive Abilities |
Phase 1 | - Shadow Spear (5th turn & onward) - Attack |
- Ghost Haste (2nd turn & onward) (Ally <100% HP) - Lunar Heal (4th turn & onward) (Team member <70% HP) |
- Unification |
Tactics[]
Artemis is faster than Apollo and often gives him the Haste buff (+30% Speed), which also increases his hit chance. Her main threat, however, is her passive, which strengthens her every turn after Apollo has been defeated. Lightning Strain's Warp Strike can reduce her Focus and slow her from powering up. Attack both at the same time and ensure that their health is close enough so that when one is defeated, the other can be defeated within a couple of turns. If needed, Wound can help redirect allies to attacking whoever has more health.
Trivia[]
- This unit is likely based of the Olympian deity Artemis, which among other things represent the Moon. Their Lunar Heal ability is named after it.