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For the character in Sonny and Sonny 2, see Baron Brixius.
โ€œ I would do it all again for that moment when Marie's beautiful eyes opened once more. โ€ž
~ Baron Brixius
Baron Brixius
Baron Brixius in battle.
Level 22 (Legend)
Race Zombie
Zone Blackhall Keep
- Stage 10/Wave 1 (Boss Stage)
Allies Baroness Marie

Baron Brixius is a Boss enemy unit in Sonny (2017). They're encountered in Blackhall Keep together with Baroness Marie.

Personality[]

This section contains spoilers.
This section contains spoilers for certain events from the games. You have been warned.

Baron Brixius probably has the most radical change compared to his flash counterpart out of all the characters that returned in the remake. He is no longer a leader of a cult or psychopathic, instead he is a lovesick Baron who is determined to resurrect Baroness Marie Florenza, his wife, going by any lengths to achieve this, including creating a virus to create zombies.

He also goes against popular belief about him. Doctor Herregods states that history books portrayed him as a "warmonger", which the Baron denies, saying he is a man of peace.

Involvement[]

Baron Brixius welcomes Sonny and his team to Blackhall Keep, as they went there to secretly enter the ZPCI Stronghold, assuming that the rumours that Blackhall Keep was the source of the end of the world were false. Throughout the zone, they learn more about the Baron such as his motive behind the virus. With him ultimately apologizing for his actions, saying, however, he will not apologize for loving Marie.

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 22
Power 0 0.7 799.68
Defense 0 1 1142.4
Speed 0 0.65 742.56
Vitality 0 6.5 7425.62
Max HP from Vitality (7*Vitality) 51979.32
 
Visible Max HP from Vitality 51980
Visible Power 800
Visible Defense 1142
Visible Speed 743
 
Damage Taken Mod from Defense 77.378%
... while Breached (-50% Defense)137.5%
... while Exposed (-75% Defense)168.75%
 
Hit. Bonus 25%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Abilities[]

 
Attack
Element
Type
Range
Target
Physical
Basic Attack
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
30%
100%
Reaction
Notes
 

 
Chroma Screen
Element
Type
Range
Target
Shadow
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Chroma Screen
Aura Description
Aura Notes
At the end of each turn, unit gains extra defense against the last element used against it.
 
Protected
Target Buff Description
[ELEMENT] defense increased by 200%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
3
+1 duration when first applied. [ELEMENT] is the buff's current element. When attacked with a different element than the buff, the old buff expires and a new buff using the attack element is applied.
 

 
Dark Absorb
Element
Type
Range
Target
Shadow
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Dark Absorb
Aura Description
Aura Notes
Increases power by 7% each time this unit is hit.
Triggers when caster is hit with an attack.
 

 
Speed Absorb
Element
Type
Range
Target
Shadow
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
90% Power
+50%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Grows caster's Speed with 20% of their current Speed on hit.
 
Slow
Target Buff Description
Speed reduced by 35%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
2
+1 duration when first applied.
 

 
Area Forbid
Element
Type
Range
Target
Shadow
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
6
130% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
7
100%
550%
100%
Reaction
Notes
Silence target's previously used ability by 50 turns on hit. AoE ability.
 

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 - Area Forbid (7th turn & onward)
- Speed Absorb
- Attack
- Chroma Screen
- Dark Absorb


Tactics[]

Targeting the Baron first works as the Baron becomes both faster and stronger the longer the fight lasts. Due to his weak base stats, it is generally recomended to try and take him down with a few amount of attacks as possible as he only gets stronger with each attack and not with the amount of damage dealt to him. The Fire Strain can use Blast which can damage the Baron for a great amount of damage on crit, especially if the player also makes use of the Breach (-50% Defense) buff from Magma Beam. Arc Flash from the Lightning Strain will also be as effective. An alternative way of dealing damage is through the use of buffs, such as from Wound. These do not trigger either Chroma Screen or Dark Absorb.

If the fight against Baron takes a long amount of time, their stats will eventually become so high that Sonny's party has a hard time hitting the Baron, and the Baron's attacks will deal massive damage. The Power and Speed growth can be reduced through the use of stat reduction buffs, namely Weaken (-50% Power), Slow (-35% Speed) and Snare (-80% Speed until hit).

Trivia[]

  • The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
    • "The Baron and Baroness do not start with much power, but they become increasingly strong as the fight goes on."
    • "Make sure you have enough active skills with short cooldowns to survive the Baron's silence ability."

See Also[]

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