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โ | The zombie infestation is what's going to consume us all! Don't you fools see it?! | โ |
~ Captain Vendara |
Cpt. Vendara | |
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Level | 9 (Legend, Variant 1) 24 (Legend, Variant 2) |
Race | Human |
Zone | The Silver Strand - Stage 6/Wave 1 (Miniboss Stage) ZPCI Stronghold - Stage 9/Wave 1 (Boss Stage) |
Allies | ZPCI |
Captain Vendara is a Miniboss enemy unit (both variants) and a member of the ZPCI in Sonny (2017). They're encountered in The Silver Strand (variant 1) and ZPCI Stronghold (variant 2).
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 9 | |||||||||||
Power | 0 | 1.4 | 362.36 | ||||||||||
Defense | 0 | 0.8 | 207.06 | ||||||||||
Speed | 0 | 0.85 | 220 | ||||||||||
Vitality | 0 | 7 | 1811.79 | ||||||||||
Max HP from Vitality (7*Vitality) | 12682.52 | ||||||||||||
Visible Max HP from Vitality | 12683 | ||||||||||||
Visible Power | 363 | ||||||||||||
Visible Defense | 207 | ||||||||||||
Visible Speed | 220 | ||||||||||||
Damage Taken Mod from Defense | 100% | ||||||||||||
... while Breached (-50% Defense) | 150% | ||||||||||||
... while Exposed (-75% Defense) | 175% | ||||||||||||
Hit. Bonus | 0% | ||||||||||||
Crit. Chance | 5% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 0% | ||||||||||||
Physical Defense | 0% |
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 24 | |||||||||||
Power | 0 | 1.35 | 1790.35 | ||||||||||
Defense | 0 | 1 | 1326.19 | ||||||||||
Speed | 0 | 1 | 1326.19 | ||||||||||
Vitality | 0 | 7.5 | 9946.4 | ||||||||||
Max HP from Vitality (7*Vitality) | 69624.81 | ||||||||||||
Visible Max HP from Vitality | 69625 | ||||||||||||
Visible Power | 1791 | ||||||||||||
Visible Defense | 1326 | ||||||||||||
Visible Speed | 1326 | ||||||||||||
Damage Taken Mod from Defense | 77.378% | ||||||||||||
... while Breached (-50% Defense) | 137.5% | ||||||||||||
... while Exposed (-75% Defense) | 168.75% | ||||||||||||
Hit. Bonus | 0% | ||||||||||||
Crit. Chance | 5% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 50% | ||||||||||||
Physical Defense | 0% |
Abilities[]
Note: Both variants has the same set of abilities.
Drains 100 Focus from target on hit. | AoE Ability. | |||
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+1 duration when first applied. | ||||
Drains 100 Focus from target on hit. | AoE Ability | |||
Dispels 10 positive or negative buffs from target. | ||||
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Charge consumed when buff target is hit with an attack. | ||||
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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 | - Frost Nova (3rd turn & onward) - Strike Order - Trapping Shot - Scatter Shot (4th turn & onward) - Attack |
- First Aid (Self <50% HP) |
Tactics[]
It is highly advised that Sonny has over 1326 speed to outspeed Vendara under normal circumstances. Having over 2040 speed is necessary to outspeed Vendara after being hit by Frost Nova. Both of these thresholds are lowered while Vendara is affected by a speed reducing buff (Slow or Snare).
The main combo to beware is Frost Nova > Scatter Shot > any other attack. Without proper preparation, this combo is a guarenteed 3-hit combo on your team as the first 2 attacks drains all focus. The combo can easily result in the death of an ally.
Be sure to use an ability that either reduces healing received and/or power when Vendara approaches/passes 50% HP, on his next turn Vendara will use First Aid which pretty much behaves like a full HP heal if left unmodified.
Trivia[]
- The player is normally not able to defeat Cpt. Vendara variant 1 in The Silver Strand due to the significant difference in level. The game has a special win condition for that fight, Sonny's HP can't go below 10% and when this threshold is reached, a cutscene plays and the player is taken to the "Victory" screen. However, if the player spends some time training in this zone it's possible to defeat Vendara with some planning.
- Training at level 11+ drops items with the highest level on The Silver Strand. Max level attainable while training here is 16, however this will take a long time due to the XP penalty the party recieves for being overleveled compared to the training enemies. The only benefit the player gets for training to above level 12 is higher stats and skill points.
- The player can randomly gain one of the following tips when being defeated by, or retreating from, variant 2 in ZPCI Stronghold (variant 1 in The Silver Strand has no tips):
- "Vendara carries a powerful first aid kit that he will use when his health drops below half."
- "Vendara has multiple area attacks that can eaisly overwhelm your team if you are not prepared."