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โ€œ The zombie infestation is what's going to consume us all! Don't you fools see it?! โ€ž
~ Captain Vendara
Cpt. Vendara
Captain Vendara in The Silver Strand.
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.

 
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
 

 
Frost Nova
Element
Type
Range
Target
Frost
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
100% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
500%
100%
Reaction
Notes
Drains 100 Focus from target on hit. AoE Ability.
 
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.
 

 
Scatter Shot
Element
Type
Range
Target
Lightning
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
100% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
4
100%
100%
Reaction
Notes
Drains 100 Focus from target on hit. AoE Ability
 

 
First Aid
Element
Type
Range
Target
Nature
Active
Ranged
Self
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
99
-3000% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
50%
Reaction
Notes
Dispels 10 positive or negative buffs from target.
 

 
Strike Order
Element
Type
Range
Target
Shadow
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
6
40% Power + 20% Target Current HP
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
150%
100%
Reaction
Notes
 
Strike Mark
Target Buff Description
This unit takes 200% extra damage.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
2
Charge consumed when buff target is hit with an attack.
 

 
Trapping Shot
Element
Type
Range
Target
Frost
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
120% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Stun
Target Buff Description
Unit is stunned and cannot act.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
 

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."

See Also[]

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