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โ | You have surprised me again and again, little ones. But now, testing is going to take on a new level of danger. | โ |
~ Celestia |
Celestia | |
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Level | 19 (Legend) |
Race | Cyborg Zonbie |
Zone | Thunder Labs - Stage 10/Wave 1 (Boss Stage) |
Celestia is a Boss enemy unit in Sonny (2017). They're encountered in Thunder Labs.
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 19 | |||||||||||
Power | 0 | 0.35 | 311.34 | ||||||||||
Defense | 0 | 1.05 | 934.02 | ||||||||||
Speed | 0 | 0.9 | 800.59 | ||||||||||
Vitality | 0 | 10 | 8895.47 | ||||||||||
Max HP from Vitality (7*Vitality) | 62268.32 | ||||||||||||
Visible Max HP from Vitality | 62269 | ||||||||||||
Visible Power | 311 | ||||||||||||
Visible Defense | 934 | ||||||||||||
Visible Speed | 801 | ||||||||||||
Damage Taken Mod from Defense | 72.573% | ||||||||||||
... while Breached (-50% Defense) | 134.375% | ||||||||||||
... while Exposed (-75% Defense) | 167.188% | ||||||||||||
Hit. Bonus | 25% | ||||||||||||
Crit. Chance | 15% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 50% | ||||||||||||
Physical Defense | 0% |
Abilities[]
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Caster gains 90 Focus and Target gains 100 Focus after use. | ||||
Drain 100 Focus from targets hit. | AoE ability. Damage multiplied by 1.05. Has the description "Deal # damage to all enemies and deplete their focus.". | |||
30% chance of granting Empower to caster on hit. | Has the description "Deal # damage with 30% chance to gain Empower, increasing your power by 50%.". | |||
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+1 duration when first applied. Duration ticks down once after being applied. | ||||
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+1 duration when first applied. | ||||
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Power grows by 10% of the aura caster's current Power when it triggers. | |||||
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 | - Duel Strike (3rd turn & onward) - Overcharge (3rd turn & onward) - Shockwave - Electro Bolt - Attack |
- Shadow Waltz - Divine Wind |
Note: Will almost never use Attack unless party has significantly increased Lightning defense. Electro Bolt is a basic attack and cannot be silenced.
Tactics[]
Fighting Celestia is like fighting a Samurai, so the same strategy can be applied here. However, this unit has significantly more HP than the latter while having a few additional tools that help increasing the Power growth. Celestia does start with significantly lower Power which does grant the player more time than when fighting a Samurai.
All party members should have enough Speed to have 100% Hit Chance against Celestia, to prevent Shadow Waltz from ever triggering. The Empower buff from Electro Bolt will speed up the Power growth from Divine Wind. If the buff does pop up then it should be dispelled as soon as possible. While Celestia's Power is low, Overcharge is actually more helpful to the party as the Berserk buff can speed up the damage dealing process. However, it does deal a high amoung of damage, which after a few turns can even instantly kill party members at high HP, thus rendering the buff unusable. Like all other Power growth abilities, bringing Dr Herregods and/or Zakk for their Weaken buff can buy more time since it can reduce the growth.
When Celestia's HP goes below 50% HP their Power will stop growing and the fight will not become more difficult. As long as the player reaches this threshold at a quick pace then this fight becomes trivial.
Trivia[]
- The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
- "You can use Celestia's Overcharge buff to deal massive damage back to her."
- "Celestia gains power each turn. Slow her down and drain her Focus to keep her growth under control."
- "Celestia's power growth is multiplicative. Debuffs that reduce her power will also reduce her growth."
- Within KrinLabs, a now defunct forum dedicated to Jakrin Juangbhanich's multiple series, there was a thread titled Sonny 2 Development. In the thread, a user mentions an angel. Due to the images being deleted, it is unknown if the character mentioned was an actual angel or not.
- It is also currently unknown if Celestia draws any inspiration from that character.
- In the original concept art for Celestia, she was named Lumina. It is unknown if Lumina was going to be Celestia's name or if it was a pseudonym.