- For the final super boss in Sonny 2, see Versu the Corruptor.
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โ | The land must eat so that it can give! | โ |
~ Corrupter |
Corruptor | |
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Level | 9 (Legend) |
Race | Super Zombie |
Zone | Tera Jungle - Stage 9/Wave 1 (Boss Stage) |
Corrupter, also know as Corruptor, is a Boss enemy unit and the final boss of Tera Jungle.
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 | 0.8 | 207.06 | ||||||||||
Defense | 0 | 1.25 | 323.53 | ||||||||||
Speed | 0 | 0.65 | 168.24 | ||||||||||
Vitality | 0 | 6 | 1552.96 | ||||||||||
Max HP from Vitality (7*Vitality) | 10870.73 | ||||||||||||
Visible Max HP from Vitality | 10871 | ||||||||||||
Visible Power | 207 | ||||||||||||
Visible Defense | 324 | ||||||||||||
Visible Speed | 168 | ||||||||||||
Damage Taken Mod from Defense | 56.155% | ||||||||||||
... while Breached (-50% Defense) | 121.875% | ||||||||||||
... while Exposed (-75% Defense) | 160.938% | ||||||||||||
Hit. Bonus | 0% | ||||||||||||
Crit. Chance | 15% | ||||||||||||
Stun Resist | 35% | ||||||||||||
Focus Drain Resist | 35% | ||||||||||||
Physical Defense | 0% |
Abilities[]
AoE ability. | ||||
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Damages for 450% Power, ignoring target Defense. Also adds a -100000% A.I. Melee modifier. | ||||
AoE ability. | ||||
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Damages for 50% Power, ignoring target Defense. | ||||
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Power grows by 20% of the aura caster's current Power when it triggers. | |||||
While in phase 1, it's HP cannot go below 50% HP. Once they reach 50% HP, they'll enter phase 2 and gain the following abilities:
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Damages for 300% Power, ignoring target Defense. | ||||
Enemy version. | ||||||
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Heals for 80% Power at the start of each turn. | |||||
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Heals for -100% Power. | ||||
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 | - Acid Vapor - Super Deadly Wrap (3rd turn & onward) - Thrash - Attack |
- Wood Weave | |
Phase 2 (<50% HP) | - Growth Seed - Acid Vapor - Widow Sting (Phase 2, 2nd turn & onward) - Super Deadly Wrap - Thrash - Attack |
- Wood Weave - Syntesis (Regrowth) |
Tactics[]
Defeating the boss quickly as possible when they reach phase 2 is optimal to deal with the constant regeneration and its passive that increases its Power. Iron Slam can be used to decrease the Corruptor's overall healing so the Corruptor cannot stall out the fight. Drill Strike can also be used to quicken the fight due to its power.
Trivia[]
- The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
- "At 50% HP the Corruptor gains new abilities."
- "Avoid using melee attacks when affected by Deadly Wrap."
- "The Corruptor's power increases permanently each time it heals."
- The name Corrupter is only used in the story segments. This unit will use the name Corruptor while in battle, and is also referred as such from the tips.
- The Rare Weapon dropped in this stage is also named after Corruptor.
- While no abilities from Sonny and co. can drain Focus , the evolution Stagger can be evolved onto any of Sonny's attacks, which makes them drain 20 focus on hit. The 35% Focus drain resistance would the reduce this to 13 Focus drain per hit.