- For the super boss in Sho'Tul Shelf, see Doctor Klima (Sonny 2).
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โ | What's the point in a super zombie if they aren't enormous, part mech or just plain wicked AWESOME? | โ |
~ Dr. Klima |
Dr. Klima | |
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Level | 23 |
Race | Zombie |
Zone | ZPCI Stronghold - Stage 6/Wave 1 |
Allies | InfectAid, ZPCI |
Doctor Theodore Klima, also known as Dr. Klima, is a mini-boss within the ZPCI Stronghold in Sonny (2017).
Background[]
Before The End of The World, Doctor Klima was colleagues with Doctor Herregods and Doctor Brandt. They were leading researchers in reanimation, but instead of trying to find a cure, as they were meant to do, he and Brandt became obsessed with trying to create alternative strains to the virus.
Eventually, the three went their separate ways and Klima began creating super zombies, soon joining InfectAid.
Involvement[]
He is responsible for the mutated zombies seen around the various Zones. After reaching the ZPCI Stronghold and battling wave after wave of ZPCI goons, he comes across Sonny and his companions, dying in battle.
Personality[]
In his youth, he was as Doctor Herregods describes a genius, scientific researcher of zombies obsessed with creating alternative strains to the zombie virus, similarly to Dr. Brandt and in contrast to Doctor Herregods himself, who wanted to find the cure instead. Provocative & fascinated by the prospect of benefitting from the zombie virus, Dr. Klima would eventually end up in contact with Carbon and become his leading researcher & willing co-conspirator in his conspiracy to create a new world with super zombies.
Over time, Dr. Klima's personality transformed from the provocative, ambitious, genius young researcher that Herregods once knew into a deranged, mad scientist that created abominable monstrosities that were unleashed in many areas and became obsessed with his research to the point of unleashing his experiments in the wide open world to kill others & attempting to intercept Sonny by himself to use his DNA for further research. This attempt would bring about his demise at the hands of Sonny & Co.
Dr. Klima's obsession with his research had taken him down a path far darker than Dr. Brandt ever walked. Whereas Dr. Brandt never truly lost sight of maintaining the humanity in his experiments & was trying to benefit mankind with immortality, Dr. Klima's test subjects were mostly inhuman monsters that attacked others on sight.
Post-mortem, Zakk theorized that Dr. Klima was a great mind who had become blinded by principle; an Achilles heel of many geniuses who might have made similar mistakes in Dr Klima's position. Veradux on the other hand, believed that Dr. Klima was simply nuts & needed to be taken out.
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 23 | |||||||||||
Power | 0 | 0.65 | 801.32 | ||||||||||
Defense | 0 | 1.25 | 1541 | ||||||||||
Speed | 0 | 0.9 | 1109.52 | ||||||||||
Vitality | 0 | 7 | 8629.57 | ||||||||||
Max HP from Vitality (7*Vitality) | 60407.02 | ||||||||||||
Visible Max HP from Vitality | 60408 | ||||||||||||
Visible Power | 801 | ||||||||||||
Visible Defense | 1541 | ||||||||||||
Visible Speed | 1110 | ||||||||||||
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 | 0% | ||||||||||||
Focus Drain Resist | 50% | ||||||||||||
Physical Defense | 0% |
Abilities[]
Heal caster with 100% of total damage dealt after use. | AoE ability. | |||
Enemy Version. | ||||||
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Enemy Version. Reflected damage does not ignore attacker Defense. | |||||
Grows target's Power with 28% of their current 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 | - Eco Nova (4th turn & onward) - Attack |
- Boosted Growth (3rd turn & onward) (Self <100% HP) - Auto Heal (Self <85% HP) |
- Black Mirror |
Note: Boosted Growth and Eco Nova is likely still prefered above Auto Heal when Dr. Klima is below 85% HP, due to their score bonuses.
Tactics[]
Use Suppress buff (-70% Healing received) and silencing effects to reduce the healing output of Dr. Klima.
Damage from buffs, i.e. those applied from Wound, Fire Strike, Sear and Venom Claw do not trigger the Black Mirror aura. As such they're a great way of dealing damage without taking increased reflected damage as well.
Trivia[]
- "Klima" in German means "Climate".
- Doctor Klima in Sonny 2 has similar abilities to this unit, although they have much higher health and a more powerful heal, which requires a different strategy than the 2017 variant.
- Likewise, as a reference to the Sonny 2, Veradux mentions that Klima's suit is a "crazy new version of my suit", as in Sonny 2, Klima's equipment is one of the best equipment sets for him.