โ | My dream keeper holds the memories of my true intentions. Let her share them with you. | โ |
~ Baron Brixius to the party |
Dream Keeper | |
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Level | 17 ~ 24 18 ~ 19, 21 (Legend) |
Race | Zombie |
Zone | Blackhall Keep - Stage 5/Wave 1 ~ 3 - Stage 6/Wave 1 ~ 2 - Stage 7/Wave 2 - Training (2/5 Fights) |
Allies | Shade Zombie Oracle Executioner Plague Assassin |
Dream Keeper is a Normal enemy unit in Sonny (2017). They're encountered in Blackhall Keep.
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 17 | Lvl 18 | Lvl 19 | Lvl 20 | Lvl 21 | Lvl 22 | Lvl 23 | Lvl 24 | ||||
Power | 0 | 0.9 | 662.97 | 730.35 | 800.59 | 873.67 | 949.54 | 1028.16 | 1109.52 | 1193.57 | |||
Defense | 0 | 1 | 736.63 | 811.5 | 889.55 | 970.74 | 1055.04 | 1142.4 | 1232.8 | 1326.19 | |||
Speed | 0 | 1.2 | 883.96 | 973.8 | 1067.46 | 1164.89 | 1266.05 | 1370.88 | 1479.36 | 1591.42 | |||
Vitality | 0 | 2.2 | 1620.59 | 1785.29 | 1957 | 2135.63 | 2321.09 | 2513.29 | 2712.15 | 2917.61 | |||
Max HP from Vitality (7*Vitality) | 11344.14 | 12497.05 | 13699.03 | 14949.42 | 16247.6 | 17593 | 18985.06 | 20423.28 | |||||
Visible Max HP from Vitality | 11345 | 12498 | 13700 | 14950 | 16248 | 17594 | 18986 | 20424 | |||||
Visible Power | 662 | 730 | 801 | 874 | 950 | 1028 | 1110 | 1194 | |||||
Visible Defense | 737 | 811 | 890 | 970 | 1055 | 1142 | 1233 | 1326 | |||||
Visible Speed | 884 | 974 | 1067 | 1165 | 1266 | 1371 | 1479 | 1591 | |||||
Damage Taken Mod from Defense | 77.378% | ||||||||||||
... while Breached (-50% Defense) | 137.5% | ||||||||||||
... while Exposed (-75% Defense) | 168.75% | ||||||||||||
Hit. Bonus | 0% | ||||||||||||
Crit. Chance | 15% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 0% | ||||||||||||
Physical Defense | 0% |
Abilities[]
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+1 duration when first applied. | ||||
Enemy Version. | ||||||
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Enemy Version. Reflected damage does not ignore attacker Defense. | |||||
Grows target's Power with 5% of their current Power. | ||||
Silences target's previously used ability for 5 turns on hit. | Has the hidden description "Increases target's CD of previous spell by 5 turns.". | |||
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 | - Forbid (5th turn & onward) - Shadow Heal (Party member <100% HP) - Dream State - Attack |
- Black Mirror |
Note: Dream Keepers will almost never use Attack unless Shadow Heal is silenced or enemy team has full HP. Furthermore, Dream State is normally used if their team has full HP (for ex. Sonny's party has lower Speed and Dream Keeper gets first turn).
Tactics[]
Either reduce the Dream Keeper's Speed or silence their Shadow Heal ability in order to stop them from healing their team and increasing their Power.
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[]
- Baroness Marie uses the same art but a different palette of this unit.