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โ€œ Gushing gigabytes! These two are supercharged! Altered versions of strains you'll have seen before. โ€ž
~ Dr Herregods to the party
Elder Treant
Elder Treant in battle.
Level 9 (Legend)
Race Mutant
Zone Tera Jungle
- Stage 6/Wave 1 (Miniboss Stage)
Allies Elder Titan

Elder Treant is a Miniboss enemy unit in Sonny (2017). It is encountered in 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 0.5 129.41
Defense 0 1 258.83
Speed 0 0.75 194.12
Vitality 0 3 776.48
Max HP from Vitality (7*Vitality) 5435.36
 
Visible Max HP from Vitality 5436
Visible Power 129
Visible Defense 259
Visible Speed 194
 
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[]

 
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
 

 
Wild Instict
Element
Type
Range
Target
Physical
Active
Ranged
Party Member
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
6
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Ability mispelled, should be "Wild Instinct".
 
Wild Instict
Target Buff Description
Power increased by 70% and defense increased by 70%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
2
+1 duration when first applied. Buff mispelled, should be "Wild Instinct".
 

 
Cripple
Element
Type
Range
Target
Physical
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
135% Power
+50%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Damage multiplied by 1.05.
 
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.
 

 
Wound
Element
Type
Range
Target
Physical
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
120% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Damage multiplied by 1.05. Has the description "Deal # damage and apply Bleed to the target for 3 turns. Bleed causes extra damage to the target each time it is hit. Your allies are also more likely to attack bleeding targets.".
 
Bleed
Target Buff Description
Take # extra damage each time this unit is hit.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
99
3
Charge (hidden) consumed when target is hit. Damages for 47.5% Power, ignoring target Defense.
 

 
Rejuvenation
Element
Type
Range
Target
Nature
Active
Ranged
Party Member
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
2
-100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Super Regen
Target Buff Description
Recovering # HP each turn.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
5
Heals for -100% Power.
 

 
Wood Weave
Element
Type
Range
Target
Nature
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Wood Weave
Aura Description
Aura Notes
Whenever this unit casts a healing ability, its power is increased by 20%.
Power grows by 20% 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 - Cripple
- Wound
- Wild Instict
- Rejuvenation (Team member <100% HP)
- Attack
- Wood Weave


Tactics[]

Much like the Treants killing the Elder Treant should be a high priority due to their ability to grow their Power. While the latter has significantly more health, they also have lower Power, to the point where they're not a huge threat even after a few heal. Pacify, used by Dr Herregods, applies Weaken (-50% Power) which significantly reduces their Power growth if applied on them. or use Break to stall their heals.

The rest of the Elder Treant's kit focuses on applying Physical buffs and buffing a team member, which can make the Elder Titan's attacks hit harder, especially when they use Claw. Focusing attacks on this unit will make them use Wild Instict on themselves rather than their ally.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "The Elder Treant's power increases permanently each time it heals."

See Also[]

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