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โ€œ When they're enraged, they'll hit a lot harder. Watch out when that happens! โ€ž
~ Veradux to Sonny
Firespitter
Firespitter in The Silver Strand.
Level 2 ~ 9, 24 ~ 25
5 ~ 6, 24 ~ 25 (Legend)
Race Animal
Zone The Silver Strand
- Stage 5/Wave 2
- Stage 6/Wave 2
- Stage 7/Wave 1
- Training (1/3 Fights)
The Red Pillars
- Stage 1/Wave 2
- Stage 2/Wave 2
- Stage 3/Wave 2
Allies Acid Zombie
Suit Zombie
Walker (Training)
Spartan
Naga
Warlock

Firespitter is a Normal enemy unit in Sonny (2017). They're encountered in The Silver Strand.

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 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Lvl 9 Lvl 24 Lvl 25
Power 0 0.6 25.0935.5248.9465.1684.01105.37129.16155.3795.71853.53
Defense 0 0.8 33.4547.3565.2586.87112.01140.5172.22207.061060.951138.03
Speed 0 0.65 27.1838.4853.0270.5991.01114.16139.93168.24862.02924.65
Vitality 0 0.8 33.4547.3565.2586.87112.01140.5172.22207.061060.951138.03
Max HP from Vitality (7*Vitality) 234.18331.48456.78608.12784.05983.491205.531449.437426.657966.24
 
Visible Max HP from Vitality 2353324576097859841206145074277967
Visible Power 2536496584105129155796854
Visible Defense 3347658711214017220710611138
Visible Speed 2738537191114140168862925
 
Damage Taken Mod from Defense 100%
... while Breached (-50% Defense)150%
... while Exposed (-75% Defense)175%
 
Hit. Bonus 0%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Abilities[]

 
Fire Spit
Element
Type
Range
Target
Fire
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 

 
Rage
Element
Type
Range
Target
Fire
Active
Ranged
Self
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
6
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
500%
100%
Reaction
Notes
Version 1.
 
Berserk
Caster Buff Description
Power increased by 300%.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Positive
1
+1 duration when first applied. Duration ticks down once after being applied.
 

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 - Rage (3rd turn & onward)
- Fire Spit


Tactics[]

When the Firespitter uses Rage, using Break will make them waste a turn, which would nullify the effects of Rage as the buff only lasts for one turn. Alternatively, Cripple can be used if Sonny has low speed so the Firespitters would attack less frequently while Guard can help lower any potential damage from the buff.

Trivia[]

  • Firespitters are the only enemy unit that can be encountered in 10 different unit levels, which is the maximum amount of levels of all enemies.

See Also[]

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