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โ | Due to staff shortages and austerity measures, we are unable to do a DAMN THING ABOUT IT! | โ |
~ Foreman Grosk |
Foreman Grosk | |
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Level | 13 (Legend) |
Race | Super Zombie |
Zone | Firewell Factory - Stage 10/Wave 1 (Boss Stage) |
Foreman Grosk, also known as simply Grosk, is a Boss enemy unit in Sonny (2017). They're encountered in Firewell Factory.
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 13 | |||||||||||
Power | 0 | 1.15 | 540.51 | ||||||||||
Defense | 0 | 1.7 | 799.02 | ||||||||||
Speed | 0 | 0.65 | 305.51 | ||||||||||
Vitality | 0 | 5.5 | 2585.06 | ||||||||||
Max HP from Vitality (7*Vitality) | 18095.43 | ||||||||||||
Visible Max HP from Vitality | 18096 | ||||||||||||
Visible Power | 540 | ||||||||||||
Visible Defense | 799 | ||||||||||||
Visible Speed | 306 | ||||||||||||
Damage Taken Mod from Defense | 31.534% | ||||||||||||
... while Breached (-50% Defense) | 93.79% | ||||||||||||
... while Exposed (-75% Defense) | 146.875% | ||||||||||||
Hit. Bonus | 40% | ||||||||||||
Crit. Chance | 0% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 50% | ||||||||||||
Physical Defense | 0% |
Abilities[]
Has the description "Deal # damage and apply Snare to the target, reducing its speed by 80% for one hit (or 2 turns).". | ||||
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Charge consumed when target is hit with an attack. | ||||
AoE ability. Has the description "Deal # damage to all enemy targets.". | ||||
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+1 duration when first applied. Effective duration is 1 turn if โฅ 2 party members alive (2 turns if only 1 is alive). | ||||
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+1 duration when first applied. | ||||
AoE ability if caster <50% HP. | ||||
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Duration immediately ticks down after use. | ||||
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Damages for 200% Power, ignoring target Defense. | ||||
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 | - Super Burn - Hunger Mark - Envelope - Barrage - Area Magma Beam - Fury Flame - Attack |
Note: Envelope, Barrage and Area Magma Beam has similar scalings and CD, meaning Foreman Grosk will likely switch the order of them.
Tactics[]
Foreman Grosk is similar to the War Lizard in that Super Burn is the main threat. The difference with this unit is that it also possesses other abilities that applies negative buffs other than Super Burn. This means that if a party member has multiple buffs, including Super Burn, it can be difficult to dispel it unless Sonny has an ability that can dispel multiple negative buffs (Blaze Aura, Detox, Disrupt). When this situation occurs, the player can wait until the other buffs expire, thus leaving Super Burn active and ready to be dispelled, assuming they can take a DoT tick or two. Alternatively the player can just chance it if they only have Regenerate as a dispelling ability. It isn't impossible to survive all three Super Burn turns either, as long as the afflicted party member is healed enough and have ample defenses.
Whenever Foreman Grosk uses Hunger Mark, the best way of countering it is to use an ability that stuns, as it will completely negate the lifesteal effect since it only lasts for 1 turn effectively. The Suppress buff (-70% Healing) is less effective but might be preferred if the player intends to use their stun after Grosk has used Super Burn, to reduce incoming damage while letting it expire normally.
Trivia[]
- The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
- "Grosk's Super Burn deals massive damage and should be dispelled immediately."
- "Make sure that Grosk's speed is slower than yours in order to prevent his skills from refreshing too quickly."
- "Grosk's Hunger Mark buff will cause his next attack to heal for 300% of its damage. You can stun him to counter this.".
- "Grosk has extremely high armor. Use armor piercing attacks, weapons or bleeds to damage him more effectively.".
- Despite having the Fury Flame ability equipped, this unit doesn't have Flame Splitter which all other units that use Fury Flame has.