โ | Based on their gait and behavior, I would say these wolves have been trained. | โ |
~ Dr Herregods to the party |
Frost Wolf | |
---|---|
![]() | |
Level | 11 ~ 17 13 ~ 15 (Legend) |
Race | Animal |
Zone | The Hidden Forest - Stage 1/Wave 1 ~ 2 - Stage 2/Wave 1 - Stage 4/Wave 1 ~ 2 - Stage 5/Wave 1 ~ 2 - Stage 6/Wave 1 (Miniboss Stage) - Stage 7/Wave 1 ~ 2 - Stage 8/Wave 1 - Stage 9/Wave 1 - Training (2/4 Fights) |
Allies | Frost Hunter Zealot Inquisitor Leon Frost Mage Mad Priest (Training) |
Frost Wolf is a Normal enemy unit in Sonny (2017). They're encountered in The Hidden Forest.
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 11 | Lvl 12 | Lvl 13 | Lvl 14 | Lvl 15 | Lvl 16 | Lvl 17 | |||||
Power | 0 | 0.4 | 142.88 | 164.74 | 188 | 212.65 | 238.66 | 266 | 294.65 | ||||
Defense | 0 | 1 | 357.21 | 411.85 | 470.01 | 531.63 | 596.65 | 665 | 736.63 | ||||
Speed | 0 | 0.85 | 303.62 | 350.07 | 399.51 | 451.89 | 507.15 | 565.25 | 626.14 | ||||
Vitality | 0 | 0.9 | 321.49 | 370.66 | 423.01 | 478.47 | 536.98 | 598.5 | 662.97 | ||||
Max HP from Vitality (7*Vitality) | 2250.4 | 2594.62 | 2961.07 | 3349.29 | 3758.89 | 4189.5 | 4640.78 | ||||||
Visible Max HP from Vitality | 2251 | 2595 | 2962 | 3350 | 3759 | 4190 | 4641 | ||||||
Visible Power | 143 | 165 | 188 | 213 | 239 | 266 | 295 | ||||||
Visible Defense | 357 | 412 | 470 | 532 | 597 | 665 | 737 | ||||||
Visible Speed | 304 | 350 | 400 | 452 | 507 | 565 | 626 | ||||||
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[]
Deals +140% damage when caster <100% HP. | Damage bonus doubled to +280% due to a glitch. | |||
![]() |
||||||
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 | - Trislash - Attack |
- Blood Hunger |
Note: This unit will almost never use Attack due to having Trislash, a different Basic Attack. The exception is if all party members has a very high amount of Frost Defense.
Tactics[]
Be careful when using AoE abilities when fighting against this unit, especially if there are multiple of them in the same wave. An injured Frost Wolf deals significantly more damage, multiple injured ones can kill a party member outright. In a similar vein, the Suppress buff can cause them to never get to full HP by lifestealing, and as such will almost always deal maximum damage. Only use the buff if the Frost Wolf is intended to be killed next. Equipping items with Frost Defense will make fighting them a lot easier.
Trivia[]
- The player can gain the following tip when being defeated by, or retreating from, this unit:
- "The Frost Wolf's attack is much deadlier whenever its HP is not full."
- Frost Wolf is also the enemy unit the player will encounter the most amount of times in a Legend run (a total of 18).