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Jungle Walker
Jungle Walker in battle.
Level 5 ~ 11
5, 7 ~ 9 (Legend)
Race Zombie
Zone Tera Jungle
- Stage 1/Wave 1
- Stage 2/Wave 2
- Stage 3/Wave 1
- Stage 7/Wave 1, 3
- Stage 8/Wave 1
- Training (1/3 Fights)
Allies Acid Bomber
Treant
Venomancer
Titan

Jungle Walker is a Normal 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 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Lvl 9 Lvl 10 Lvl 11
Power 0 0.72 58.7378.19100.81126.45155186.36220.44257.19
Defense 0 1 81.57108.59140.01175.62215.27258.83306.17357.21
Speed 0 0.75 61.1881.44105.01131.72161.45194.12229.63267.9
Vitality 0 0.8 65.2586.87112.01140.5172.22207.06244.94285.76
Max HP from Vitality (7*Vitality) 456.78608.12784.05983.491205.531449.431714.562000.35
 
Visible Max HP from Vitality 4576097859841206145017152001
Visible Power 5878101126155186220257
Visible Defense 82108140176215259306357
Visible Speed 6181105132161194230268
 
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
 

 
Healing Wave
Element
Type
Range
Target
Nature
Active
Ranged
Party Member
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
-250% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Healing multiplied by 1.05. Has the description "Restore # HP to all units in your team.".
 

 
Anaesthetic
Element
Type
Range
Target
Nature
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Weaken
Target Buff Description
Power reduced by 50%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
+1 duration when first 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 "Chaotic". They have a decent chance of not following the list, and also tend to switch targets a lot.
 
Phases Ability Preference List HP Threshold Abilities Passive Abilities
Phase 1 - Healing Wave (Team member <100% HP)
- Anaesthetic
- Attack


Tactics[]

Jungle Walkers will almost always use their healing ability if a party member is not at full HP (and it's off cooldown). Together with Anaesthetic they can make it difficult to kill off a dangerous enemy. As the in-game typ says, the Suppress buff from Iron Slam greatly reduces the Jungle Walker's healing output (on a single target). The Weaken buff from Anaesthetic only lasts for 2 turns, if the party members have high enough speed the buff will expire quickly.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "Healing reduction skills are effective against Jungle Walkers."
  • Level 4 Jungle Walkers are coded but never appears due to the minimum training level being level 5 when Sonny enters the Zone during a Legend Run.

See Also[]

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