Sonny Wiki
Advertisement
โ€œ You all look a bit tired. Long journey? Perhaps you should just relax and stay still. A clean shot will make it hurt much less. โ€ž
~ Lieutenant Farsight
Lt. Farsight
Lieutenant Farsight in battle.
Level 22 (Legend)
Race Human
Zone ZPCI Stronghold
- Stage 3/Wave 1 (Miniboss stage)
Allies ZPCI, ZPCI Medic

Lieutenant Farsight, shortened to Lt. Farsight in battle, is a member of the ZPCI. She appears within the ZPCI Stronghold, serving as the first mini-boss of Chapter 7: The Hornet's Nest.

Audio[]

Lieutenant Farsight/Audio

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 22
Power 0 1.5 1713.6
Defense 0 1 1142.4
Speed 0 0.75 856.8
Vitality 0 6.5 7425.62
Max HP from Vitality (7*Vitality) 51979.32
 
Visible Max HP from Vitality 51980
Visible Power 1714
Visible Defense 1142
Visible Speed 857
 
Damage Taken Mod from Defense 77.378%
... while Breached (-50% Defense)137.5%
... while Exposed (-75% Defense)168.75%
 
Hit. Bonus 100%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 50%
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
 

 
Snipe
Element
Type
Range
Target
Fire
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
110% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Deal +110% damage if caster wasn't hit with an attack last turn. Damage bonus doubled to +220% due to a glitch.
 

 
Vantage Point
Element
Type
Range
Target
Physical
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Vantage Point
Aura Description
Aura Notes
Snipe deals double damage if this unit was not attacked in the previous turn. This unit also receives 100% extra healing.
This aura only has the healing bonus effect, the description is used to inform the player about Snipe's reaction. See Snipe for the correct damage bonus.
 

 
Scatter Shot
Element
Type
Range
Target
Lightning
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
100% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
4
100%
100%
Reaction
Notes
Drains 100 Focus from target on hit. AoE Ability
 

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 - Scatter Shot (4th turn & onward)
- Snipe
- Attack
- Vantage Point


Note: Lt. Farsight will almost never use Attack unless Snipe is silenced or Sonny's party has significantly increased Lightning defense. Furthermore, they will also prefer Snipe over Scatter Shot (if available) when they have not been hit with an attack last turn.

Tactics[]

Farsight can be treated as a stronger version of the ZPCI Sniper as they share most of their abilities. She is also accompanied with two ZPCI Medics. Iron Slam or other abilities that apply Suppress can be cast on them to reduce their healing. Warp Strike from the Lightning Strain can be used at the start to damage Farsight and then Sonny can use an ability that applies Suppress on one of them. Attacks that damage the entire enemy team can be used to damage Farsight while trying to kill the Medics. Wound can also be used to increase the likelihood of Sonny's allies attacking Farsight while the player focuses on the Medics.

Zakk and Kara both have attacks that attack multiple enemies which help to prevent Farsight's passive. If Sonny lacks a lot of heals, replacing one of them with Doctor Herregods can help with sustain.

Gallery[]

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "Farsight deals extra damage if she was not attacked on the previous turn."
  • Lieutenant Farsight's name is possibly a reference to the Warhammer 40,000 character Commander Farsight. Commander Farsight is a Tau, a race famous for utilizing powerful, long-range guns not dissimilar from Lieutenant Farsight's sniper.

See Also[]

Advertisement