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Mad Doctor
Mad Doctor in battle.
Level 14 ~ 21
18 ~ 19 (Legend)
Race Zombie
Zone Thunder Labs
- Stage 8/Wave 1 ~ 3
- Stage 9/Wave 1
- Training (1/5 Fights)
Allies Spark Zombie
Tempest Raven
Iron Guard
Samurai

Mad Doctor is a Normal enemy unit in Sonny (2017). They're encountered in Thunder Labs.

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 Lvl 14 Lvl 15 Lvl 16 Lvl 17 Lvl 18 Lvl 19 Lvl 20 Lvl 21
Power 0 0.65 305.51345.56387.82432.25478.81527.47578.21630.98685.78
Defense 0 1.5 705.02797.45894.97997.51104.951217.251334.321456.111582.56
Speed 0 0.9 423.01478.47536.98598.5662.97730.35800.59873.67949.54
Vitality 0 1.2 564.01637.96715.98798883.96973.81067.461164.891266.05
Max HP from Vitality (7*Vitality) 3948.094465.725011.8555866187.716816.577472.28154.238862.33
 
Visible Max HP from Vitality 394944665012558661886817747381558863
Visible Power 306346388432479527578631686
Visible Defense 70579789599811051217133514571583
Visible Speed 423478536599662730801874950
 
Damage Taken Mod from Defense 40.753%
... while Breached (-50% Defense)106.25%
... while Exposed (-75% Defense)153.125%
 
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
 

 
Area Shock
Element
Type
Range
Target
Active
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
90% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Drain 20 Focus from the last target stricken. AoE ability.
 

 
Paralyse
Element
Type
Range
Target
Lightning
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
135% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
1000%
100%
Reaction
Notes
 
Stun
Target Buff Description
Unit is stunned and cannot act.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
 

 
Chemical Injection
Element
Type
Range
Target
Lightning
Active
Ranged
Party Member
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
-200% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
2
100%
100%
Reaction
Notes
Damages caster for -250% total scaling (500% Power) if target has <35% HP.
 
Mutation
Target Buff Description
File:Sonny2017-BuffMutation.png
Gain 100% power and 50% damage resist. Speed decreased by 40%, and taking # damage each turn.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
3
Damages for 200% of the caster's Power each turn. The last damage tick is not affected by the damage reduction.
 

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 - Paralyse (3rd turn & onward)
- Chemical Injection (Party member <100% HP) (2nd turn & onward)
- Area Shock
- Attack


Note: Will almost never use Attack unless Area Shock is silenced or party has significantly increased Lightning defense.

Tactics[]

The player can bait the Mad Doctor into using Chemical Injection on themselves by attacking them first. Applying Slow (-35% Speed) or Snare (-80% Speed for 1 hit) to them will significantly reduce their Hit Chance, thus making them somewhat harmless.

Trivia[]

See Also[]

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