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โ€œ Soon the Frozen God will come to judge you. โ€ž
~ Mad Priest
Mad Priest
Mad Priest in battle.
Level 11 ~ 17
14 (Legend)
Race Human
Zone The Hidden Forest
- Stage 8/Wave 2
- Stage 10/Wave 1
- Training (1/4 Fights)
Allies Frost Hunter
Zealot
Frost Mage
Frost Wolf (Training)

Mad Priest 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 1.1 392.93453.03517.01584.8656.31731.5810.3
Defense 0 1 357.21411.85470.01531.63596.65665736.63
Speed 0 0.9 321.49370.66423.01478.47536.98598.5662.97
Vitality 0 1.5 535.81617.77705.02797.45894.97997.51104.95
Max HP from Vitality (7*Vitality) 3750.664324.374935.125582.156264.826982.57734.64
 
Visible Max HP from Vitality 3751432549365583626569837735
Visible Power 392453517585657732810
Visible Defense 357412470532597665737
Visible Speed 321371423478536599662
 
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
 

 
Heal
Element
Type
Range
Target
Nature
Active
Ranged
Party
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
-325% Power + 50
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
65%
Reaction
Notes
Has the description "Recover # HP.". Version 1.
 

 
Emblem of Healing
Element
Type
Range
Target
Nature
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Emblem of Healing
Aura Description
Aura Notes
When this unit is killed, the opposing team gains a HP regeneration buff.
 
Super Regen
Target Buff Description
Recovering # HP each turn.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
5
Heals for -100% Power.
 

 
Sacrifice
Element
Type
Range
Target
Shadow
Active
Ranged
Ally
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
100% Power + 9999
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
8
100%ยด
100%
Reaction
Notes
Heal caster with 250% of damage dealt.
 
Blessing
Caster Buff Description
All stats increased by 300%.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Positive
5
Power, Defense & Speed increased by 300%.
 

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 - Sacrifice (8th turn & onward)
- Attack
- Heal (Party member <65% HP) - Emblem of Healing


Tactics[]

Either kill the Mad Priest or kill all their allies in order to avoid the Blessing buff (+300% Power, +300% Defense, +300% Speed). A Mad Priest with Blessing can kill a party member quite easily while giving the player a hard time to protect the party. It can however be countered by utilizing the Guard buff (+150% Defense, +50% Stun Resist, +50% Focus Drain Resist), either by evolving Guard with Diffuse and using it the turn before or manipulating the Mad Priest to sacrifice a Zealot.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "After a few turns, the mad priest can sacrifice an ally to gain immense power."

See Also[]

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