Mage | |
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Level | 1, 8 ~ 12 |
Race | Human |
Zone | Oberursel - Stage 7, 8 and 11 - Training Fight |
Mage is an enemy from Oberursel in Sonny 2, and part of The Baron's Cultists.
Battle[]
Attributes[]
Attributes | LV1 | LV8 | LV9 | LV10 | LV11 | LV12 | |||
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EASY | Speed | 12 | 35 | 42 | 50 | 57 | 65 | ||
Instinct | 6 | 19 | 23 | 27 | 31 | 36 | |||
Strength | 0 | 1 | 1 | 2 | 2 | 2 | |||
HP | 162 | 622 | 754 | 912 | 1046 | 1193 | |||
CHALLENGING | Speed | 13 | 39 | 47 | 55 | 63 | 72 | ||
Instinct | 13 | 39 | 46 | 54 | 62 | 71 | |||
Strength | 1 | 2 | 3 | 3 | 4 | 4 | |||
HP | 276 | 1057 | 1282 | 1551 | 1778 | 2028 | |||
HEROIC | Speed | 13 | 39 | 47 | 55 | 63 | 72 | ||
Instinct | 16 | 48 | 57 | 68 | 78 | 89 | |||
Strength | 1 | 3 | 4 | 4 | 5 | 6 | |||
HP | 324 | 1243 | 1508 | 1825 | 2092 | 2385 | |||
Focus | 100 | Physical | Cosmic | Ice | Fire | Lightning | Earth | Shadow | Poison |
Target Weakest | Piercing | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Defense | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Abilities[]
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is receiving 70% less healing, and its taking periodic damage based on the caster's Instinct. This effect has a 50% chance to resist being dispelled. | Lasts 3 turns. Damages for 150% caster's Instinct. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is dealing and receiving 100% more damage. | Lasts 9 turns. | ||
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is receiving 100% more damage from direct attacks. | Lasts 1 turn. 10% chance to resist dispelling. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Restores 45 Focus. |
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
This ability is similar to Sonny's Electrical Storm. | ||||
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This unit is recovering 7 Focus per turn. | Lasts 3 turns. 10% chance to resist dispelling. 95% chance of being applied to caster. |
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Ability Selection[]
Notes on enemy AI: | While in a given battle stage, enemies will attempt to use First Choice abilities. If impossible (due to focus, silencing or cooldowns), they will proceed to Second Choice, etc. Cooldown for enemies indicates how often abilities may be used, and is effectively one less than for Sonny (IE cooldown of 2 can be used every second turn) Enemy-targetting abilities have a chance of targetting the weakest enemy rather than targetting at random; this is given in the Attributes section above. Ally-targetting abilities always target the weakest targetable ally. Selection within a category is random unless indicated. All exceptions noted below. |
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Battle Stages | First Choice | Second Choice | Third Choice |
HP above 25% | Doom Heavy Burns Medidtate (Focus below 15 only) Zap |
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HP between 25% and 24% | 50%: -Doom -Heavy Burns -Medidtate (Focus below 15 only) -Zap 50%: -Energy Phase |
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HP below 24% | Energy Phase | Doom Heavy Burns Medidtate (Focus below 15 only) Zap |
Equipment[]
Headwear | Bodywear | Gloves | Leggings | Footwear | Primary | Secondary |
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Enlightened Helm | Arcane Armor | Ancient Gloves | Tomekeeper's Leggings | Tomekeeper's Slippers | Fiery Doom |
Tactics[]
Mages are high damage elemental glass cannons, and should be approached with caution. Their powerful magic attacks grant them the highest damage among Cultist minions. Their most deadly attack is Doom, which renders healing useless, deals continuous damage, and struggles to be dispelled. Although they have low health, Mages are usually protected by the shields cast by the Knight. It is best to use some defensive moves when fighting against Mages. However, when Mages' health is almost depleted, they will fully heal themselves, receive and deal twice as much damage for 8 turns. Players should focus their attacks on the said Mages when this occurs, as this will allow them to dispose of the Mages quickly, or stun them and focus their attacks on them when they reach low health.
Drops[]

Mage set
Trivia[]
See Also[]
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