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โ€œ The floating orbs around him are beacons of great magic. They imbue him with restoration! โ€ž
~ Zakk to the party
Mana Orb
Mana Orb in battle.
Level 15 (Legend)
Race Orb
Zone The Hidden Forest
- Stage 11/Wave 1 (Boss Stage)
Allies Templar Arcanis

Mana Orb 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 15
Power 0 1 596.65
Defense 0 0 1
Speed 0 0 1
Vitality 1 0 1
Max HP from Vitality (7*Vitality) 7
 
Visible Max HP from Vitality 7
Visible Power 597
Visible Defense 0
Visible Speed 0
 
Damage Taken Mod from Defense 199.79%
... while Breached (-50% Defense)199.79%
... while Exposed (-75% Defense)199.79%
 
Hit. Bonus 0%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Note: Defense & Speed is set to 1 due to it being the hard low cap. Mana Orbs are also immune to AoE abilities, they won't be attacked at all by them. Futhermore, Sonny's allies will never target them either.

Abilities[]

 
Healing Mana
Element
Type
Range
Target
Frost
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Heaven's Mana
Aura Description
Aura Notes
When this unit is hit, the opposing team is healed.
Heals for -2000% Power
 

 
Flash Heal
Element
Type
Range
Target
Frost
Active
Ranged
Ally
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
-100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 

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 - Flash Heal - Healing Mana (Heaven's Mana)


Tactics[]

Avoid killing the Mana Orbs until Healing Mana is needed. Only Sonny can kill them as the allies will ignore them, even with AoE abilities.

Trivia[]

  • The Mana Orbs could be a reference to the Orb of Restraint and the Orb of Sanctuary, two enemies in Sonny 2 that also do not attack Sonny's party. They have different roles though, where this unit is solely focused on healing the main boss unit of the stage they're in, Templar Arcanis.
  • Attempting to use an AoE ability on a Mana Orb makes Sonny not attack them at all.

See Also[]

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