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Oracle
Oracle in battle.
Level 17 ~ 24
18 ~ 19, 21 (Legend)
Race Zombie
Zone Blackhall Keep
- Stage 2/Wave 1 ~ 2
- Stage 3/Wave 2
- Stage 5/Wave 3
- Stage 6/Wave 2
- Stage 8/Wave 2
- Stage 9/Wave 1
- Training (3/5 Fights)
Allies Shade Zombie
Executioner
Dream Keeper
Plague Assassin

Oracle is a Normal enemy unit in Sonny (2017). They're encountered in Blackhall Keep.

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 17 Lvl 18 Lvl 19 Lvl 20 Lvl 21 Lvl 22 Lvl 23 Lvl 24
Power 0 1.1 810.3892.65978.51067.821160.541256.641356.081458.81
Defense 0 1 736.63811.5889.55970.741055.041142.41232.81326.19
Speed 0 1 736.63811.5889.55970.741055.041142.41232.81326.19
Vitality 0 1.35 994.451095.521200.891310.51424.31542.241664.281790.35
Max HP from Vitality (7*Vitality) 6961.177668.648406.229173.519970.1210795.7111649.9312532.47
 
Visible Max HP from Vitality 69627669840791749971107961165012533
Visible Power 81089397810681161125713561459
Visible Defense 7378118909701055114212331326
Visible Speed 7378118909701055114212331326
 
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
 

 
Infect
Element
Type
Range
Target
Shadow
Active
Melee
Enemies
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
50% chance to apply Breach to target.
 
Breach
Target Buff Description
Defense reduced by 50%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
2
+1 duration when first applied.
 

 
Curse
Element
Type
Range
Target
Shadow
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
2
120% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Dispel 1 positive buff from target. Has the confusing description "Deal # damage and apply Suppress (reduces healing by 70% for 3 turns) to the target, reducing healing taken by 50%. Also dispels a random positive effect from the target.". The value "70%" is the correct one.
 
Suppress
Target Buff Description
Healing on this unit is reduced by 70%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
3
+1 duration when first applied.
 

 
Voodoo Hex
Element
Type
Range
Target
Shadow
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
AoE ability.
 
Shadow Hex
Target Buff Description
When this unit is healed, the caster of Shadow Hex gains a 20% increase in power.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
3
5
Power grows by 20% of the buff caster's current Power when it triggers.
 

 
Chroma Screen
Element
Type
Range
Target
Shadow
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Chroma Screen
Aura Description
Aura Notes
At the end of each turn, unit gains extra defense against the last element used against it.
 
Protected
Target Buff Description
[ELEMENT] defense increased by 200%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
3
+1 duration when first applied. [ELEMENT] is the buff's current element. When attacked with a different element than the buff, the old buff expires and a new buff using the attack element is applied.
 

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 - Curse
- Voodoo Hex
- Infect
- Attack
- Chroma Screen


Note: Oracles will almost never use Attack unless Infect is silenced or party has significantly increased Shadow defense.

Tactics[]

Oracles acts as an anti-healer unit, primarly because of Curse and Voodoo Hex. Be careful with using heals while the Oracle is still alive and the party has the Shadow Hex buff. While this unit initially doesn't deal high damage, just a few heals can grow their power to an extreme value. In addition, fighting against them can be difficult if Veradux and/or Dr Herregods is in the party. Consider switching them out for Kara or Zakkiatherous Anerexon to avoid heals from the A.I.

Because the Shadow Hex buff has positive polarity, only Blaze Aura and Disrupt can dispel it from Sonny's side. Curse can also dispel the buff if it's used by the Oracle, though this is an uncommon occurrence as it only happens when the A.I. picks Voodoo Hex over Curse despite the ability preference list.

Trivia[]

  • Oracle is one of two units that can grow their stats using buffs, the least common source of stat growth effects. The other unit is Carbon (Variant 2).

See Also[]

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