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Peace Keeper
Level 5 levels above Sonny
Race Human
Zone Il Sanctus
- Training Fight

Peace Keeper are enemies that appear during Sonny 2 during Il Sanctus.

Battle[]

Attributes[]

Attributes LV27 LV28 LV29 LV30
CHALLENGING Speed 165 178 191 205
Instinct 227 244 262 281
Strength 227 244 262 281
HP 5299 5704 6124 6557
HEROIC Speed 165 178 191 205
Instinct 283 305 327 351
Strength 283 305 327 351
HP 6234 6710 7205 7714
Focus 100 Physical Cosmic Ice Fire Lightning Earth Shadow Poison
Target Weakest Piercing 100 100 100 100 100 100 100 100
50%
Defense 100 100 100 100 100 100 100 100

Abilities[]

Cover Fire
Cost CD Available Targets Number on Action Bar
12 Focus
3
Enemies
1
Element Damage/Healing
Physical
230% Strength
Accuracy modifier Additional notes
1
Cover Fire
Cover fire makes it almost impossible for this unit to aim well. Damage dealt by this unit, both direct and periodic, is reduced by 50%. Lasts 3 turns.
Damage actually reduced by 70%.
Debuff


Dux Leading Strike
Cost CD Available Targets Number on Action Bar
None
0
Enemies
1
Element Damage/Healing
Physical
200% Strength
Accuracy modifier Additional notes
2
Recovers 35 Focus.




First Aid
Cost CD Available Targets Number on Action Bar
15 Focus
3
Allies
1
Element Damage/Healing
Physical
1
Accuracy modifier Additional notes
Unavoidable
First Aid
This unit is receiving medical attention from its ally. Lasts 3 turns.
Heals 8% caster's Health.
Buff


Night Stick
Cost CD Available Targets Number on Action Bar
8 Focus
2
Enemies
1
Element Damage/Healing
Physical
270% Strength
Accuracy modifier Additional notes
1
Nightstick
Bruises from the clobbering continue to ail this unit. Taking damage over time. Lasts 5 turns.
Damages for 150% caster's Strength.
Debuff


Pepper Spray
Cost CD Available Targets Number on Action Bar
10 Focus
6
Enemies
1
Element Damage/Healing
Poison
170% Strength
Accuracy modifier Additional notes
Unavoidable
Pepper Spray
This unit's Strength and Instinct are reduced by 50%. Lasts 3 turns.
Cannot stack.
Debuff


Perfect Aim
Cost CD Available Targets Number on Action Bar
15 Focus
5
Self
1
Element Damage/Healing
Accuracy modifier Additional notes
Unavoidable
Perfect Aim
This unit's next shot will be superb. Lasts 2 turns.
Deals 150% more damage.
Buff


Setup
Cost CD Available Targets Number on Action Bar
15 Focus
4
Enemies
1
Element Damage/Healing
Physical
270% Strength
Accuracy modifier Additional notes
1
Setup
This unit has been set up! Damage over time effects on this unit are 40% more effective. Lasts 3 turns.
Debuff


Shoot
Cost CD Available Targets Number on Action Bar
20 Focus
0
Enemies
1
Element Damage/Healing
Fire
300% Strength
Accuracy modifier Additional notes
2
Shell Shocked
This unit is stunned from the blast. Lasts 2 turns.
Has a 15% chance of being applied to target.
Debuff


Shrapnel
Cost CD Available Targets Number on Action Bar
10 Focus
4
Enemies
1
Element Damage/Healing
Physical
230% Strength
Accuracy modifier Additional notes
Unavoidable
Shrapnel
Shrapnel from the explosion ail this unit. Lasts 3 turns.
Damaged for 4% own Health.
Debuff

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.
Battle Stages First Choice Second Choice Third Choice
All allies above 50% HP Cover Fire
Dux Leading Strike
Night Stick
Pepper Spray
Perfect Aim
Setup
Shoot
Shrapnel
Weakest ally between 50% and 15% HP 50%:
-Cover Fire
-Dux Leading Strike
-Night Stick
-Pepper Spray
-Perfect Aim
-Setup
-Shoot
-Shrapnel
50%:
-First Aid
Weakest ally below 15% HP First Aid Cover Fire
Dux Leading Strike
Night Stick
Pepper Spray
Perfect Aim
Setup
Shoot
Shrapnel

Equipment[]

Headwear Bodywear Gloves Leggings Footwear Primary Secondary
Patrol Headset Riot Armor Riot Gloves Riot Leggings Vindication Boots Riot Gun

Tactics[]

  • When Cover Fire stack up two times, this will your reduce damage dealt by 140%, cause you always deal 1 damage to your target.
  • Beware of Setup and Nightstick/Shrapnel combos; these can do a lot of damage quite quickly. This is especially the case when there are two of them. Counter with Restore, Reform or Free Will for each of the classes respectively. For the psychological, it may be worth having the ability Overdrive.
  • It is worth having a slot with Adrenaline or Restore to counter pepper spray, if you are a biological or hydraulic class (respectively), since it can dispel poison debuffs.
  • Watch out for Perfect Aim -- stun abilities are useful here.
  • The biological Disrupt, the hydraulic Regulate, and the psychological Shock Therapy can be useful for dispelling their buffs: Perfect Aim and First Aid. It may be worth having a slot with one such ability.
  • The riot shield is useful for surviving their attacks; the lavastone barrier is also good, lower down the levels.
  • Hydraulics should make use of Mind Freeze -- it makes these guys significantly less dangerous.

Drops[]

  • They drop nothing.

Trivia[]

  • They are identical to the Riot Police in terms of appearance.
  • Only they can go over level 30 in the game.

See Also[]

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