Riot Police | |
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Level | 16 ~ 23 |
Race | Human |
Zone | Hew - Stage 1, 2, 7 - Training Fight |
Allies | Blood Hounds, Secret Police |
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“ | Put down your weapons! Resistance will be met by force! | „ |
~ A Riot Police officer to Sonny's party |
Riot Police appear during Sonny 2 during Hew. They are dispatched by Hew's local government to contain the riot.
Battle[]
Attributes[]
Attributes | LV16 | LV17 | LV18 | LV19 | LV20 | LV21 | LV22 | LV23 | |
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EASY | Speed | 80 | 89 | 98 | 108 | 119 | 130 | 142 | 155 |
Instinct | 71 | 79 | 87 | 96 | 105 | 116 | 126 | 137 | |
Strength | 99 | 110 | 122 | 135 | 148 | 162 | 177 | 192 | |
HP | 3663 | 4067 | 4497 | 4954 | 5440 | 5956 | 6504 | 7085 | |
CHALLENGING | Speed | 89 | 99 | 109 | 120 | 132 | 144 | 158 | 172 |
Instinct | 142 | 158 | 174 | 192 | 211 | 231 | 252 | 275 | |
Strength | 199 | 221 | 244 | 269 | 295 | 323 | 353 | 385 | |
HP | 6228 | 6914 | 7644 | 8421 | 9248 | 10126 | 11057 | 12045 | |
HEROIC | Speed | 89 | 99 | 109 | 120 | 132 | 144 | 158 | 172 |
Instinct | 178 | 197 | 218 | 240 | 264 | 289 | 315 | 344 | |
Strength | 249 | 276 | 305 | 336 | 369 | 404 | 442 | 481 | |
HP | 7327 | 8134 | 8993 | 9907 | 10880 | 11913 | 13009 | 14170 | |
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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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%. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Recovers 35 Focus. |
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 medical attention from its ally. | Lasts 3 turns. Heals 8% caster's Health. |
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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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Bruises from the clobbering continue to ail this unit. Taking damage over time. | Lasts 5 turns. Damages for 150% caster's Strength. |
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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's Strength and Instinct are reduced by 50%. | Lasts 3 turns. Cannot stack. |
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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's next shot will be superb. | Lasts 2 turns. Deals 150% more damage. |
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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 has been set up! Damage over time effects on this unit are 40% more effective. | Lasts 3 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 stunned from the blast. | Lasts 2 turns. Has a 15% chance of being applied to target. |
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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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Shrapnel from the explosion ail this unit. | Lasts 3 turns. Damaged for 4% own Health. |
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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 |
All allies above 50% HP | Cover Fire Dux Leading Strike Night Stick Pepper Spray Perfect Aim Setup Shoot Shrapnel |
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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 |
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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 |
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Patrol Headset | Riot Armor | Riot Gloves | Riot Leggings | Vindication Boots | Riot Gun |
Tactics[]
- When Cover Fire stacks up two times, this will your reduce damage dealt by 140%, causing you to 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[]
Trivia[]
- Although they have moderately high instinct, none of their abilities scales with it.
See Also[]
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