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Samurai
Samurai in battle.
Level 14 ~ 21
17, 19 (Legend)
Race Zombie
Zone Thunder Labs
- Stage 7/Wave 1 ~ 3
- Stage 9/Wave 1
- Training (1/5 Fights)
Allies Tempest Raven
Mad Doctor
Iron Guard
Spark Zombie (Training)

Samurai is a Normal enemy unit in Sonny (2017). They're encountered in Thunder Labs.

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 13 Lvl 14 Lvl 15 Lvl 16 Lvl 17 Lvl 18 Lvl 19 Lvl 20 Lvl 21
Power 0 0.65 305.51345.56387.82432.25478.81527.47578.21630.98685.78
Defense 0 1.05 493.51558.22626.48698.25773.46852.07934.021019.281107.79
Speed 0 0.85 399.51451.89507.15565.25626.14689.77756.12825.13896.78
Vitality 0 1.35 634.52717.71805.48897.75994.451095.521200.891310.51424.3
Max HP from Vitality (7*Vitality) 4441.615023.945638.346284.256961.177668.648406.229173.519970.12
 
Visible Max HP from Vitality 444250245639628569627669840791749971
Visible Power 306346388432479527578631686
Visible Defense 49455862669877385293410191108
Visible Speed 400452507565626690756825897
 
Damage Taken Mod from Defense 72.573%
... while Breached (-50% Defense)134.375%
... while Exposed (-75% Defense)167.188%
 
Hit. Bonus 0%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Abilities[]

 
Duel Strike
Element
Type
Range
Target
Lightning
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
90% Power + 40% Speed
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
500%
100%
Reaction
Notes
Caster gains 90 Focus and Target gains 100 Focus after use.
 

 
Storm Slash
Element
Type
Range
Target
Lightning
Basic Attack
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
120% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Clarity
Caster Buff Description
Critical strike chance increased by 50% for the next attack.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Positive
1
3
Charge consumed after using an ability.
 

 
Divine Wind
Element
Type
Range
Target
Lightning
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Divine Wind
Aura Description
Aura Notes
As long as this unit has more than 50% HP, its power increases by 10% each turn.
Power grows by 10% of the aura caster's current Power when it triggers.
 

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 - Duel Strike (3rd turn & onward)
- Storm Slash
- Divine Wind


Tactics[]

Get the Samurai's HP to below 50% as fast as possible to avoid the Power growing too much.

Using a stun or focus draining ability after the Samurai uses Duel Strike on Sonny breaks their combo attack.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "The Samurai's duel strike grants his target and himself extra Focus."

See Also[]

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