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ZPCI elite portrait new I've got a civilian survivor and a Zed here. Civilian's likely to be infected. HQ, please advise.
~ Sergeant Meier
ZPCI Elite
ZpciSergeant Meier in his ZPCI Elite armor.
Level 3 (Legend)
Race Human
Zone Patient Zero
- Stage 5/Wave 2 (Miniboss Stage)
Allies ZPCI
ZPCI Scout

Sergeant Meier, also known as ZPCI Elite, is a Boss enemy unit in Sonny (2017). They're encountered in Patient Zero. He is the last boss of Patient Zero in Sonny (2017), and is responsible for the death of Louis.

This section contains spoilers.
This section contains spoilers for certain events from the games. You have been warned.

Background[]

Ordered to do Carbon's dirty work of eliminating all attempts at a cure, Sergeant Meier and a specialist team of ZPCI Scouts deploy to the White November to wipe all onboard.

Involvement[]

Upon spotting Louis and Sonny, he assumes Louis is infected and contacts HQ. After being advised on how to proceed, the Sergeant orders the death of Louis. Once Sonny defeats two of his ZPCI Scouts, he fights Sonny and dies in battle, but not before notifying HQ of the talking zombie.

Personality[]

Similarly to Captain Hunt, from the limited amount of information available, it is evident that Sergeant Meier is cold and pragmatic. He did not hesitate to order the death of a civilian without any concern for what that civilian would want to say to argue for their life to be spared, as evidenced by him ignoring Louis trying to explain the situation before ordering his accompanying ZPCI Scouts to open fire, fatally wounding Louis.

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 3
Power 0 0.725 42.91
Defense 0 0.6 35.52
Speed 0 0.43 25.45
Vitality 0 5.5 325.56
Max HP from Vitality (7*Vitality) 2278.92
 
Visible Max HP from Vitality 2279
Visible Power 43
Visible Defense 36
Visible Speed 25
 
Damage Taken Mod from Defense 125%
... while Breached (-50% Defense)162.5%
... while Exposed (-75% Defense)181.25%
 
Hit. Bonus 100%
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
 

 
Searing Shot
Element
Type
Range
Target
Fire
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
2
150% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Drain 50 Focus from target on hit.
 

 
Trapping Shot
Element
Type
Range
Target
Frost
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
120% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Stun
Target Buff Description
DebuffStun
Unit is stunned and cannot act.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
 

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 - Trapping Shot
- Searing Shot
- Attack


Tactics[]

As this unit has quite low speed, their crowd controlling abilities are not much of a threat. However, they will never miss their attacks, meaning if Sonny happens to have low HP when this unit stuns/drains focus, it could lead to a defeat. Guard can be used to counter most of its arsenal.

Despite Trapping Shot having lower power scaling, its longer cooldown gives it enough bonus A.I. score that it becomes slightly higher than the A.I. score of Searing Shot, which has higher power scaling but shorter cooldown. The score values also tend to be close to each other, meaning this unit is likely to randomly pick Searing Shot instead of Trapping Shot despite both being available (the lower Sonny's defense is, the higher the chance)

Gallery[]

Trivia[]

  • This unit is one of the few that appears in a stage (Miniboss) that doesn't match it's enemy type (Boss)
  • In Chapter 2, his name is revealed in a conversation at the ZPCI HQ between a surviving member of the team sent to the White November and Captain Vendara. This conversation also reveals that "Elite" is merely a title, most likely given to better-trained soldiers who wear armor, and not a rank.
  • Due to Meier's choice of wielding a futuristic sword and taking part in the murder of Louis, he could be a reference to the ZPCI Captain, the first boss in Sonny.

See Also[]