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Shaman of Life
Level 7 ~ 9
Race Human
Zone Gadi'Kala
- Stage 24 and 28
- Training Fight
Allies Shaman of Blades, Shaman of Death

Shaman of Life is an enemy in Sonny. They are the healers of the Shaman tribe encountered in Gadi'Kala. They are the weakest of the Shamans.

Battle[]

Attributes[]

Attributes LV7 LV8 LV9
Speed 38 42 46
Magic 65 72 79
Strength 28 31 34
HP 552 608 664
Focus 200 Physical Magic Ice Fire Lightning Earth Shadow Poison
Target Weakest Piercing 25 25 25 25 25 25 25 25
50%
Defense 25 25 25 25 25 25 25 25

Abilities[]

Re-Energize
Cost CD Available Targets Number on Action Bar
None
20
Self
1
Element Damage/Healing
Accuracy modifier Additional notes
Unavoidable
Re-Energize
This unit is recovering Focus. Lasts 9 turns.
Restores 10 Focus per turn.
Buff


Strike
Cost CD Available Targets Number on Action Bar
None
0
Enemies
1
Element Damage/Healing
Physical
100% Strength
Accuracy modifier Additional notes
1


SWAT Heal
Cost CD Available Targets Number on Action Bar
22 Focus
6
Self and Allies
1
Element Damage/Healing
Physical
Heals 300% Magic
Accuracy modifier Additional notes
Unavoidable


Water Bolt
Cost CD Available Targets Number on Action Bar
5 Focus
0
Enemies
1
Element Damage/Healing
Ice
80% Magic
Accuracy modifier Additional notes
1.5
Increases critical chance by 1.7.
Slugged
This unit deals 20% less damage. Lasts 2 turns.
Debuff


Water Heal
Cost CD Available Targets Number on Action Bar
1 Focus
0
Self and Allies
1
Element Damage/Healing
Ice
Heals 50% Magic
Accuracy modifier Additional notes
Unavoidable


Water Regen
Cost CD Available Targets Number on Action Bar
5 Focus
4
Self and Allies
1
Element Damage/Healing
Ice
Heals 20% Magic
Accuracy modifier Additional notes
Unavoidable
Water Mend
This unit is recovering Health. Lasts 6 turns.
Heals for 25% of caster's Magic.
Buff

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 friendly units above 85% HP Re-Energize
Strike
Water Bolt
Weakest friendly unit between 85% and 75% HP 30%:
-Re-Energize
-Strike
-Water Bolt
70%:
-SWAT Heal
-Water Heal
-Water Regen
Weakest friendly unit below 75% HP SWAT Heal
Water Heal
Water Regen
Re-Energize
Strike

Equipment[]

Headwear Bodywear Gloves Leggings Footwear Primary Secondary
Dead Peacock Mender's Armor Mender's Gloves Mender's Leggings Mender's Boots Ivory Mace

Tactics[]

It's usually best to take them out at the earliest opportunity. Once their AI is defensive, rush them down with stuns and/or highly damaging abilities.

Drops[]

Item Name Item Icon Sell Price Stats In-Game Description In-Game Appearance
Stone Club
€50 Strength +2 Too heavy to be any useful.
Mender's Axe
€128

Magic +12

Strength +12

Lightning Piercing +60

Mender's Armor
€128

Magic +5

Strength +4

Vitality +7

Lightning Piercing +17

Mender's Gloves
€60

Magic +6

Strength +4

Vitality +9

Mender's Leggings
€128

Magic +5

Strength +4

Vitality +5

Lightning Piercing +9

Mender's Boots
€60

Magic +4

Strength +5

Vitality +8

Lightning Piercing +17

The axe is only dropped during training fights, and the club is only dropped during a single stage fight.

Trivia[]

See Also[]

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