โ | His weapon is strong, but it's also got a massive cooling off period. | โ |
~ Kara to the party |
Terminator | |
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Level | 8 ~ 15 12 (Legend) |
Race | Zombie |
Zone | Firewell Factory - Stage 7/Wave 2 ~ 3 - Stage 8/Wave 2 - Stage 9/Wave 1 ~ 2 - Training (2/4 Fights) |
Allies | Engineer Worker (Training) Boom Bot (Training) |
Terminator is a Normal enemy unit in Sonny (2017). They're encountered in Firewell Factory.
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 8 | Lvl 9 | Lvl 10 | Lvl 11 | Lvl 12 | Lvl 13 | Lvl 14 | Lvl 15 | ||||
Power | 0 | 1.15 | 247.56 | 297.65 | 352.1 | 410.79 | 473.62 | 540.51 | 611.38 | 686.15 | |||
Defense | 0 | 1.6 | 344.44 | 414.12 | 489.87 | 571.53 | 658.95 | 752.02 | 850.61 | 954.64 | |||
Speed | 0 | 0.55 | 118.4 | 142.35 | 168.39 | 196.46 | 226.51 | 258.51 | 292.4 | 328.16 | |||
Vitality | 0 | 1.5 | 322.91 | 388.24 | 459.26 | 535.81 | 617.77 | 705.02 | 797.45 | 894.97 | |||
Max HP from Vitality (7*Vitality) | 2260.37 | 2717.68 | 3214.79 | 3750.66 | 4324.37 | 4935.12 | 5582.15 | 6264.82 | |||||
Visible Max HP from Vitality | 2261 | 2718 | 3215 | 3751 | 4325 | 4936 | 5583 | 6265 | |||||
Visible Power | 248 | 298 | 352 | 411 | 474 | 540 | 611 | 686 | |||||
Visible Defense | 344 | 414 | 490 | 572 | 659 | 752 | 851 | 955 | |||||
Visible Speed | 118 | 142 | 168 | 196 | 227 | 258 | 292 | 329 | |||||
Damage Taken Mod from Defense | 35.849% | ||||||||||||
... while Breached (-50% Defense) | 100% | ||||||||||||
... while Exposed (-75% Defense) | 150% | ||||||||||||
Hit. Bonus | 100% | ||||||||||||
Crit. Chance | 0% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 0% | ||||||||||||
Physical Defense | 0% |
Abilities[]
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Doesn't trigger on misses. Power grows by 50% 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 | - Terminate (3rd turn & onward) | - Nuke Calibration |
Tactics[]
Their attacks deals massive damage but has a cooling off period of a few turns per attack, which is the most ample time to attack them. Slows, stuns and focus drains are strong with delaying their attack.
At the start of a fight, Terminate will likely instantly kill a full HP party member, despite Terminators not being able to score critical hits, unless the party has high enough Defense & Vitality to tank one hit. Due to how the A.I. works, Guard can be used to redirect the attack when applied to a slightly injured party member. The Barrier works the same way, especially when evolved onto Guard which let's the player protect two party members at once, thus leaving the third as a scapegoat. The Terminators should be killed before their second or third attack as Nuke Calibration can make them eventually overcome the party's defenses.
Trivia[]
- The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
- "The Terminator's cannon takes many turns to charge and fire, but it is extremely devastating."
- "If facing multiple Terminators, prevent them from using their cannon attack on the same turn by either stunning or slowiing one." [sic]