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โ€œ That treant just used a venomous wrap on us! Don't move or you'll die! Just wait for the vines wear off. โ€ž
~ Dr Herregods to the party
Treant
Treant in battle.
Level 7 ~ 8 (Legend)
Race Mutant
Zone Tera Jungle
- Stage 3/Wave 3
- Stage 5/Wave 1 ~ 2
- Stage 6/Wave 1
- Stage 7/Wave 1 ~ 3
Allies Acid Bomber
Venomancer
Jungle Walker
Titan

Treant is a Normal enemy unit in Sonny (2017). It is encountered in Tera Jungle.

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 7 Lvl 8
Power 0 1.1 193.19236.8
Defense 0 1.25 219.53269.09
Speed 0 0.7 122.94150.69
Vitality 0 1.4 245.87301.38
Max HP from Vitality (7*Vitality) 1721.112109.68
 
Visible Max HP from Vitality 17222110
Visible Power 193237
Visible Defense 220269
Visible Speed 122151
 
Damage Taken Mod from Defense 56.155%
... while Breached (-50% Defense)121.875%
... while Exposed (-75% Defense)160.938%
 
Hit. Bonus 0%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Abilities[]

 
Bio Rupture
Element
Type
Range
Target
Nature
Active
Melee
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
 
Breach
Target Buff Description
Defense reduced by 50%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
2
+1 duration when first applied.
 

 
Rejuvenation
Element
Type
Range
Target
Nature
Active
Ranged
Party Member
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
2
-100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Super Regen
Target Buff Description
Recovering # HP each turn.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
5
Heals for -100% Power.
 

 
Deadly Wrap
Element
Type
Range
Target
Nature
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
100% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Deadly Wrap
Target Buff Description
This unit takes # damage when it uses a melee (close-range) ability.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
1
Damages for 450% Power, ignoring target Defense. Also adds a -100000% A.I. Melee modifier.
 

 
Wood Weave
Element
Type
Range
Target
Nature
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Wood Weave
Aura Description
Aura Notes
Whenever this unit casts a healing ability, its power is increased by 20%.
Power grows by 20% 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 - Bio Rupture
- Deadly Wrap
- Rejuvenation (Team member <100% HP)
- Wood Weave


Tactics[]

If left alone, Treants will quickly grow in Power and start dealing significant damage per attack after a few heals. Pacify, used by Dr Herregods, applies Weaken (-50% Power) which significantly reduces their Power growth if applied on them. Killing them should be a high priority, or use Break to stall their heals.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "Avoid using melee attacks when affected by the Deadly Wrap debuff."

See Also[]

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