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โ€œ Must... eat... eat! โ€ž
~ Vileclaw
Vileclaw
Vileclaw in battle.
Level 7 (Legend)
Race Zombie
Zone The Silver Strand
- Stage 9/Wave 1 (Boss Stage)

Vileclaw is a Boss enemy unit in Sonny (2017). It is encountered in The Silver Strand as the last boss of the zone, after Captain Vendara is ordered to retreat from it.

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
Power 0 0.7 122.94
Defense 0 1 175.62
Speed 0 0.475 83.42
Vitality 0 18 3161.22
Max HP from Vitality (7*Vitality) 22128.51
 
Visible Max HP from Vitality 22129
Visible Power 122
Visible Defense 176
Visible Speed 83
 
Damage Taken Mod from Defense 77.378%
... while Breached (-50% Defense)137.5%
... while Exposed (-75% Defense)168.75%
 
Hit. Bonus 10%
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
 

 
Rage
Element
Type
Range
Target
Fire
Active
Ranged
Self
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
6
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
500%
100%
Reaction
Notes
Version 1.
 
Berserk
Caster Buff Description
Power increased by 300%.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Positive
1
+1 duration when first applied. Duration ticks down once after being applied.
 

 
Toxic Splash
Element
Type
Range
Target
Nature
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
200% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Venom
Target Buff Description
Take # damage each turn
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
5
Damages for 85% Power, ignoring target Defense. Enemy Version.
 

 
Heavy Strike
Element
Type
Range
Target
Physical
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
300% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
100%
Reaction
Notes
 
Super Dazed
Caster Buff Description
This unit is stunned and taking 450% extra damage.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Negative
2
Duration ticks down once after being applied.
 

 
Wound
Element
Type
Range
Target
Physical
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
120% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Damage multiplied by 1.05. Has the description "Deal # damage and apply Bleed to the target for 3 turns. Bleed causes extra damage to the target each time it is hit. Your allies are also more likely to attack bleeding targets.".
 
Bleed
Target Buff Description
Take # extra damage each time this unit is hit.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
99
3
Charge (hidden) consumed when target is hit. Damages for 47.5% Power, ignoring target Defense.
 

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 - Rage (3rd turn & onward)
- Heavy Strike (3rd turn & onward)
- Toxic Splash
- Wound
- Attack


Tactics[]

When Vileclaw uses Rage, immediately use Break if you can't get in another attack in time. Try to anticipate when Vileclaw should use Heavy Strike, use Guard, then attack with your most damaging ability. Giving Sonny and possibly Veradux extra defense is also ideal. The Bleed buff from Wound helps with additional damage and the Slow buff from Cripple helps getting in more attacks against Vileclaw.

For the The Art of Combo, the same overall strategy would remain the same, except Quick Strike would be substituted by a different attack or a turn skip. Claw works as a replacement due to its short cooldown and synergy with physical buffs on targets.

Trivia[]

  • On the official Sonny Twitter account, they posted a tweet saying "All these lovely comments and support are making Vileclaw blush. He loves you back! (Not a real screenshot, obviously. Only in my heart)". Further inspection reveals that this image was actually posted twice, later on in a different tweet saying "Thank you to everyone who has purchased Sonny so far and taken the time to leave us a review. Vileclaw loves you!".
  • The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
    • "Vileclaw's beserk ability will cause his next hit to deal massive damage. You can stun him to prevent this."
    • "Vileclaw is dazed and vulnerable after a heavy attack. Strike him hard in this phase."

See Also[]

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