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โ | Please address any queries to our lunch supervisor: THE WAR LIZARD! | โ |
~ Foreman Grosk to the party |
War Lizard | |
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Level | 11 (Legend) |
Race | Machine |
Zone | Firewell Factory - Stage 5/Wave 2 (Miniboss Stage) |
Allies | Worker |
War Lizard is a Miniboss 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 11 | |||||||||||
Power | 0 | 1.6 | 571.53 | ||||||||||
Defense | 0 | 3 | 1071.62 | ||||||||||
Speed | 0 | 0.65 | 232.18 | ||||||||||
Vitality | 0 | 14 | 5000.88 | ||||||||||
Max HP from Vitality (7*Vitality) | 35006.17 | ||||||||||||
Visible Max HP from Vitality | 35007 | ||||||||||||
Visible Power | 572 | ||||||||||||
Visible Defense | 1072 | ||||||||||||
Visible Speed | 233 | ||||||||||||
Damage Taken Mod from Defense | 5.954% | ||||||||||||
... while Breached (-50% Defense) | 40.753% | ||||||||||||
... while Exposed (-75% Defense) | 106.25% | ||||||||||||
Hit. Bonus | 0% | ||||||||||||
Crit. Chance | 0% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 50% | ||||||||||||
Physical Defense | 0% |
Abilities[]
AoE ability if caster <50% HP. | ||||
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Has no effect itself, Fury Flame has it instead. | |||||
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Damages for 135% Power. Doesn't increase Fire Power at all. | |||||
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Damages for 200% Power. | ||||
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Damages for 35% Power. | |||||
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 | - Super Burn - Fury Flame - Attack |
- Flame Splitter - Unstable Core - Radiation Burn |
Tactics[]
Kara points out that the War Lizard will eventually destroy itself, making the battle a war of attrition. Use ranged abilities as much as possible to avoid taking unnecessary damage from the Radiation Burn ability. Stunning it would cause the War Lizard to do nothing yet take damage. Having plenty of defensive abilities equipped makes the battle easier, especially when this unit goes below 50% HP, in which they start attacking the entire the party with Fury Flame. While playing defensively is the safest way, using abilities that deal piercing damage will speed up the process.
To obtain the Watch The World Burn achievement, Veradux should be used alongside Dr Herregods for their heals. Equip only healing abilities as Sonny is not allowed use any ability on an enemy. For abilities that can target anybody, like Blaze Aura, the player will get the achievement as long as they only use it on party members. Items that give extra fire defense is also needed to survive the War Lizard's fire damage. Super Burn is the main threat due to its damage potential, which is why dispelling abilities are important.
It does not matter if an ally hits the War Lizard. The achievement only checks if Sonny hits the boss. As such Kara can replace one of the healers to speed up the battle, given that Sonny has enough equipped defensive abilities to compensate for one less healer.
Trivia[]
- The player can randomly gain one of the following tips when being defeated by, or retreating from, this unit:
- "Having items with high defense and fire resistance can go a long way against the enemies in this area."
- "Because of the War Lizard's self damaging aura, it is best to play defensively in this encounter."