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~ Worker
Worker
Worker in battle.
Level 8 ~ 15
10 ~ 12 (Legend)
Race Zombie
Zone Firewell Factory
- Stage 1/Wave 1 ~ 3
- Stage 2/Wave 1 ~ 2
- Stage 5/Wave 1 (Miniboss Stage)
- Stage 6/Wave 1 ~ 2
- Stage 8/Wave 1
- Training (3/4 Fights)
Allies Shredder
War Lizard
Boom Bot
Engineer
Terminator (Training)

Worker is a Normal enemy unit in Sonny (2017). It is 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 0.72 155186.36220.44257.19296.53338.41382.78429.59
Defense 0 1 215.27258.83306.17357.21411.85470.01531.63596.65
Speed 0 0.8 172.22207.06244.94285.76329.48376.01425.31477.32
Vitality 0 0.75 161.45194.12229.63267.9308.88352.51398.73447.49
Max HP from Vitality (7*Vitality) 1130.181358.841607.41875.332162.192467.562791.083132.41
 
Visible Max HP from Vitality 11311359160818762163246827923133
Visible Power 155186220257297338382430
Visible Defense 215259306357412470532597
Visible Speed 172207245286329376425477
 
Damage Taken Mod from Defense 77.378%
... while Breached (-50% Defense)137.5%
... while Exposed (-75% Defense)168.75%
 
Hit. Bonus 0%
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
 

 
Ampify
Element
Type
Range
Target
Physical
Active
Ranged
Enemies
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
Ability mispelled, should be "Amplify".
 
Ampify
Target Buff Description
Damage Taken +50%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
+1 duration when first applied.
 

 
Fire Spit
Element
Type
Range
Target
Fire
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 

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 - Ampify
- Fire Spit
- Attack


Tactics[]

The Ampify buff should be either dispelled or counteracted with increased Defense, including Fire Defense due to the sheer amount of Fire attacks in this zone. Having high Speed helps as the buff has a very short duration, which at most only allows one attack from each enemy before it expires.

Trivia[]

See Also[]

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