ZPCI Pyrotech | |
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Level | 22 ~ 24 (Legend) |
Race | Human |
Zone | ZPCI Stronghold - Stage 4/Wave 1 ~ 2 - Stage 5/Wave 1 - Stage 10/Wave 1 |
Allies | ZPCI ZPCI Sniper ZPCI Medic ZPCI Trident |
ZPCI Pyrotech is a Normal enemy unit in Sonny (2017). They're encountered in ZPCI Stronghold.
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 22 | Lvl 23 | Lvl 24 | |||||||||
Power | 0 | 1.25 | 1428 | 1541 | 1657.73 | ||||||||
Defense | 0 | 1.5 | 1713.6 | 1849.19 | 1989.28 | ||||||||
Speed | 0 | 0.5 | 571.2 | 616.4 | 663.09 | ||||||||
Vitality | 0 | 1.4 | 1599.36 | 1725.91 | 1856.66 | ||||||||
Max HP from Vitality (7*Vitality) | 11195.55 | 12081.4 | 12996.63 | ||||||||||
Visible Max HP from Vitality | 11196 | 12082 | 12997 | ||||||||||
Visible Power | 1428 | 1541 | 1658 | ||||||||||
Visible Defense | 1714 | 1849 | 1989 | ||||||||||
Visible Speed | 571 | 616 | 663 | ||||||||||
Damage Taken Mod from Defense | 40.753% | ||||||||||||
... while Breached (-50% Defense) | 106.25% | ||||||||||||
... while Exposed (-75% Defense) | 153.125% | ||||||||||||
Hit. Bonus | 100% | ||||||||||||
Crit. Chance | 15% | ||||||||||||
Stun Resist | 0% | ||||||||||||
Focus Drain Resist | 0% | ||||||||||||
Physical Defense | 0% |
Abilities[]
25% chance to apply Stun to target after use. | ||||
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AoE ability. | ||||
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Damages for 50% Power, ignoring target Defense. | ||||
99% chance to grows target's Power with 70% of their current Power, and decays target's Defense with 70% of their current Defense. | The 99% chance is likely due to a bug. | |||
Note: ZPCI Pyrotech will almost never use Attack unless Taser Shot is silenced or Sonny's party has significantly increased Lightning 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 | - Pyro Nova - Taser Shot - Attack |
- Heat Shift (Self <50% HP) |
Tactics[]
After the ZPCI Pyrotech uses Heat Shift, or their HP is below 50% HP, attack them with burst damage abilities such as Drill Strike to quickly take them down. Stuns and focus drains can be used to delay their next turn, in order to buy more time to kill them.
Gallery[]
Trivia[]
- The ZPCI Pyrotech has a chance of saying "Feel the Burn!" on a critical strike.