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โ€œ We got split up, Captain. Sergeant Meier found this Zed, he said it was green. It was too strong! โ€ž
~ ZPCI Scout to Cpt. Vendara
ZPCI Scout
ZPCI Scout in battle.
Level 3 (Legend)
Race Human
Zone Patient Zero
- Stage 5/Wave 1 (Miniboss Stage)
Allies ZPCI
ZPCI Elite

ZPCI Scout is a Normal enemy unit in Sonny (2017). They're encountered in Patient Zero. A group of Scouts deploy with Sergeant Meier and assist in eliminating Louis and Sonny.

This section contains spoilers.
This section contains spoilers for certain events from the games. You have been warned.

Background[]

Ordered to do Carbon's dirty work of eliminating all attempts at a cure, Sergeant Meier and a specialist team of ZPCI Scouts deploy to the White November to wipe all onboard.

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 3
Power 0 0.3 17.76
Defense 0 0.7 41.43
Speed 0 0.4 23.68
Vitality 0 0.6 35.52
Max HP from Vitality (7*Vitality) 248.61
 
Visible Max HP from Vitality 249
Visible Power 18
Visible Defense 41
Visible Speed 24
 
Damage Taken Mod from Defense 112.5%
... while Breached (-50% Defense)156.25%
... while Exposed (-75% Defense)178.125%
 
Hit. Bonus 0%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%


Abilities[]

 
Quick Strike
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
100%
100%
Reaction
Notes
30% chance to double strike Has the description "Deal # damage with a #% chance to double strike.".
 

 
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.
 

 
Cruelty
Element
Type
Range
Target
Physical
Passive
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
Reaction
Notes
 
Cruelty
Aura Description
Aura Notes
Increases critical strike chance by 12%.
 

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 - Wound
- Quick Strike
- Cruelty


Tactics[]

With low stats overall, ZPCI Scouts are not much of a threat, even with the Wound + Quick Strike combo.

Trivia[]

  • ZPCI Striker uses the same art as this unit.
  • ZPCI Scouts are the only unit who has no A.I. exclusive abilities equipped, i.e. Sonny can use them as well.
  • This unit is one of the few that appears in a stage (Miniboss) that doesn't match it's enemy type (Normal)
    • In that stage they serve as subordinates to ZPCI Elite, the Boss enemy of that stage (which also doesn't match the Miniboss stage type).

See Also[]

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