- For the enemy in Sonny, see ZPCI Sniper (Sonny).
ZPCI Sniper | |
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Level | 11 |
Race | Human |
Zone | Oberursel - Stage 13 (Boss) |

The full sniper armor set
ZPCI Sniper is a boss from Oberursel in Sonny 2. He is allied with Captain Hunt and ZPCI Medic. At the beginning of the battle, he is commanded to attack Roald, Sonny, and Veradux at Captain Hunt's command.
Battle[]
Attributes[]
Attributes | LV11 | ||||||||
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EASY | Speed | 66 | |||||||
Instinct | 49 | ||||||||
Strength | 49 | ||||||||
HP | 1609 | ||||||||
CHALLENGING | Speed | 73 | |||||||
Instinct | 98 | ||||||||
Strength | 98 | ||||||||
HP | 2735 | ||||||||
HEROIC | Speed | 73 | |||||||
Instinct | 122 | ||||||||
Strength | 122 | ||||||||
HP | 3218 | ||||||||
Focus | 100 | Physical | Cosmic | Ice | Fire | Lightning | Earth | Shadow | Poison |
Target Weakest | Piercing | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Defense | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Abilities[]
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit's Physical Piercing is increased by 250%. | Lasts 3 turns. | ||
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is dealing 300% more damage. | Lasts 3 turns. | ||
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is shielded from 2500 damage and is recovering Focus, but its Strength is reduced by 90%. This effect cannot be dispelled. | Lasts 13 turns. Recovers 150 Focus. |
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Ability Selection[]
Notes on enemy AI: | While in a given battle stage, enemies will attempt to use First Choice abilities. If impossible (due to focus, silencing or cooldowns), they will proceed to Second Choice, etc. Cooldown for enemies indicates how often abilities may be used, and is effectively one less than for Sonny (IE cooldown of 2 can be used every second turn) Enemy-targetting abilities have a chance of targetting the weakest enemy rather than targetting at random; this is given in the Attributes section above. Ally-targetting abilities always target the weakest targetable ally. Selection within a category is random unless indicated. All exceptions noted below. |
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Battle Stages | First Choice | Second Choice | Third Choice |
First turn of battle | ZPCI Shell | ||
All other times | Snipe Buff 1* Snipe Buff 2* |
Snipe | Shoot |
*Only uses one action-bar instance; switches which one when Captain Hunt's HP reaches 50% |
Equipment[]
Headwear | Bodywear | Gloves | Leggings | Footwear | Primary | Secondary |
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Accuracy Display | Flexible Armor | Deft Hands | Steadfast Leggings | Agile Boots | ZPCI Sniper Rifle |
Tactics[]
ZPCI Sniper is the most dangerous of Captain Hunt's group. If allowed to use Snipe, he can effectively one-shot Sonny, Veradux, or Roald. However, he will always set up with Crouch and Lock and Load before unloading with Snipe and Shoot, giving you three turns to prepare. As soon as he has his ZPCI Shell, Crouch, and Lock and Load, it is recommended to stun him, wasting the buffs.
He will then attempt to reaquire the buffs, so you should stun him again after they are on him again. Psychological works well for this because you can alternate between two Traumatizes to effectively stunlock him. Seeing as the other classes also have abilities that can stun an enemy, they are equally as effective.
Drops[]
Trivia[]
See Also[]
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