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ZPCI Sniper
ZPCI Sniper in battle.
Level 20 ~ 26
21, 23 ~ 24 (Legend)
Race Human
Zone ZPCI Stronghold
- Stage 2/Wave 2
- Stage 4/Wave 1
- Stage 8/Wave 1 ~ 2
- Stage 10/Wave 1
- Training (3/5 Fights)
Allies ZPCI
ZPCI Medic
ZPCI Pyrotech
ZPCI Trident
ZPCI Striker (Training)

ZPCI Sniper 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 20 Lvl 21 Lvl 22 Lvl 23 Lvl 24 Lvl 25 Lvl 26
Power 0 0.85 825.13896.78971.041047.881127.261209.161293.56
Defense 0 1 970.741055.041142.41232.81326.191422.541521.83
Speed 0 0.35 339.76369.26399.84431.48464.17497.89532.64
Vitality 0 1.2 1164.891266.051370.881479.361591.421707.051826.2
Max HP from Vitality (7*Vitality) 8154.238862.339596.1810355.4911139.9711949.3612783.4
 
Visible Max HP from Vitality 81558863959710356111401195012784
Visible Power 8258979711048112712091294
Visible Defense 970105511421233132614221522
Visible Speed 340369400431464498533
 
Damage Taken Mod from Defense 77.378%
... while Breached (-50% Defense)137.5%
... while Exposed (-75% Defense)168.75%
 
Hit. Bonus 100%
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
 

 
Snipe
Element
Type
Range
Target
Fire
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
0
110% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Deal +110% damage if caster wasn't hit with an attack last turn. Damage bonus doubled to +220% due to a glitch.
 

 
First Aid
Element
Type
Range
Target
Nature
Active
Ranged
Self
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
99
-3000% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
50%
Reaction
Notes
Dispels 10 positive or negative buffs from target.
 

 
Vantage Point
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
 
Vantage Point
Aura Description
Aura Notes
Snipe deals double damage if this unit was not attacked in the previous turn. This unit also receives 100% extra healing.
This aura only has the healing bonus effect, the description is used to inform the player about Snipe's reaction. See Snipe for the correct damage bonus.
 

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 - Snipe
- Attack
- First Aid (Self <50% HP) - Vantage Point


Note: ZPCI Sniper will almost never use Attack unless Snipe is silenced or Sonny's party has significantly increased Lightning defense.

Tactics[]

The Wound ability can be used on a ZPCI Sniper to let the allies attack them, and thus keep the damage from Snipe low, while the player focuses their attacks towards their preferred target. Alternatively Wound can be used the other way around, applying to the player's preferred target and letting the allies attack them while the player tries to kill the Sniper.

Note that Snipe is impossible to dodge as it has a total hit. bonus of 200%. The Blind buff (-50% Hit Chance) is not enough to bring this bonus below 100%.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "ZPCI Sniper deals extra damage if he was not attacked on the previous turn."

See Also[]

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