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โ€œ Engaging with the enemy! โ€ž
~ ZPCI Trident
ZPCI Trident
ZPCI Trident in Firewell Factory.
Level 10, 22 ~ 23 (Legend)
Race Human
Zone Firewell Factory
- Stage 3/Wave 2
- Stage 4/Wave 1
ZPCI Stronghold
- Stage 5/Wave 1
- Stage 7/Wave 1 ~ 2
- Stage 8/Wave 1
Allies ZPCI
ZPCI Medic
ZPCI Striker
ZPCI Pyrotech
ZPCI Sniper

ZPCI Trident is a Normal enemy unit in Sonny (2017). They're encountered in Firewell Factory and 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 10 Lvl 22 Lvl 23
Power 0 1.25 382.7114281541
Defense 0 1.35 413.331542.241664.28
Speed 0 0.7 214.32799.68862.96
Vitality 0 1.6 489.871827.841972.47
Max HP from Vitality (7*Vitality) 3429.1112794.9113807.32
 
Visible Max HP from Vitality 34301279513808
Visible Power 38214281541
Visible Defense 41315421664
Visible Speed 214800863
 
Damage Taken Mod from Defense 49.397%
... while Breached (-50% Defense)115.625%
... while Exposed (-75% Defense)157.813%
 
Hit. Bonus 0%
Crit. Chance 0%
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
 

 
Ice Drill
Element
Type
Range
Target
Frost
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
2
130% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
Silence target's previously used ability for 5 turns. Ignores Defense.
 

 
Frost Nova
Element
Type
Range
Target
Frost
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
100% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
500%
100%
Reaction
Notes
Drains 100 Focus from target on hit. AoE Ability.
 
Slow
Target Buff Description
Speed reduced by 35%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
2
+1 duration when first applied.
 

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 - Frost Nova (3rd turn & onward)
- Ice Drill
- Attack


Tactics[]

Ideally, the ZPCI Trident should not be allowed to use Frost Nova at all while there are other enemies still alive, as it can leave the party vulnerable to attacks. Use a combination of stuns, slows and focus drains to delay this unit, or alternatively burst them down using the Breach buff (-50% Defense) or piercing attacks.

The Ice Drill silence effect can be avoided by using a Basic Attack before ZPCI Trident uses this ability.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "The ZPCI Trident's ultimate attack will ignore all defense."
      • This tip is incorrect, Frost Nova doesn't ignore defense at all. However, ZPCI Trident's other ability, Ice Drill does ignore defense.

Gallery[]

See Also[]

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