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"Good" or "bad" mean little compared to what you MUST or WILL do.
~ Zakk
Zakk
Zakk a.k.a. Zakkiatherous AnerexonZakk in battle.
Level 13 ~ 37
13 ~ 28 (Legend)
13 (Enemy)
Race Human
Zone The Hidden Forest
- Stage 3/Wave 1
- Stage 4 (Joins party)
Allies Sonny
Veradux
Dr Herregods
Kara

Zakkiatherous Anerexon, also know as Zakk is a party member in Sonny (2017). He is encountered in Chapter 4: The Hidden Forest guarding his land and is initially encountered as a Normal enemy unit. Zakk is a witch hunter who wishes to get revenge on Arcanis for converting his family and friends to worship the Frozen God, an evil spirit.

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.
Note: This unit is allied, which means that it has lower stats than enemies at same levels, but can equip items. The values below show their attributes while having no equipment.
Base Mod Lvl 13 Lvl 15 Lvl 19 Lvl 22 Lvl 24 Lvl 27
Power 10 0.9 179.2224.79330.24421.26487.43594.65
Defense 10 1.2 235.61296.39436.98558.35646.57789.53
Speed 10 0.8 160.4200.93294.66375.57434.38529.69
Vitality 10 1.1 216.8272.53401.4512.66593.52724.57
Max HP from Vitality (7*Vitality) 1517.631907.682809.813588.64154.665072.01
 
Visible Max HP from Vitality 151819082810358941555073
Visible Power 179225330421487595
Visible Defense 236297437558647790
Visible Speed 160200295376435530
 
Damage Taken Mod from Defense 137.34%137.905%138.595%138.906%139.057%139.23%
... while Breached (-50% Defense)168.67%168.952%169.297%169.453%169.529%169.615%
... while Exposed (-75% Defense)184.335%184.476%184.649%184.726%184.764%184.808%
 
Hit. Bonus 30%
Crit. Chance 15%
Stun Resist 0%
Focus Drain Resist 0%
Physical Defense 0%

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 13
Power 10 0.9 433.01
Defense 10 1.2 574.01
Speed 10 0.8 386.01
Vitality 10 1.1 527.01
Max HP from Vitality (7*Vitality) 3689.09
 
Visible Max HP from Vitality 3690
Visible Power 433
Visible Defense 574
Visible Speed 386
 
Damage Taken Mod from Defense 58.262%
... while Breached (-50% Defense)123.67%
... while Exposed (-75% Defense)161.835%
 
Hit. Bonus 30%
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
100%
100%
Reaction
Notes
Has the description "Deal # damage .".
 

 
Shadow Sweep
Element
Type
Range
Target
Shadow
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
120% Power
+100%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
100%
Reaction
Notes
AoE ability. Has the description "Deal # damage and apply Weaken to the target.".
 
Weaken
Target Buff Description
Sonny2017-BuffWeaken
Power reduced by 50%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
+1 duration when first applied.
 

 
Silver Edge
Element
Type
Range
Target
Physical
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
5
150% Power
+30%
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
3
100%
100%
Reaction
Notes
Has the description "Deal # damage and apply Stun to the target.".
 
Stun
Target Buff Description
DebuffStun
Unit is stunned and cannot act.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
 

 
Snow Storm
Element
Type
Range
Target
Frost
Active
Ranged
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
6
(70% Power) x3
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
6
100%
100%
Reaction
Notes
Apply Slow to the last enemy stricken. AoE ability. Has the description "Deal # damage and applySlow to all enemy units.", which is incorrect.
 
Slow
Target Buff Description
DebuffSlow
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 "Logical". They have a high chance of sticking to the list, and tend to attack the "weakest" enemy.
 
Phases Ability Preference List HP Threshold Abilities Passive Abilities
Phase 1 - Snow Storm (6th turn & onward)
- Silver Edge (3rd turn & onward)
- Shadow Sweep (3rd turn & onward)
- Attack


Tactics[]

Compared to Kara, the only other non-healer, this unit excels in party utility in the form of negative buffs. They also have access to two "AoE" abilities when all other allies only get one. The trade-off is that their damage output is lower than Kara.

Trivia[]

  • Only one variant of Zakk is coded in the game. It simply refers to the same unit when being a party member and as an enemy, hence they're using the same stat mods and abilities. The reason for the stat difference is that units in Sonny's party has a global stat factor of 0.5, meaning their "effective stat mods" are actually half of what is stated in the tables. Enemies have a global stat factor of 1.25.
  • This unit is the only ally that has a special stat different from the norm, specifically their +30% Hit. Bonus.
    • They also start with no elemental power bonuses from starter items, but instead gets a weapon with an item mechanic.

See Also[]

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