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Zealot
Zealot in battle.
Level 11 ~ 17
14 ~ 15 (Legend)
Race Human
Zone The Hidden Forest
- Stage 5/Wave 2
- Stage 7/Wave 1 ~ 2
- Stage 8/Wave 1
- Stage 9/Wave 3
- Stage 10/Wave 1
- Training (1/4 Fights)
Allies Frost Wolf
Frost Hunter
Frost Mage
Mad Priest

Zealot is a Normal enemy unit in Sonny (2017). They're encountered in The Hidden Forest.

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 11 Lvl 12 Lvl 13 Lvl 14 Lvl 15 Lvl 16 Lvl 17
Power 0 1.2 428.65494.21564.01637.96715.98798883.96
Defense 0 1.1 392.93453.03517.01584.8656.31731.5810.3
Speed 0 0.7 250.04288.29329.01372.14417.65465.5515.64
Vitality 0 2.5 893.011029.611175.031329.081491.621662.51841.58
Max HP from Vitality (7*Vitality) 6251.17207.298225.199303.5910441.3611637.512891.06
 
Visible Max HP from Vitality 6252720882269304104421163812892
Visible Power 429494564638716798884
Visible Defense 392453517585657732810
Visible Speed 250288329372418466516
 
Damage Taken Mod from Defense 68.066%
... while Breached (-50% Defense)131.25%
... while Exposed (-75% Defense)165.625%
 
Hit. Bonus 0%
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
 

 
Shield Charge
Element
Type
Range
Target
Physical
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
2
100% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Super Stun
Caster Buff Description
Unit is stunned and cannot act.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Negative
2
Duration immediately ticks down after use.
 
Stun
Target Buff Description
Unit is stunned and cannot act.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
1
 

 
Fog Strike
Element
Type
Range
Target
Frost
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
3
110% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
100%
100%
Reaction
Notes
 
Blind
Target Buff Description
Hit chance reduced by 50%.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
2
+1 duration when first applied.
 

 
Emblem of Defense
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
 
Emblem of Defense
Aura Description
Aura Notes
When this unit is killed, the opposing team gains a defensive buff.
 
Guard
Target Buff Description
Defense increased by 150%. Also grants 50% stun and Focus drain resistance.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Positive
3
Duration immediately ticks down for the killer.
 

 
Retaliation
Element
Type
Range
Target
Physical
Active
Melee
Enemies
Cooldown
Scaling
Hit. Bonus
Crit. Bonus
4
200% Power
Starting Cooldown
A.I. Score Mod
A.I. Score Bonus
A.I. HP Threshold
6
100%
100%
Reaction
Notes
AoE ability.
 
Super Stun
Caster Buff Description
Unit is stunned and cannot act.
Caster Buff Polarity
Caster Buff Charges
Caster Buff Duration
Caster Buff Notes
Negative
2
Duration immediately ticks down after use.
 
Super Stun
Target Buff Description
Unit is stunned and cannot act.
Target Buff Polarity
Target Buff Charges
Target Buff Duration
Target Buff Notes
Negative
2
 

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 - Retaliation (6th turn & onward)
- Fog Strike
- Shield Charge
- Attack
- Emblem of Defense


Note: The Hidden Forest Shop has items that grant a lot of Frost Defense, equipping these to the whole party causes Zealot to prefer Shield Charge over Fog Strike.

Tactics[]

The Zealot possesses abilities that hinders the party from dealing damage to the enemy team. The stuns can be avoided by equipping abilities that grant stun resistance or increase the party's dodge rate. Sonny can also learn dispelling abilities to remove the stun from allies. Dispels also work against the Blind buff (-50% Hit Chance), but some abilities have increased Hit Chance which can negate the buff. Because the Zealot's stuns also stun themselves, they usually don't get to attack as often compared to other units in the same zone.

Trivia[]

  • The player can gain the following tip when being defeated by, or retreating from, this unit:
    • "The Zealot's ultimate skill will stun your entire team."

See Also[]

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