ForumsGame WalkthroughsSonny Guide: Tips and Tricks for Strategy

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DoraDoraBoBora
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DoraDoraBoBora
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Nomad

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Just picked up Sonny on iTunes for your iPhone or iPad? Sonny 2017 has quite a few different mechanics compared to its predecessors, but we've got your back. Whether you're stuck with Sonny or just want to pick up some more information to better equip yourself, our guide is here to give you insight on how the game works. Rather than functioning as an explicit walkthrough, these tips for Sonny will show you how understanding the various mechanics will have you vanquishing the Vileclaw or crushing The Corrupter and beyond in no time.

Don't have the game yet? Get Sonny on iTunes!

FIVE QUICK TIPS FOR VICTORY
Use as much crowd control as possible - Control the battle by using Stuns, Slows, or other weakening effects against your enemies to gain the upper hand. Use abilities like Wound to direct your team's focus onto a specific target and take them down more quickly.
Strike often- It's easy to neglect it, but you must keep Speed balanced when managing your stats because the faster you are, the more you can do before your enemy's next attack.
Time your heals wisely - Learn your enemy's abilities and wait until after the enemy has used its dangerous move before healing your team. Regenerate will cure 1 debuff AT RANDOM, so it may not dispel the one you were hoping for if you use it while you're suffering from multiple status conditions!
The more skills, the better - Especially in the early game, it's much more helpful to have a wide variety of abilities than to marginally upgrade a single skill.
Spend money wisely - Respec your skills to experiment with new builds while you're in the first two zones -- it's only $1 in the beginning, but it gets pricier later on!  Also, items in the Shop are different in each zone; keep your inventory up to date by buying higher level items so your stats don't fall behind.
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FOCUS

What is Focus and how does it work?
"Focus" is the blue bar that hovers above each character and partner to the green Health Points (HP) bar. When that blue bar is filled, you get to make your move, but the same goes for your enemy! Your goal is make sure your bar fills faster and more often.

The rate at which your Focus bar replenishes is determined by the Speed stat (the yellow feather icon that appears when you select a character). The higher your Speed, the faster your Focus will build, and the sooner you will be able to attack before the other team.

Increase your rate of attack either indirectly by equipping +Speed items or directly by using an ability like Snap Kick while in battle, which instantly grants 50 Focus.

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SPEED
How can Speed give you an advantage in combat?

More chances to hit means more opportunities to apply Chance-on-Hit (a.k.a. Proc) bonuses such as Expose's defense reduction or a double attack with Quick Strike.

If you effectively balance your Speed (thus the rate at which you regain Focus), not only will you have more opportunities to strike as your turn comes faster, you will also be able to use your powerful abilities more often.

Consider the following: An ability like Guard, which grants a hefty +150% Defense bonus and +50% Stun and Focus Drain resist, has a 3-turn duration and a 5-turn cooldown. If your Speed is equal to the opponent's, they may hit you multiple times in the two turns before you have a chance to protect yourself with Guard again. But with a higher Speed, your Focus will consistently build faster, giving you one or even two extra turns to act before the enemy makes their next move.

Each time your Focus bar refills an extra turn before your enemy can retaliate means one less turn spent defenseless during a cooldown period on your strong abilities. Given a high enough Speed gap, you could potentially keep Guard up throughout an entire battle.

Speed is the "silent strength" stat in Sonny. Ignoring Speed to focus only on Power is a great way to see really big numbers when you attack, but without a balance of these two stats, you'll also be dead before you get a chance to take that big swing.

Other stats are, of course, incredibly useful in their own way -- we'll discuss them later on. However, you can only do so much to buff your own attributes, so it's often most effective to lower the enemy's,  too...

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DEBUFFS
This enemy has strong defenses! How do I get through them?
"Wound" is a crucial ability in the early stages of the game for whittling down sturdy targets.

The Wound ability applies the Bleed debuff, which deals extra damage every time the target is struck with an attack. It's especially useful at early stages of the game, when the damage is practically equal to a double-strike.

Your allies will also focus their attacks on Bleeding targets. Use this to your advantage to have your whole team target an enemy that needs to be quickly eliminated.

Amplify the effects of Wound by pairing with the right abilities:
Super Dazed enemies are extremely vulnerable to attacks. Combine this temporary weakness with a direct attack and the huge bonus damage from Wound, and the target won't survive another turn.
On a similar note, Blood Strike will steal a large amount of extra health from a Super Dazed enemy. This can be a life-saver in a fight if your Regenerate is on cooldown!

Armor is the enemy of damage. Use a combination of Passive abilities and skills to negate the target's defenses:
Expose is a Passive ability that has a 20% Proc chance to reduce the enemy's Defense by a whopping -75% for the next hit it takes. Strike with a high-damage attack after an enemy is Exposed to deal a strong blow to even the tankiest tank.
Drill Strike is a skill perfect for raw damage... it completely ignores 100% of the target's Defense. Time your Drill Strike for the moment your target falls under 35% hp to deal an additional +50% damage and quickly execute a low-health enemy.

This enemy has a lot of dangerous attacks! How do I prevent it from overwhelming my team?
&lt>The most direct way to keep an enemy from attacking you is to stun them with an ability such as Break. A stun completely stops the target from acting on its next turn. Time the use of your stuns wisely. A well-placed stun on the right target can:

Stop an enemy if you know they're about to use a debuff ability against you such as Poison or Bleed.  This is especially effective against weak targets that like to throw out a DoT at the start of a fight so you can kill them before they have a chance to strike and save your Regenerate for a more crucial moment in battle.
Stall for time if you need just one more turn before an ability on cooldown becomes available.
Prevent a dangerous, super-powerful attack from an enemy that has a berserk ability such as Rage. Many of these enemy buffs last only one turn and have long cooldowns. You can completely turn the tide of battle if you wait until they berserk to use your stun.

Just as it helps you to have as high Speed as possible, making the enemy as slow as possible is critical in battle. The Cripple skill reduces a target's Speed by -35% for 3 turns with a 4-turn cooldown. If your Speed is high enough, you can keep an enemy constantly Crippled.

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SYNERGY
As we now know, having a slower enemy means having a distinct advantage over them in turn rate, and it also means elongating the duration of your other effects. Combine debuffs and attacks to maximize your Crowd Control (CC) and damage in battle:
Cripple + Stun = Longer stun, because it will take +35% longer for the target's focus to regenerate enough to end the turn, and thus end the stun.
Cripple + Wound/Cripple + Expose = More chances for your team to strike the enemy before Wound/Expose wears off, leading to a lot of extra damage.
Cripple + Suppress = Best used against enemies with Heal over Time (HoT) abilities. Being slowed means longer downtime before they receive their next heal and more time for you to go for a killing blow.
The Claw skill deals an additional +30% damage against Physically debuffed enemies. If you learn to pair your Physical CC and stretch them out as long as possible with slows, you can consistently inflict massive damage on your target.

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SKILLS
Should I invest Skill Points in multiple skills or upgrade one skill multiple times?
Fill your entire skill wheel before you even consider upgrading an ability. Having more skills gives you two advantages:
A variety of skills gives you a variety of strengths. You'll have the advantage of multiple tactics in battle to choose from instead of being limited to only a handful of abilities.
A wide repertoire of abilities will also help prevent downtime between turns where you are stuck with only your basic attack available.
There's an obvious advantage to being able to use two different attacks for hundreds of damage consecutively than to have one attack with +25 damage that then goes on cooldown.

Should I respec my skill points? When?

Try new strategies by experimenting with different skills to find a playstyle that works for you.

Respeccing is very cheap in the early game, only $1! It will not stay this inexpensive forever, so it's a good idea play around with various builds while you can do so without hurting your pockets.

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SURVIVING
What can I do to increase my survivability?
If you expect to take a large amount of damage in the next few turns from a charging or berserking enemy, you can protect yourself with an ability such as Guard, which grants +150% Defense as well as +50% Stun and Focus Drain resistance.
Other stats can help you survive in battle, too. Pay attention to the kind of damage the enemy is dealing your team:

Fast enemy with several, rapid attacks?  Defense is your direct protection from damage.
Slower enemy with heavy hitting blows OR an enemy using Defense-penetrating attacks? Vitality increases your HP to allow you to take more damage and still survive.
Non-Physical damage cutting through your health? Resistances will protect you by diminishing specific types of damage by a certain percentage.

Why should I pay attention to HP, beyond the obvious?
Many elements of battle can changed based on current HP. Abilities such as Drill Strike deals +50% damage to targets under 35% HP. Also, some enemies berzerk when they fall under half health, and some deal increased damage when you are under 50%.
Focus down berzerking targets quickly or stun them when they drop into the danger zone, and keep yourself healed when facing targets that gain strength while you're low HP.

How do I get the most out of my healing skills?
Be patient when fighting an enemy with dangerous abilities. Let them use their high-damage attack or debuff ability first, and then you can completely negate it with a well-timed heal.
The Regenerate skill can dispel 1 debuff at random. If you've been affected by a Slow and then a Poison, it's a 50/50 chance that your heal will dispel the Slow instead of the Poison. Sometimes, it's best to wait out the weaker debuffs before you attempt to dispel the stronger one.

Keep yourself alive without spending the Regenerate cooldown by using Lifesteal. You can find items with a Lifesteal percentage which will take an amount of the damage you deal and give it back to you as health <em>or</em> you can use abilities such as Blood Bath and Blood Strike.

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STATS
Not all stats are created equal! A single point into your four main stats, Vitality, Power, Defense, and Speed, can yield significant returns.
For example, increasing your Vitality by just one point will increase your HP by 7 points. Thus, an item that gives a few more Vitality points can add a sizable amount to your overall Health.

Speed: You thought we were done talking about Speed! In addition to raising your Focus regeneration rate, the Speed stat also increases your chance to hit <em>and</em> to dodge enemy attacks. A "Miss" on an attack deals absolutely no damage and has no effect whatsoever on the target.

Defense: This stat offers protection from direct attacks, meaning you can't lessen the damage from indirect damage like DoT effects, but you can significantly protect yourself from the enemy's strikes.

Try to maintain a balance of Defense and Vitality with your offensive stats if you notice the enemy is knocking out large chunks of your HP even after being debuffed. The damage you prevent each turn with a higher defense adds up quickly and can mean the difference between life or death.

It's possible to have high Defense with lower Power and still deal impressive damage. Abilities like Iron Slam take a large percentage of your Defense and add it directly as damage to your attack. Combining Iron Slam with a skill like Guard (which adds 150% Defense) can yield crippling results.

This guide is in progress! Feel free to post your own tips or as for help.

  • 203 Replies
VoodooKnigh
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VoodooKnigh
4 posts
Nomad

Welp, I feel like an idiot. The fight was trivial after I got all the speed items from the shop. Thanks everyone for the help!

analytical
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analytical
15 posts
Nomad

@Antigon15 yep, blackhall keep.

Antigon15
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Antigon15
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Nomad

@analytical The enemy's there are pretty though, but there are some ways you can use to demolish them. firstly, the 20k damage combo with fire strain is great for killing the monk dudes. Secondly, A combo of all your three strains is a excellent way to kill the monks/fast raven dude. Always take out the monks first by using wound so your whole team targets him. after he's dead kill the raven dude, and lastly the executioner remains which is pretty easy to kill if you use your stuns on him.

x200Klicks
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x200Klicks
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Nomad

How do I get past stage 8 in blackhall keep, its impossible as a fire/shadow

analytical
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analytical
15 posts
Nomad

That venom from the assassin is what is getting me. Takes massive damage

VoodooKnigh
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VoodooKnigh
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Nomad

http://imgur.com/a/d1pAk -> Equipment is Katana, Composite cap, Divine Shroud, Orb of Thunder. Stats are one level less than 690 Power, 548 Defense, 1090 Speed, 601 Vitality, 31% crit chance. Divine shroud is upgraded twice for more speed and 1% crit chance, and orb of thunder is upgraded thrice for more speed and defense.

If anyone is still stuck on Celestia, I made a build to kill her with just Sonny. It's all lightning with cripple and guard, but I don't even think I used cripple.

Here's the strat: T1: Volt Snare
T2: Guard
T3: Disrupt
T4: Arc Flash -> this should deal ~18k damage
T5: Volt Snare
Here you evolve your Arc Flash to deal more damage in whichever way possible, the best is 50% when she has less than 50 focus, or 50% when you have a lightning buff on.
T6: Energize
T7: Warp Strike
T8: Guard
I don't remember after this, but I know that after she double Electro Bolts, she either Duel Strikes or if she already did it a few turns ago, Berserks you, so this is when you do your Arc Flash. By here, if you've got 50% additional damage, she stops gaining damage each turn as half her health is gone.

analytical
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analytical
15 posts
Nomad

I must not be cut out for this game. I can't replicate what you guys succeeded with. I get mad every time I play this game because I can't progress. I'm not even on a boss level. Anyone else sharing the same frustration, late game? Not to whine, but I am close to uninstalling. It's not fun anymore.

capokey
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capokey
1 posts
Nomad

How do I beat Zone 5 Stage 5 Blitz Raptor?
I am Physical/Nature.
Really need help

Harkmen
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Harkmen
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Nomad

Hey Guys, I've been playing the Sonny series for a while, but I'm new to the forums. I beat the IOS game once with Lightning/Frost (and a lot of training), and now playing with Fire/Nature and Shadow/Lightning to Zone 7 both. It seems most people here have come up to at least Blackhall Keep, so I'll give my input with notable enemies and bosses up to there.

Prologue, Zone 1 and 2 should be straightforward for the most part. If anyone's stuck on those levels, I can help.

Zone 3: huge difficulty spike and learning curve from here onward. Boom bots should be dealt with ASAP and make sure to have high enough defense for terminators.

--Miniboss: War Lizard -- Play defensively, as the boss has too high defence, but damages itself every turn.
--Boss: Foreman Grosk -- Shouldn't be too hard in the end. Make sure to have dispelling heals and Cripple to slow him down.

**For future reference, if you're using a strain that has a snare ability, use it especially for bosses. It's a great utility ability to recover and gain additional dodging capability from their more lethal attacks.

Zone 4: Don't use AOE while facing wolves, and leave them for last. Take out Mages ASAP. As for Priests, either defeat her first or last, and pack your strongest ability to kill before she sacrifices one of her allies (and gain +300% stats)

-- Miniboss: Inquisitor Leon -- Pack a mix of powerful attacks and defences to take out the wolves quickly before he sacrifices one of them. Bleed and Multi-hit abilities are also good for this fight, as he takes additional damage every time you hit him.

--Boss: Templar Arcanis -- Don't worry about accidentally hitting the adds with AOE abilities, they apparently don't count as enemies and won't hit them. Bleed and DoTs are especially recommended for this fight to whittle down Arcanis's health around the time he uses his ultimate skill for the third time. The ultimate skill itself may deal a lot of damage, but it won't kill, so don't worry about healing before he uses it. Dispelling heals are also necessary to counter his debuff skills.

--Zone 5 -- 2nd hardest zone relative to level IMO. Iron Guards are a major pain as they gain 25 focus each time you hit them, and they hit hard. Pack a slowing skill and/or speeding-up skill to increase your chances of avoiding their attacks. Samurai aren't difficult on their own, but become annoying with other enemies in the fray.

--Miniboss: Blitz Raptor -- Some of you seem to be stuck on this fight, and I don't blame you. Without sacrificing defensive gear, the Raptor is always going to be faster than you, and has 5 nasty abilities, 3 of which come from the almost-game-breaking Lightning Strain (Arc Flash, Warp Strike and Energize). The key is to make sure you have high enough focus before you face this monster, and then use Cripple (or a snare ability if you have one) to start the fight. Dr. Herrogods is a must for weakening it before it uses Arc Flash. Offensive dispelling abilities are also needed to keep the boss from having increased crit chance and speed.

--Boss: Celestia -- With Lightning Strain, she's pretty easy. With any other strain that has snare, she's challenging, but fairly manageable. With Shadow Strain, she's a nightmare. The key here is to keep her slowed down and have a hard-hitting ability (Blast, Arc Flash, etc.) to bring her health down to 50% as quickly as possible. The best way this works is if she targets Sonny (you) by the time she uses Overcharge (which will increase your damage by 300%). Wound and DoTs are also highly recommended as the bleed/DoT damage scales with the original power when you use it (So if you use it when overcharged, the additional damage scales with it even when the charge runs out). With Shadow Strain, you don't have snare, nor hard-hitting attacks relative to the other strains, so be ready for her to hit hard by the time you get her to 50% health. If you evolve an ability with Weaken, keep it that way for the rest of the fight.

--Zone 6 -- Enemies are pretty powerful here. For all but Nature strain, order of priority is: Oracle > Plague Assassin > any other foe. With Nature Strain's Haze ability, you won't have to worry about the Oracle's nasty abilities as much, and can focus on the harder-hitting Assassin first.

--Miniboss: Count Augustine -- Honestly, haven't had trouble with him for all 3 of my playthroughs so far. Bleed/DoTs work wonders, as the additional damage doesn't trigger his passive (permanently increasing his power each direct hit). However, focus on the adds first and be sure to slow him down once he uses his speed/crit buff.

--Boss: Baron Brixius & Baroness Maire -- Quite a different characterization of the Baron here compared to the originals, but I warmed up to it in the end. Anyway, the fight starts off relatively easy, but like the mini boss, the Baron will gain more attack each time he's hit, and the Baroness will power him up unless you focus on her first. He starts off with an attack that permanently grants him additional speed while slowing you down, but its calculated to whatever his current speed is, so use a snare ability (if you have one) to make sure he gets minuscule speed if he hits with it. He uses this ability roughly every 5 turns. His other ability to watch out (that he uses every 6 turns or so) for will silence the last ability the whole team by a whopping 50, but doesn't affect normal attacks, so pack one. I wouldn't recommend having hard-hitting moves, as the Baroness will return half the damage back at you.

Sorry for the long post. If anyone else still has trouble up to this point, I'll do my best to help!

Qwerty177
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Qwerty177
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Shepherd

Alright so I can't get by zone 8 stage 11. I've got the lightning and ice strain. It basically no matter what I do I get killed or disabled by the 6th turn. I've already got 1600+ speed and maxed equipment. Any advice?

jasondoran
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jasondoran
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Peasant

@Qwerty177 Just get to stage 12. I'm shadow/lightening strain with double speed passive just to move first.(on a legendary run, think you can just level up to get first move)After some tries, I will say volt snare the speedy guy first benefits better as he will miss on his first strike. Then I go disrupt and arch flash to one-shot the naga. There you have a 3v2 which is fairly easy afterwards. Hope it helps.

Gedonnas
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Gedonnas
1 posts
Nomad

Btw what was the song in the tape ? It was really catchy but i couldn't find it by lyrics or shazam ;(

gerrit3ds
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gerrit3ds
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Farmer

I'm stuck on zone 5 because of celestia and I choose fire any suggestions to help me defeat celestia?

jasondoran
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jasondoran
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Peasant

@gerrit3ds I was on shadow on zone 5. However I beat her almost using physical skills. The general strategy would be letting her skill that empowers you hits you but not your teammates. Then you hit her hard with that two-turn opportunity. And do snares before her killing skills. It takes a little tries to figure out her skill pattern. Then make sure you have speed equipment on all your teammates as well. Hope this is helpful.

Harkmen
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Harkmen
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Nomad

@gerrit3ds Adding on to what jasondoran posted, using Wound and Blast while you have the +300% damage buff is also really helpful in bringing Celestia's health down to half before she gets too powerful. To make the fight potentially easier, use Magma Beam just before she uses overcharge to lower her defense before getting the buff. If you're still stuck on Celestia, I hope this helps as well.

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