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Potential Sonny 3 Superbosses page 34

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third duo: the hydro’s

1) the avenger: 120.000 health, 500 strenght, 50 instinct, … vitality(must become 120.000 health), 250 speed, 100 focus

skills:
-demolish(2X equipped)
-wreck(2X equipped)
-decimate
-form ability(instantly restores all focus DC:6)
-restore(2X equipped)

passive skills:
-avenger form
-warm neurology

behavior:
1st priority[ice wall effect]^: restore => himself
2de priority[focus<15;focus<50%/3 turns]: form ability => himself
3de priority: demolish(2X)/wreck(2X)/decimate => weakest

after teammates dead:
recieves effect => strenght increases with 100% and healing/damage is increased with focus in %

new 1ste priority[health<20%]^: restore(2X) => himself

2) the gaurdian: 30.000 health, 50 strenght, 500 instinct, … vitality(must become 30.000 health), 250 speed, 100 focus

skills:
-regulate
-shatter
-vascular arrest
-glacier
-flash freeze
-ice wall(2X times)
-reconstruct

passive skills:
-gaurdian form
-cold neurology

behavior:
1st priority[health<20% + no ice wall effect]^: ice wall => himself
2de priority[focus<60 + health<20%]^: regulate => random enemy
3de priority[ice wall effect]^: reconstruct => himself
4de priority[team8 health<20% + no ice wall effect]^: ice wall => team8
5de priority: shatter => weakest
6de priority: flash freeze => weakest
7de priority: vascular arrest/glacier => weakest

after teammates dead:
recieves effect => instinct increases with 100% and immunity for stuns

 
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fourth “uno”: the mixture

the juggernaut: 60.000 health, 1000 strenght, 1000 instinct, … vitality(must become 60.000 health), 200 speed, 100 focus
skills:
-shadow blend
-agile exposure
-withdrawal
-dark echoes
-nightmare
-shock therapy
-impair
-bloodshed

passive skills:
-predator form
-toxic form
-wraith form
-psychopatic form
-avenger form
-gaurdian form

behavior:
1st priority: shadow blend(himself)/agile exposure/withdrawal => weakest
2de priority: dark echoes/nightmare/shock therapy => weakest
3de priority: impair/bloodshed => weakest

if teammate dead(sort of):
fatal strike will leaves him with 1 hp => ultimatum(himself)

extra:
the 2 form abilities from the other guys above are now combined in 1 passive ability that makes his max focus increase with 50 and fully replentishes it when he skips a turn, he cant reach a higher max focus then 1000(he skips turns during stun)

apperances:
first duo dialogue:
brute: grrrrrrrrrrrrrrrrrrr
veradux: those guys definitely do not look friendly
sonny: youre kidding?
START OF FIGHT

second duo dialogue:
psycopath: (laughing beast voice)
veradux: what?! the same guys again?
felicity: i dont know, but i think their not really the same
sonny: butt they do reminde me on something……..
START OF FIGHT

third duo dialogue:
avenger: GRRRRRRRRRRRRRRRRRRRRR
veradux: when does this freakshow end?!
felicity: w8, sonny, couldn’t you change in those things?
sonny: hey yea!
START OF FIGHT

fourth uno dialogue:
professor: (mumbling)
veradux: wow, a person!
sonny: w8 veradux, i think he has to do something with those creatures
professor: (laughs) so…you figured it out, clever boy. Hey, wan’t to see my latest creation?
juggernaut: KIIIIIIIIIIIIIIIIIIIIIIIIIIIIIL………….
veradux: WTF?!
professor: juggernaut, want to do me a favour and kill those guys
sonny: this doesnt look good…….
START OF FIGHT

if someone has a professor idea then post it please, also with the details of when he met sonny. Maybe make him the paladin of sonny 1 that actually survived and wanted revenge. this can be an interesting adding for the storyline of sonny 3 i think

P.S: passive skills are not calculated in the beginning of their description and all skills are maxed, they are always bond on the law of CD and the “if teammate dead” effects are infinitife and undispellable, dispels all debuffs(and subversion;exept ultimatum) and heals the target for 100% of its health. ^after a priority means that that move will break a combo if theres 1 going on, combo’s continu after a stun interuption. conditions for doing a move are between [].basic piercings and piercing defences are all 500, exept the juggernaut who has a basic 750 for everything

P.P.S: “the juggernaut” has the same shape as the others but his base color is white and his eyes are black.

 
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Galactic Hero & Hero’s Son

These are two separate bosses fought at the same time, and both have the same abilities.

10,000 HP and 300 Focus

Makemakeha – Cosmic – Charges for 1 turn, then fires an attack equal to 500% of the user’s Instinct – 50 Focus – 3 turns to recharge
Kakoken – Physical – Damage taken and dealt multiplied by 20 for one turn – 300 Focus – 10 turns to recharge
Fist of the Wolf – Physical – Deals damage equal to 300% of the user’s Strength – 25 Focus – 3 turns to recharge
Charge! – Lightning – Recovers 100 Focus per turn for 5 turns – 0 Focus – 8 turns to recharge
Triangle Beam – Cosmic – Attacks for 500% of the user’s Instinct, but also damages the user for 10% of the damage done – 3 turns to recharge
Death Saucer – Cosmic – Attacks for 200% of the user’s Instinct and negates the target’s Cosmic Defense – 3 turns to recharge
Galactic Rage – Lightning – Description reads as “Now you’ve done it…” Used by one when the other is killed. Doubles all stats for 99 turns and instantly recovers all health and focus. Can’t be dispelled – 0 Focus – 99 turns to recharge
Father-Son Blitz – Physical – Both characters team up to attack for 500% of their combined Strength – 150 Focus – 15 turns to recharge
Unstunnable – Passive – At the end of each turn, all stunning debuffs will be dispelled.

Clearly I’ve been watching too much DBZ, as the entire fight is a homage to it. But you still have to deal with several nasty attacks and of course, when you kill one, the other goes berserk on you. Have fun.

…I didn’t make them too hard or easy, did I?

 
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The Hypnotist

10,000 HP, 300 Focus

Hypnosis – Cosmic – Makes one of your allies fight for him for 10 turns – 0 Focus – 10 turns to recharge
Distorted Dimensions – Cosmic – Confuses an ally and makes his/her attacks hit random targets for 3 turns – 50 Focus – 4 turns to recharge
Life Drain – Physical – Attacks for 100% of his strength and heals him for the same amount – 50 Focus – 4 turns to recharge
Cosmic Bolt – Cosmic – Attacks for 250% of the target’s instinct – 25 Focus – 2 turns to recharge
Betrayal – Cosmic – Attacks for 250% of the target’s allies’ combined Instinct – 100 Focus – 10 turns to recharge
Focus Drain – Physical – Destroys 100 Focus and recharges his own Focus by the same amount – 0 Focus – 4 turns to recharge
Finish this! – Cosmic – Multiplies damage done by 100 for 99 turns. Used at 5% of his health. Can’t be dispelled – 0 Focus – 99 turns to recharge

Basically, he is a bit more original than the last one(s). He specializes in turning your allies’ strengths against you… and your strengths against them.

 
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Hmmm……there are more bosses here than there are cows in the secret cow level….
Okay, so a Superboss is difficult at first glance but damn easy to beat in a specific manner, and it doesn’t have to be part of the story….Damn that’s a good opening!
Glitch
HP: 10,000
Focus: 2000
Strength: 600
Instinct: 70,000
Speed: 4000
All attacks are Thunder

Skills:
Unknown Entry:Unit has a 90% chance to dodge(lasts 3 turns, cannot be used again until said)
Ambient Discharge:Constantly does damage. Damage begins at 20 but increases by half every turn, cannot be dispelled(Lasts 99 turns, single use at 2nd turn, 100 focus)
Edited Value: Changes health to 100,000(CD:40, 1000 focus)
Changing Value: Turns any one value of any teammate to 0. This includes life.(CD:99, gains 1000 focus)
Limited Values: All stats of all units in combat is 99. This includes buff countdowns too(lasts 4 turns, then reverts to normal, but Buff CD remains)
Backup:Returns to original condition, can use all skills again(one use only, 2000 focus, but it will regain all focus immidiately)
Depleted energy: Occurs when Focus is 0, Stuns indefinitely until focus is FULL.
2x Countdown: All countdowns on your side is doubled, on user’s side it is halved.(CD:10, 1500 focus)
Self Corruption: Takes a poison buff which deals 2% of life as damage and causes all heals to be only half as effective for 99 turns, but buff is transferred to anyone who uses a phsyical, electric, cosmic or shadow attack against the buffed unit.(CD:0, 99 Focus)
Regenerate: 50% chance to gain 1000 Focus every 2nd turn.
Core Malfunction: 2% chance to create another glitch in between battle.
Reset: Will regenerate 5% Health and Focus after every turn.

 
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And thus a necromancer vile
has gone the extra mile
to know the rules of Kong
so that he could defile
it.
(It’s bad, I know)

 
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Originally posted by Nikss:

And thus a necromancer vile
has gone the extra mile
to know the rules of Kong
so that he could defile
it.
(It’s bad, I know)

5/5, would sing in public.

 
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Originally posted by VforVendetta:
Originally posted by Nikss:

And thus a necromancer vile
has gone the extra mile
to know the rules of Kong
so that he could defile
it.
(It’s bad, I know)

5/5, would sing in public.

I think I’ll preserve my sanity by not believing that.

 
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Ghost Sonny
3x you hp,1/2x you focus
The same attacks of you maxed.

Cutscene after kill he:

Appears veradux and say:

SONNY!You killed himself!

And sonny say:No….no….
And dies

Veradux say:NOOOOOOOOOOOOOOOOOOOOOOOOOO

And appears a new sonny,the reincarnation 10 years after killed by the second time.
Continue in sonny 4!

 
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Boss HP: 80000 Focus: 4000
Strength: 300 Instinct: 300 Speed: 300 Earth Piercing: 500 Fire Piercing: 500

ATK 1 (Buff) Buffs himself for 200% more Strength, Instinct and Speed for 10 turns. Cost 50 focus. CD: 7
ATK 2 Stuns the target for 1 turn.Drains target health equal to 100% of his instinct and heals himself for the same amount and drains focus equal to 1% of his instinct. Lasts for 3 turns. CD: 7 Cost 50 focus
ATK 3 Stuns the target for 1 turn.The target will receive 50% more damage and 100% more DoT damage for 20 turns. This movement costs nothing.CD: 7
ATK 4 Stuns the target for 1 turn.The target receives DoT damage equal to 10% of it’s health for 6 turns. This movement costs nothing. CD: 7
ATK 5 Attacks for 100% of it’s Strength + Instinct + Speed and the target is silenced for 4 turns. This movement costs nothing. CD: 7
ATK 6 (Element: Earth) Attacks for 400% Instinct and the target receives DoT for 50% of the caster Instinct for 4 turns. Cost: 10 focus CD: 7
ATK 7 (Element: Fire) Attacks for 300% Strength + 300% Instinct and stuns the target for 2 turns. Cost: 20 focus CD: 8
ATK 8 Shield – Protect’s a friendly unit for 20x the caster’s strength for 20 turns. Cost: 50 focus CD: 7

He will always use in sequence: ATK 1, 2, 3, 4, 5, 6, 7, 8.Then yes, he is predictable.

And he will not be alone, with him there will be a weaker one.

Minion HP: 8000 Focus: 200
Strength: 100 Instinct: 100 Speed: 100

ATK 1 Dispels debuff or stuns from a friendly unit(used when the boss is stunned) Cost: 20 Focus CD: 2
ATK 2 The target receives DoT for 100% of the caster’s instinct for 5 turns. Cost: 20 focus CD:2
Heals himself for 1000% his instinct for 5 turns(used when health is under 50%) Cost: 50 focus CD: 2
ATK 3 The target receives DoT for 150% of the caster’s Strength for 5 turns. Cost 20 focus CD:3
Regains 10 focus every turn for 20 turns. This movement costs nothing. CD: 10

He will first use the focus ability and every time it’s CD ends, the ATK 3 and then ATK 2, he will dispel a stun from the main boss when it’s needed and heal when under 50% of total health.

All buffs, debuffs and DoTs can be dispelled, so spells like Free Will will be really usefull.

 
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A creative idea :) Maybe you would let the boss have a move with 0 focus cost and 0 cooldown, otherwise a Mind Freeze will spoil him for three turns straight. Also, one of the boss’s moves has 8 CD instead of 7.

 
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Nightmare Trio:
Doctor Herregods
South Guardian
Frost Lord

All upgraded to suit the scale of Sonny 3.

 
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Don’t forget that SG should enrage if either of the others die, and DH should heal others once in a while. :D

 
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I was kind of thinking that.

It’s that Frost Lord is one of the most annoying since it can reduce healing and recuperate (maybe add the enemy version of quick strike to its attack list?), and even with how hard it is now, one of its moves is never used due to a glitch.

Then the Doctor Herregods with him being mildly strong AND only healing once he loses around 10,000 hp.

Then with North/South guardian being one of the hardest battles, and that South Guardian is the damage one, it seems obvious that that would be the one out of the two I’d choose.

 
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The Summer

100000 hp
1000 focus
a
abilities:

Summon:Summons a creature with 1000 hp and 10 focus its attacks consume 1 focus and it dies when its focus is 0 [uses 100 focus] the creature deals damage equal to 10% of your current HP

Heal:Heals himself for 10000 hp every 2 turns [when his hp is lower than 4500 the heals himself full]

Soul Steal:Dot for 500 damage till death! this damage amount goes to Him and his minions

Focus recover: recovers all focus but deals 25000 damage to himself [THIS is the killing spot!]

Normal Attack:consumes 50 focus and deals damage equal to ALL your stats combined

killing strategy:Focus on him ! retrogate him when his hp is 4500 so he wont heal BUT suicide and the rest is the suicide of his focus recovery!

DROPS: and armor set [each piece give 100 to ALL stats including focus] and a Wand which gives 500 to strengh;speed and instinct :D!

is this a superboss? well i told you he uses your OWN stats to kill you just have all low EXEPT vit :D!

 
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Originally posted by hamudi15:

The Summer

100000 hp
1000 focus
a
abilities:

Summon:Summons a creature with 1000 hp and 10 focus its attacks consume 1 focus and it dies when its focus is 0 [uses 100 focus] the creature deals damage equal to 10% of your current HP

Heal:Heals himself for 10000 hp every 2 turns [when his hp is lower than 4500 the heals himself full]

Soul Steal:Dot for 500 damage till death! this damage amount goes to Him and his minions

Focus recover: recovers all focus but deals 25000 damage to himself [THIS is the killing spot!]

Normal Attack:consumes 50 focus and deals damage equal to ALL your stats combined

killing strategy:Focus on him ! retrogate him when his hp is 4500 so he wont heal BUT suicide and the rest is the suicide of his focus recovery!

DROPS: and armor set [each piece give 100 to ALL stats including focus] and a Wand which gives 500 to strengh;speed and instinct :D!

is this a superboss? well i told you he uses your OWN stats to kill you just have all low EXEPT vit :D!

Sorry if this is brutal but with the current way the game works this is my review:
Summon: Impossible, it could cause problems if he summoned more than 2, and you didn’t specify any CD.
Heal: If it was a buff it would be impossible, if it was a skill 2 separate ones would be needed and it would make it hard for him to deal damage.
Soul Steal: Impossible, unless you had them each cast a buff healing them for 500 hp per turn for every enemy there is and them dispelling one when a unit dies, but that would make the boss very easy.
Focus Recover: Didn’t specify where he uses it at (baron uses at 30 or less) and would be really hard to get him to cast it considering his high focus amount.
Normal Attack: To do it exactly the way you described it would be impossible, it could deal 1 damage and apply a 1 turn debuff that deals damage equal to your stats minus 1 but that wouldn’t be the instant you’re thinking of, and due to that would be treated differently by skills.
Killing strategy: I would personally just make him focus recover at turns not on the same as his heal, and retrogade him every time he heals, no need to get him below 4500 and have him heal as the focus recover deals 25000.
Drops: Considering the stat changes from sonny 1 to sonny 2, and the way they have both treated superboss drops this would both be over powered and stupid.
In 1 they were solely for money.
In 2 they weren’t really focused for certain stats and weren’t too good in my opinion.

 
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ZPCI Ambassador, ZPCI Experiment

So this would be one of the final battles where Sonny, Vera and Baron(which will aid them just for this battle) alone have to fight these 2 guys.

ZPCI A.

HP: 54 000, 450 str, 200 speed, 400 inst, 200 focus

Abilities:

Aim for the heart – 50 focus

High chances of hitting, aswell as dealing double damage on next attack AND dealing 2000 bonus damage.

Snipe – 150 focus – deals 1000% of str, aswell as 4000 bonus damage – if combo with AFTH it deals 2000% str and 10000 bonus damage.

Leading strike – Deals 75% of sp and str + 800 damage

Toxic attack (replenishes 20 focus) – deals 2300 damage when used. Oponnent loses 700 hp until the end of the battle. This cannot stack.

Slam – 650% of str, 1000 bonus damage and stun.

So basically you would need to have high defence in order to fight against most of the foes, since your hp would be around 20k, so this is why this guy has high burst damage.

ZPCI Experiment

This guy would be some sort of a beast, with high lifesteal ability.

HP : 40000 Str: 600 SP: 1200 Focus: 50

Abilities:

Bite (50 focus) – deals 7000 damage, aswell as poisoning target. Target loses 1000 hp each turn. Cannot stack

Scratch – deals 200% of sp and str, aswell as dealing 4000 damage. Loses 5000 hp. Regenerates focus.

Life bite – deals 10k, aswell as 260% sp dmg to target, and regenerates 50% of it. if you have retrograde on yourself, he will lose 50% of that attack.

Shield – replenishes 50 focus, and shields an ally or himself for 50% of current hp.

Final bite – when is about to die, poisons foe with 5000 hp (10 turns). All heals on the target are lowered by 50%.

You only need to kill ZPCI Ambassador, then he recieves 20 times more dmg.

Seems like an easy battle, but Vera will be unable to do all the heals. Therefore, the Baron will be doing as many drain- focus attacks, and 5000 dmg attacks. He will be your oponnent on next battle, so he will have:

50000 health points, 1000 str, 500 sp, 1000 focus.

Headache 100 focus- target recieves 50% more and deals 50% less damage. (99 turns)
Quick attack 100 focus- deals 5000 dmg to the target (7500 when under headache)

Drain focus – drains 50 focus from target

Slam – Stuns target for 1 turn. Deals 3000 dmg (4500)

Tick tock – target loses 5% of his total hp each round (20 turns), aswell as 500 hp.

Darkness – deals 5000 dmg to the target. Baron regenerates 2000 hp each round, aswell as 10% of all the damage Headache targets recieve

Your attacks would normally deal 6000 damage, so these 2 battles should be tough, but easy enough that you dont need google for them.