Forums Sonny 2

Sonny 2 legend guide

94 posts

Flag Post

Post tips for the actual legend run.

 
Flag Post

Check Sonny 2 Zone 6 & 7 for info.

 
Flag Post

Well, he’s right. There is no such a detailed guide.

But you can figure the rest out, Annoyingguy.

 
Flag Post

If anyone wants a guide real badly, I’ll go ahead and make one. I’ve played the game enough to know the easiest strategies for every stage.

 
Flag Post

http://armorgames.com/community/thread/3351423/quick-legend-z7-guide

 
Flag Post
Originally posted by MrRubix:

If anyone wants a guide real badly, I’ll go ahead and make one. I’ve played the game enough to know the easiest strategies for every stage.

I can write the electric psycho guide, if you want (I assume you’d be writing speed bio)

Also, I went psycho over bio because I’m a fan of consistency. At level 20, I could use attacks that hit for 4k turn after turn after turn. I only ever had to stop to go wraith form and deliver even harder hits.

 
Flag Post

I think mine would be a hybrid speed/vitality guide. High speed leads to high damage output later in the game, and high vitality keeps you alive. But keeping yourself alive leads to long fights, while high damage output usually comes at the cost of not having sufficient healing. This all changes depending on what battle you’re on and how late in the game you are. In any case, yeah it’d be a Bio guide.

 
Flag Post

I d like a guide for impossible badge
1)psyco or bio?
2)skills
3)attributes
4)other

 
Flag Post

My preference for my successful run. Up to the end of Zone 5, as getting Legend is the hard part.

1. Class. – Biological.
2. Skills. – Reform level 3 (absolute priority, get to level 3 as soon as possible), Withdrawal, Break and Integrity pre-Warden. Between Warden and Level 9 (where you get the 1 level of Endurance required for Crystallize) level up Withdrawal, Break and Integrity in that order. After level 12 (3 successive levels of Crystallize), level up in Endurance and Evolution. You will have several ability points left over near the end of the 5 zones, put the spare points in Savagery.
3. Attributes. All points go to Vitality. Re-Spec after the 1st fight at the prison (The one where the guard says “More hostiles!”) to get 19 extra stat points. Otherwise, no re-speccing should be needed.
4. Veradux and Roald go into Relentless mode unless you desperately need them to heal, in which case put them on Phalanx for a turn. The Miner’s Helmets from the last encounter of Zone 4 are the best headwear for Zone 5, due to the huge majority of attacks being Physical there. As for other gear, if it increases Vitality, it is better. Give it to Sonny 1st, then Veradux and finally Roald. This build is all about surviving the enemy, while slowly chipping away it’s health.

Action ring should eventually have the following.

1 Leading Strike.
3 Reform.
2 Crystallize.
1 Break.
1 Withdrawal.

 
Flag Post

i might as well ask while im here… what exactly is it the hydraulic class does? at least i think its called hydraulic

 
Flag Post

Hydraulic does Ice damage, it can get to ridiculously high damage as well with the right build. I’m assuming it also does fire damage, but I actually don’t know if it does or not. It can also heal and defend reasonably well. It really struggles against the Baron though, as it’s only focus draining ability costs a percentage of HP.

 
Flag Post

I just got the impossible badge using a defensive Psychological. I don’t necessarily recommend trying to follow my path, but I’ll describe it anyway. I had plenty of money, so don’t be afraid to re-spec or to buy equipment if you get stuck (but don’t re-spec or buy equipment when not stuck; waste not, want not).

Initially: “Dark Infusion” + “Corruption” to deal damage, “Terrify” to keep myself alive, 2 “Free Will”s to rescue anyone who got into trouble, and 2 “Traumatize” to rescue the team if it collectively got into trouble. Attribute points: 3/4 instinct, 1/4 vitality. My next priority was “Electrical Storm”; hitting the enemy to regenerate energy was far preferable to casting “Dark Infusion” on myself to regenerate energy. (Might want to take one of the “Free Will”s out of the wheel in order to have 2 “Electrical Storm”s. Your call.) Upgrade abilities intelligently: if you’ve been running low on energy, you need to upgrade “Electrical Storm”; if you’ve been running low on health, you need to upgrade “Terrify”; if your allies have been running low on health, you need to upgrade “Free Will”.

Eventually that quit working (I think it was shortly after Roald joined the party, but I don’t remember for sure). I re-spec’ed, getting rid of the points I’d invested in “Terrify” and instead building up to “Epiphany”. “Epiphany” replaces “Dark Infusion” on the wheel, since it’s better at setting up “Corruption”; so now the wheel is “Epiphany”, “Corruption”, 2 "Traumatize"s, “Free Will”, and 2 “Electrical Storm”s. I added “Retrograde” in the eighth slot, since it’s useful in many situations. This is the build I used for most of the game.

That worked until I ran into some hounds which were capable of killing a character in a single turn. I re-spec’ed into a tank: all attribute points in vitality and maxed-out “Tenacity”; “Epiphany and Corruption” for self-healing, 2 “Electrical Storm”s for fuel, 2 “Traumatize” to slow down the enemy attacks and to set up “Corruption” when “Epiphany” is unavailable, “Retrograde” as a last-ditch healing move, and “Free Will” for shield and additional healing. Don’t bother trying to keep Veradux and Roald alive; they aren’t important. This build leads to painfully slow fights, but there’s very little that’s capable of defeating it—“Corruption” is an amazingly good healing ability at high vitality.

Switching between those last two builds (using the former as much as possible, for obvious reasons) was sufficient to get me into Chapter 5 (some battles took several tries, but none really got me stuck). Tips: in general, keep Roald on Relentless since his guarding ability is not very useful and since it’s nice to be able to predict his moves (Relentless always attacks the enemy whose health plus shield is lowest), and Veradux on Phalanx to keep the team alive; when fighting any single enemy, it’s nice to keep him stunned with “Truamatize” two turns out of every three, so that he can’t set up any special abilities, so that his energy gets drained, and so that Veradux’s healing is less time-sensitive; note that “Retrograde” lasts longer when cast on allies if they have higher speed than Sonny, which is probably desirable; also, do note that Fire Claws are resistant to Dark and vulnerable to Electricity, so be sure to cast “Electrical Storm” rather than “Epiphany” on them.

Chapter 5 had some hard battles. (I didn’t add Felicity to the team, though I probably should have since she was higher level than Roald. But I don’t really know how to use her; at least with her default equipment, she’s prone to sudden death.) In particular I remember one with a Sniper, Medic, and Android, and another with two Hounds and a Specialist. For these I had to re-spec, adding 2 maxed-out “Shock Coma”s to the wheel. Stun-lock the Android Guard (because of his guarding abilities) or the Specialist (because of his stunning ability) with “Shock Coma”, not fighting them until you can do it one-on-one; use “Traumatize” to mess up the Sniper when he sets up his attack (he only shoots when he’s both crouching and aiming, unless he’s out of energy), or to slow down the Hounds enough to keep your allies alive. Fighting the Mayor takes a bit of strategy: he doesn’t do much until his Cannon is dead, so ignore him and focus on it; it fires a lethal shot whenever it has sufficient energy, so you’ll want to keep its energy low using “Traumatize” and take it out quickly; try to keep at least one of your allies alive, to deflect the Mayor’s attention later if he manages to stun you.

After this I had the Legend achievement, and was home free. Any time I started feeling stuck, I could just go train for a couple of levels (for example, I had to do this before I could beat the Time Bomb—I’m embarrassed to admit that I never learned how to do massive damage with the Psychological). Late Zone 6: don’t forget that you can use “Retrograde” to turn enemy healing into damage. North and South Guardian: you need to kill both of them more-or-less simultaneously; save the armor, you’ll need it later. Late Zone 7: many of these enemies were resistant to direct damage, but “Epiphany” and “Dark Infusion” still worked fine.

 
Flag Post

As a Biological there’s an alternative to the reform route:

To start with get Integrity to level 4, Break level 1, Adrenaline level 2. At level 5 get Anesthetic, and at 6 get Toxicant form. Spread stats evenly between Vitality, Strength, and Speed.

Zone 1:

When you fight the Twisted Experiment use Adrenaline on either character with 2 or more poison effects on them. When it’s at around 400 set Veradux to relentless. This will be the hardest fight in the entire Legend run, and will probably take a few tries.

Against the Warden keep him under Anesthetic the whole time, Veradux should be able to keep up with his heals then, set to phalanx. You can use Adrenaline too, but you’ll want to end this fight quickly to minimise the chance of the Warden using Death Sentence.

Kill Dr Hedger first, beat down Frankie, nothing to it. Use Anesthetic if you want to feel safe.

Against the ZPCI elite save your Break for whenever he enrages, otherwise it’s again very easy.

Against Felicity keep Veradux on Relentless whenever both your characters are affected by Black Metal, make sure to put him on phalanx if it happens to wear off though. Keep her under anesthetic and stay in Toxicant form as much as possible. The normal rotation will be: Break, anesthetic, leading strike, toxicant form, destroy, leading strike, destroy. Once she enters her second and third stages it gets much easier because she no longer uses Black Metal, the transition between the first and second stage is probably the trickiest part.

Zone 2

Get Break level 2, then Disrupt level 2.

Against the 2 frost zombies and frost terror (as soon as you get Roald) keep Veradux stocked up on adrenaline and focus on one zombie at a time. This is the joint hardest fight of the zone. Vera on phalanx as usual.

At level 9 get Endurance, then put your next three ability points into Crystallise, maxing it at the end of this zone.

Against the knight, priest, and mage kill the priest first, then the mage second. If you’re unfortunate with yout damage the mage may get to heal but don’t worry, he takes a lot more damage now. If the party triggers this before the priest dies attack the mage to take advantage of the extra damage. Disrupt will act a lot like a Break againt a mage, since he’ll use a turn to regain his focus.

There’s now a fight against 2 mages and a knight, which is as hard as the 2 zombies and terror fight. Fortunately you’ll now have crystallise. Keep one mage crystallised whilst killing the other, this will require frequent leading strikes. When one mage is down keep the second one crystalilised and kill the knight.

Against the cult leader just hit him. Try to have Sonny as the fastest character, so that if he uses Retrograde he can be crystallised, preventing your party from healing him.

Against the Baron use disrupt every turn, he’ll kill himself, and you can enjoy seeing the biggest damage that’ll be done until you get speed withdrawal. If you’re unlucky Roald will stun him at just the wrong time, in which case just hit him when he’s got Holy Scars and stunlock him if you’re ever desperate for healing.

Against the elite and 2 hounds keep the elite stunlocked.

Captain Hunt and his team: Stunlock Hunt, focus your attacks on the Sniper. Use break whenever the sniper has both buffs up. The sniper should die shortly after the shields drop, if he happens to get one of his buffs after this point crystallise him instead of Hunt. Once he’s down concentrate on the Medic, then Hunt’s nothing by himself.

Zones 3+4

Pretty easy. Against the 3 beasts Stun the topmost one (with the most health) and kill the weakest. If you want to get Black Magic against Clemons Just keep him crystallised and use break whenever it’s available as a crystallise runs out. Toxicant form will provide more than enough healing, just make sure not to use it when he has his healing reversal debuff on you. You don’t have to stunlock him, but it’ll make things a lot faster on his second stage, when he likes to heal himself a lot.

Kill Gregor with stunlock.

With the hydra if you want Pacifist just keep the main body stunned and don’t attack with Sonny, use him as a healbot. The abilities to get after crystallise are level 2 break, level 1 reform, then start going up the poison line towards Withdraw.

Zone 5

The second hardest zone after Zone 1. The 2 battles against a pair of hounds and a soldier are essentially the same, keep one hound stunlocked and the soldier only attacking once every 4 rounds. (Crystallise followed by Break on the Hound, Crystallise on the soldier)

To beat the Council once one’s dead just keep the other one stunned until his shield runs out, since crystallise resets the shield’s health.

Use Felicity instead of Roald once you get her, she does a lot more damage.

You’ll be using anesthetic again against the mayor: Keep the cannon anaesthetised and disrupt it if its focus ever goes above 50. Once it’s dead just hit the mayor till he’s dead.

 
Flag Post

Bilious, when I use your guide, I seem to always get stuck at the battle after you get Roald. The Frost Zombies always regenerate their health when it gets low…Any suggestions?

 
Flag Post

If youhave disrupt you can dispel their regeneration.

 
Flag Post
Originally posted by Andyroo:

Bilious, when I use your guide, I seem to always get stuck at the battle after you get Roald. The Frost Zombies always regenerate their health when it gets low…Any suggestions?

It only regenerates once, unless you take forever killing them, and you should be doing slightly more damage than it get back each turn.

 
Flag Post

Well, I do more than he heals when I’m in the toxicant form…I guess I’ll just keep trying. :P

 
Flag Post

I got the impossible badge using bio.

At first I was doing a healing/vitality build, it worked up to zone 5 or something but it took FOREVER. Then I read about the withdrawal build and re-specced, and then I pretty much 1-shotted all the remaining fights.

1. Put ALL points into speed.
2. Toxicant Form (40% dmg)
3. Shadow Blend (speed x4) <— this is the key!
4. Agile Exposure (dmg x2)
5. Withdrawal (400% speed
(other irrelevant stats) as damage)

Will do about 30k damage towards the end-game and one-shot most enemies. You’ll also want Subversion for the gimmick fights and 2x Crystallize on your bar for crowd control when fighting multiple enemies. Not sure how well this works earlier on, since I didn’t do this until zone 5.

 
Flag Post

Ok, barely got past that. :P Thanks for the tips, folks. :D

 
Flag Post
Originally posted by aquila:

I got the impossible badge using bio.

At first I was doing a healing/vitality build, it worked up to zone 5 or something but it took FOREVER. Then I read about the withdrawal build and re-specced, and then I pretty much 1-shotted all the remaining fights.

1. Put ALL points into speed.
2. Toxicant Form (40% dmg)
3. Shadow Blend (speed x4) <— this is the key!
4. Agile Exposure (dmg x2)
5. Withdrawal (400% speed
(other irrelevant stats) as damage)

Will do about 30k damage towards the end-game and one-shot most enemies. You’ll also want Subversion for the gimmick fights and 2x Crystallize on your bar for crowd control when fighting multiple enemies. Not sure how well this works earlier on, since I didn’t do this until zone 5.

I would just like to point out, that build requires a minimum of level 16 or 17 to pull off. In fact, before level 21 (so you can get a decent Crystalize and enough Integrity to cast it), it’s pretty difficult to use it at all. But from level 21 onwards, it’s pretty difficult to do WITHOUT that build!

 
Flag Post

You can run it earlier without Agile or Toxicant. It obviously does much less damage, but it still does more than anything else you can do at that point. It really comes together in Z5 though.

 
Flag Post

It works even better with a strong Corrosion, which lasts long enough that you can mess around with crystallise etc as needed.

 
Flag Post

Apologies if this has been done and redone. I’m a new guy.

I’m working on Legend, and I’ve seen a number of posts about the Zone 2 Knight-Mage-Mage encounter. I thought I’d share my own strategy, though it makes for one hell of a long fight and you’ll be doing frustratingly tiny amounts of damage. This is for a speed Bio.

You need at least Integrity 4, Break 1, Adrenaline 1, and Crystallize 1 (You’ll be level 10, so that’s all the Crystallize you can have). On your action wheel you need Leading Strike, Break, Adrenaline, two Crystallize, and a heavy attack although you won’t be using it for quite a while. You’ll probably want to keep a Disrupt handy, but it’s not necessary.

Pick a mage, and follow this pattern:

1- Crystallize the Mage
2- Use Adrenaline on Veradux to keep his healing power up
3- Crystallize the Mage
4- At this point you’ll be running low on focus, so do a Leading Strike on the Knight
5- Break the Mage
Return to step one.

Keep repeating these five steps. For the most part have Roald aggressive and Veradux defensive. Your teammates will waste most of their time pointlessly attacking the mages, but eventually you’ll get the knight down in HP far enough that they’ll start on him. Don’t worry about his shield spells, they’re annoying but come down fast enough and you don’t want to break your pattern lest the mages gang up on one character. You need to kill the knight first as he likes to cast his shield on the mages at the worst possible moment.

Once the knight has been plinked to death, keep up the exact same pattern while working on the other mage. There’s not much chance of stopping them from casting their mass heal spell, but afterward they take more damage and you can go for the kill. It might take a few assaults before you get ahead of him, but eventually he’ll fall and the remaining mage should go down without too much grief.

Hope this helps a little. By the way, it took me two days and the above walkthrough to put this together. Praise Bilious.
~N

 
Flag Post

You know, this helped. But, I also want to notice this:

-Be slower than Roald, but that’s easily achievable.
-He will attack the Mage you’re stunlocking in the time between the stun running out and your recastion and during the Break.
-This way the Mage will be killed without him entering the Energy Phase.
-The hardest part is the 3vs3. Once you kill one Mage that way, it becomes really easy, as you will now stunlock the second Mage and let the team grind down the Knight without being Doomed.
-Doom is really a POWERFUL debuff, be extra careful when it’s on Veradux.
-If your Veradux dies, restart. Unless you still have advantage.
-After you kill the Knight, the Mage will get a double move, somehow, unless you’re fast, and you aren’t.
-But then you can even not continue stunlocking, instead start doing Leading Strike – Destroy – Leading Strike – Destroy – and so on, the single Mage isn’t a threat.

 
Flag Post

Ah, I hadn’t struck upon the “be slower than Roald” tactic which would be a BIG improvement. Nice one, Minnakht!