Abilities (Sonny 2017)

Abilities, also known as Skills, are what the player and the A.I. use to fight in a stage. Most of them are attacks that deal damage to the opposing team. Other abilities can have defensive or utility purposes, for example healing a team member or applying a powerful buff. A.I. units have abilities equipped to them, while Sonny can only equip abilities that have been learned from the Strains. While Sonny cannot equip more than 8 abilities, Sonny does have a wider access of abilities that can be switched out between stages (14/26/38 total depending on the amount of strains learned). Sonny can only have one copy of each ability equipped. A new addition in Sonny (2017) is that abilities can be evolved, granting an additional effect to it. 
==Ability Attributes==
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===Ability Type===
There are three types of abilities:
*Active abilities, or Actives for short, are executed by either the player or A.I., and mostly deals direct damage or healing. Actives usually have a secondary effect, for example applying a buff to the target on hit. The player needs to select a target unit first, in which the game shows what abilities that can be used on that target. There is no cost in executing actives, but most of them enter a cooldown after being used, which means that they cannot be used until it wears off. Actives can also be silenced, which increases their current cooldown by a set amount.
*Basic Attack abilities works much the same as actives, with some key differences. Basic attacks have no cooldown and cannot be silenced. There are a few actives which has no cooldown as well, however these can still be silenced. Note that some evolutions can increase the cooldown of basic attacks.
*Passive abilities, or Passives for short, grant an aura which works as a permanent buff. The auras can have passive effects, such as stat boosts, and/or a reactive effect, such as healing over time. Because passives more or less acts like buffs, they cannot be evolved. Passives must be equipped to a unit in order to grant the aura.
===Ability Icon===
The icon is an image used to allow the player to quickly identify what abilities they have equipped. While A.I. exclusive abilities also have icons coded, they're normally not visible to the player at all. If an ability is evolved, it will have an orange border around the icon. Furthermore, if an ability has a condition that is fulfilled during Sonny's turn, then small orbs will be orbiting in the outer edge of the icon. This will also happen if the condition comes from an evolution.
===Ability Window===
The description tells the player the ability's effect, for example the amount of damage it deals and what buffs it applies. In addition to the description, there's also other text fields that tell a specific type of information.
*The ability icon is shown at the very top of the ability window.
*The top left corner shows the ability's element, and the ability's current and max level (almost always 5).
*The top right corner shows the ability's cooldown, or states "No Cooldown" if it doesn't have one. While in battle, this corner will also show the ability's Hit Chance against the current target.
*The ability's name will be right below the icon.
*If the ability is a basic attack or a passive, then the words "Basic Attack" or "Passive Ability" will appear at the top of the description. In the same place, the ability's evolution will also be mentioned, if it has one.
*Below the evolution text, the ability's description is displayed.
*When in the "Skill" menu, the description will also mention what happens if the player upgrades the ability, below the ability description. Examples are damage/healing increases or crit. chance increases. This part of the description is bugged and will show the incorrect value for damage/healing upgrades, for more info see the Glitches page.
*Some abilities have an additional bit at the very bottom of the ability window, which mentions a condition and a reaction if it's fulfilled. If the condition is met during Sonny's turn, then this part of the description will light up.
Because passives only grant an aura, and doesn't do anything else, the ability description of passives is the same as their aura description, which is a buff description.
===Ability Element===
If the player equips items that grant elemental power or defense, then these values will only affect abilities that shares the same element. Each element has a different color on their animations and damage numbers:
*Hover color: Used in item hover tips and in-battle elemental tips (when clicking the Power or Defense icon in the status window)
*Window Top color: Used in the ability and buff window as both the top color and the text color. It's also used in ability hover tips.
*Window Bottom color: Used in the ability and buff window as the bottom color.
*VFX Start: Used in VFX and the trail that appears on a Super FX ability. It's also used in projectiles.
*VFX End: Used in VFX and the trail that appears on a Super FX ability. 
Element 	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type	Color Type
Element 	Hover 	Hover 	Hover 	  	Window Top	Window Top	Window Top	  	Window Bot	Window Bot	Window Bot	  	VFX Start 	VFX Start 	VFX Start 	  	VFX End 	VFX End 	VFX End
Element 	R 	G 	B 	  	R 	G 	B 	  	R 	G 	B 	  	R 	G 	B 	  	R 	G 	B
Physical 	100% 	26% 	26% 	  	100% 	26% 	26% 	  	57% 	14% 	29% 	  	100% 	20% 	20% 	  	100% 	0% 	0%
Fire 	100% 	73% 	15% 	  	100% 	73% 	15% 	  	100% 	27% 	0% 	  	100% 	60% 	00% 	  	100% 	0% 	0%
Frost 	38% 	100% 	98% 	  	38% 	100% 	98% 	  	2% 	51% 	100% 	  	5% 	70% 	100% 	  	0% 	10% 	100%
Nature 	9% 	80% 	33% 	  	9% 	80% 	33% 	  	1% 	38% 	36% 	  	30% 	90% 	0% 	  	0% 	60% 	10%
Lightning	100% 	78% 	7% 	  	100% 	97% 	74% 	  	100% 	78% 	7% 	  	100% 	70% 	10% 	  	100% 	30% 	0%
Shadow 	47% 	32% 	80% 	  	81% 	55% 	84% 	  	47% 	32% 	80% 	  	70% 	30% 	100% 	  	30% 	0% 	100%
===Ability Target===
In order to use an ability, both the player and the A.I. have to select a valid target unit. All non-passive abilities have an attribute that specifies what group of units these can be used on. In this wiki, the term "Caster" will refer to the unit that uses the ability, while "Target" is the unit that the ability is used on. The attribute can be one of the following:
*Self: Ability can be used on the casters themselves. In this case, the "Caster" and the "Target" is the same unit.
*Ally: Ability can be used on units that are considered allies to the caster. 
*Party Member: Self + Ally
*Enemies: Ability can be used on units that are considered enemies to the caster, i.e. on the opposing team.
*Anybody: Party Member + Enemies
===Ability A.I. Attributes===
These values are only used by A.I. units, and affects when they use the abilities. See the A.I. page for more information about how these attributes affect the A.I.
*Score Bonus: By default 0. The Score Bonus is multiplied with the caster's Base Stat, and this value is added to the A.I. score.
*Score Mod: By default 1, and is applied after the Score Bonus. The A.I. score is multiplied with this mod.
*HP Threshold: By default 1. A.I. units will not use abilities against valid targets with relative HP above the specified HP Threshold. This attribute is mostly used on healing abilities.
===Ability Scaling===
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===Ability Focus Mod===
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===Ability Aura/Buff===
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===Ability Reaction===
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===Ability Cooldown===
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===Special Attributes===
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==Ability Execution==
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