Table of Contents

Tier Rating

Analysis by lordhelpme
Sonya - Vengeful Mage

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
147
HP 36
ATK 33
SPD 31
DEF 15
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 6 6 4 7
Middle 17 7 7 5 8
High 18 8 8 6 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 30 28 12 29
Middle 36 33 31 15 32
High 40 36 34 19 35

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Boons 

  • ATK: An Attack boon is a fantastic choice of IVs on Sonya, allowing her to build upon her solid base Attack stat of 33 and bolster her raw damage output.

  • +SPD: Although generally less preferred than an Attack boon, a Speed boon can still be utilized to great effect to develop her ability to regularly perform and deny follow-up attacks, bringing her middling base Speed stat of 31 up to a more workable 34.

Neutral

  • RES: Sonya’s Resistance is quite good, giving her good matchups against mages and lets her easily make use of Ploys. However, it is best left at neutral since raising it is not as much of a priority as raising one of her offensive stats. 

Banes

  • -DEF: This is Sonya’s ideal bane; at an incredibly low base value of 15, lowering her Defense further will hardly affect her overall performance. 
  • -HP: An HP bane is also an acceptable alternative and allows her to reach HP thresholds of skills such as Desperation faster as well as receive Infantry Pulse support with more ease. It does, however, lower her respectable magical bulk slightly, making it less desirable than a Defense bane. 

Skill Sets

Vengeance Incarnate (Offensive)

Recommended
Dark Excalibur A Death Blow 4
Alternate: Death Blow 3
Reposition B Special Spiral 3
Glimmer
Alternate: Moonbow
C Res Ploy 3
SP1,575SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -HP or -DEF
  • Weapon: Dark Excalibur 
  • Assist: Reposition / Flexible
  • Special: Moonbow / Glimmer 
  • Passive A: Death Blow 4 / Death Blow 3 / Mirror Strike
  • Passive B: Special Spiral
  • Passive C: Res Ploy / Spd Ploy / Flexible
  • Sacred Seal: Quickened Pulse / Attack +3

This set aims to make the most of Sonya’s legendary tome, Dark Excalibur, a powerful personal weapon that boasts an effect similar to that of a Wo Dao and grants her a flat +10 damage increase whenever her Special activates. This effect allows her to be rather self-sufficient in comparison to some of her other fellow green infantry images such as Nino, being much less reliant on receiving team support in order to function properly. An Attack boon is a fantastic choice of IVs to increase her raw damage output, although a Speed boon is also a good option to boost her ability to perform and deny follow-up attacks. 

Specials like Glimmer and Sonya’s native Moonbow have great synergy with Dark Excalibur’s effect, as their low cooldown let Sonya make use of the +10 damage increase frequently. Additionally, when paired with Special Spiral, both Specials will be fully charged at the beginning of every round of combat after their initial activation, allowing her to effectively bypass her middling Speed and take on a more OHKO-dependent playstyle. It is recommended to utilize such Specials alongside skills like Quickened Pulse and Infantry Pulse to improve the quality of Sonya’s first battle greatly and enable her to have Special Spiral active from the get-go. 

Moving on to her main skills, Death Blow 4 is Sonya’s ideal A slot as it grants her the greatest boost to her Attack stat possible, allowing her to push her raw damage output to exceptionally high extents. However, should Death Blow 4 be unavailable, Death Blow 3 or her native Mirror Strike can make for acceptable budgetary alternatives. Special Spiral composes the crux of this build and is necessary in order for Sonya to consistently make use of Dark Excalibur’s effect without being reliant on her ability to reliably perform follow-up attacks. 

With a fantastic base Resistance of 32, Sonya’s C slot should typically be occupied with a Ploy skill. For the purposes of this build, her native Res Ploy is her preferred option to further enhance her damage output, though Spd Ploy can also be taken if working with a Speed boon to improve her chances of doubling her opponent. Her C slot can also be filled with any buff/Spur/Drive of one’s choice if aiming for a more cohesive team composition rather than attempt to make Sonya a better standalone unit. 

Lastly, Quickened Pulse is a strong choice of seal on Sonya and lets her require for only one ally to have Infantry Pulse in order for her to have her Special fully charged at the start of the battle. However, should one already be providing her with the prerequisite support or if the Quickened Pulse seal is simply unavailable, then the Attack +3 seal also works and offers her a solid boost to her offensive potential. 

Womanly Charm (Offensive Support)

Dark Excalibur A Fury 3
Alternate: Mirror Strike 2
Reposition B Chill Atk 3
Moonbow C Spd Ploy 3
SP1,545SRes Ploy 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +RES / -HP or -DEF
  • Weapon: Dark Excalibur 
  • Assist: Reposition 
  • Special: Moonbow 
  • Passive A: Fury / Mirror Strike 
  • Passive B: Chill Atk / Chill Spd / Flexible
  • Passive C: Spd Ploy / Res Ploy / Atk Ploy / Def Ploy 
  • Sacred Seal: Res Ploy /  Spd Ploy / Def Ploy / Atk Ploy 

This build aims to capitalize on Sonya’s great Resistance stat, which allows her to take the roles of both a debuffer and a capable duelist through the combined use of Ploys and Chills. A boon in either her Attack or Speed is again recommended to augment her offensive capabilities, although a Resistance boon may prove to be as equally useful to increase her chances of activating her Ploys. Any movement Assist works here, and Moonbow’s low cooldown synergizes well with Dark Excalibur, making it Sonya’s Special of choice once more. 

Fury is ideal here and taking it as her A slot serves two purposes: to enhance her offenses and to give her better odds at being able to activate Ploys against her opponent. Sonya’s native Mirror Strike is also an acceptable alternative but is the less desirable of the two options as it only buffs two of her stats as opposed to Fury’s overall stat increase; it also has no bearing on her ability to activate Ploys. As for which Ploys to run is entirely up to personal preference; a combination of Spd and Res Ploy is the most beneficial to Sonya’s overall performance, but depending on her teammates, Atk or Def Ploy may be more ideal. 

Aside from the aforementioned Ploys, Chills are another effective component of this build, with Chill Atk being an incredibly potent option. Arguably the best Chill, Chill Atk can make dealing with sustained pressure a much more tolerable task and will prove to be useful at all times in the battle, regardless of who it targets. However, like the choice of Ploys, depending on her team composition, something like Chill Spd may be preferred and as such, the Chill that takes up her B slot is up to personal preference as well. 

Unstoppable Prowess (AoE Special Activation)

Dark Excalibur A Death Blow 4
Alternate: Death Blow 3
Reposition B Special Spiral 3
Blazing Wind C Atk Ploy 3
Alternate: Res Ploy 3
SP1,845SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP or -DEF
  • Weapon: Dark Excalibur 
  • Assist: Reposition / Flexible
  • Special: Blazing Wind / Growing Wind / Flexible
  • Passive A: Death Blow
  • Passive B: Special Spiral
  • Passive C: Atk Ploy / Res Ploy / Flexible
  • Sacred Seal: Heavy Blade

This build takes a slightly more unconventional approach to Sonya’s personal weapon and is very potent when used correctly, making use of AoE Specials to enable her to effectively nuke her opponent into oblivion and unleash hell. However, this build requires the use of two specific skills to function properly: Special Spiral and the Heavy Blade seal. Following their initial activation, such Specials will only have a 2-turn cooldown thanks to Special Spiral’s effect, which in combination with the Heavy Blade seal, allow for them to consistently activate in every round of combat. Making use of allies who have Infantry Pulse can again prove to be beneficial with this build, as they can allow her to initially activate her AoE Special much more easily. An Attack boon is ideal for this build to maximize her damage output. 

Death Blow is Sonya’s ideal A slot yet again, offering her a substantial boost to her raw damage output as well as her ability to OHKO a weakened opponent; it also allows her to activate Heavy Blade seal much more reliably. Although Sonya should rarely (if ever) be taking damage with this build, Atk Ploy can still be a suitable choice for her C slot skill as it strengthens her ability to consistently activate Heavy Blade. Her native Res Ploy is also a great option to enhance her raw damage output. Otherwise, any skill that complements her teammates can be used here.

As for her choice of AoE Special, Blazing Wind is her overall best choice due to its wide radius giving her the greatest chance of inflicting damage to more foes with one hit. In exchange for losing out on some of Blazing Wind’s damage, Growing Wind can also be considered should one wish to inflict AoE damage upon as wide a group of opponents as possible. However, depending on personal preference, Blazing Light or Blazing Flame may be preferred, thus allowing her choice of Special to be flexible.

Introduction

Joining the already bloated pool of infantry green mages, Sonya manages to distinguish herself from her competition through her unique tome, Dark Excalibur. It grants her an impressive +10 damage whenever she activates her Special, allowing her to reach high levels of damage output while still remaining fairly self-sufficient; she does, however, benefit immensely from outside support, particularly in the form of Infantry Pulse. She also has a decent Attack stat and a respectable base Resistance stat of 32, giving her good matchups against fellow mages as well as the ability to use Ploys easily. 

However, Sonya possesses a middling Speed stat, which can prove to be quite debilitating to her offensive potential without enough investment in the stat. In addition, her markedly low physical bulk leaves her susceptible to DC users she does not possess Weapon Triangle advantage over or who she cannot ORKO. Nevertheless, with a fantastic personal weapon, a good Attack stat, and the ability to use Ploys to great effect on top of undeniable charm, Sonya is a great option for any team looking for a self-sufficient magical nuke.

Strengths

Dark Excalibur 

Sonya’s unique tome sets her apart from the other plentiful green infantry mages available and allows her to have incredible destructive power without having to be reliant on her team for buffs. 

Good Attack

Sitting on a solid base Attack stat of 33, Sonya is on the higher end of Attack stats in comparison to other green infantry mages. This coupled with Dark Excalibur’s effect allows her damage output to be fairly high and shred through opponents with relative ease. 

Great Resistance

Sonya’s Resistance gives her great magical bulk and lets her activate Ploys with little to no issue which can be used to help improve her and her teammates’ overall performance.

Weaknesses

Middling Speed 

Without sufficient investment in this stat, Sonya often finds difficulty in performing follow-up attacks which hinders her ability to ORKO opponents tremendously.

Poor Physical Bulk

Sonya’s combination of low HP and low Defense causes her to crumble to most forms of physical attacks and makes her a liability when facing DC users. 

Team Options

As a unit who functions primarily in the Player Phase, Sonya appreciates the ability to make multiple moves, making refreshers a great choice of ally. Units such as buffers and those who commonly use Infantry Pulse also help improve her overall performance. Strong blues who can provide Weapon Triangle coverage are also a good option.

  • Refreshers: Sonya greatly benefits from the ability to move again as this gives her the option of either picking off another opponent or to safely escape from enemy range, making refreshers like Ninian, Performing Azura, Olivia, and Bridal Ninian excellent allies.

  • Buffers: Though Sonya has the ability to be relatively self-sufficient, units like Sanaki, Marth, and Eirika who can provide her with buffs to her offensive stats can come a long way in boosting her offensive potential.

  • Infantry Pulse: Dark Excalibur’s effect makes Sonya’s Special activations frighteningly powerful, and units such as Nowi, Fae, Hinata, Karel, and Dorcas who commonly use Infantry Pulse are a good choice of an ally in order to speed up the rate at which her Special activates.

  • Strong blues: Units such as Ephraim, Shiro, and Linde who cover Sonya’s general weakness to reds and provide Weapon Triangle coverage are also an option.

Counters

Red magical tanks are hard counters to Sonya as they can easily take her attacks and then KO her on the counter. Anti-mages are also able to dispose of her with relatively no issue, in addition to strong physical hitters who exploit her low physical bulk.

  • Magically tanky reds: Units such as Sanaki, Julius, and Winter Tharja are able to withstand Sonya’s attacks and then retaliate with great force.

  • Anti-mages: Felicia, New Year Takumi, Summer Gaius, and other similar units all have the ability to put a quick stop to troublesome mages with Sonya being no exception.

  • Strong physical hitters: Those who possess great brute strength such as Cherche, Cordelia, Tana, Elincia, and Soleil tear through Sonya’s poor physical bulk and can easily kill her provided that they initiate on her.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Green Tome Users Only
50 2 4
Elwind
Green Tome Users Only
100 2 6
Rexcalibur
Green Tome Users Only
200 2 9
Dark ExcaliburGrants +10 to damage when Special triggers.
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Warding Blow 1Grants Res+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
50
A
Mirror Strike 1Grants Atk/Res+2 during combat if unit initiates combat.
Non-inheritable by Staff-wielding units.
120
A
Mirror Strike 2Grants Atk/Res +4 during combat if unit initiates attack.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
240
A
Res Ploy 1At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action.
Inheritable by all units.
60
C
Res Ploy 2At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action.
Inheritable by all units.
120
C
Res Ploy 3At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action.
Unlocks at 5 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem Echoes

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Official Hero Artwork

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