Table of Contents

Tier Rating

Analysis by lordhelpme
Sonya - Vengeful Mage


Obtainable as a 5 only

Hero Stats

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

Stat Variations

Level 1 Stat Variation
Low 16 6 6 4 7
Middle 17 7 7 5 8
High 18 8 8 6 9

Level 40 Stat Variations
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.


  • +SPD: Taking a Speed boon is a fantastic choice, bringing her middling base Speed stat of 31 up to a more workable 34. This is ideal in order to maximize her offensive potential, as she will often need to double in order to ORKO her opponent; this will also allow her to charge her Special faster and regularly make use of Dark Excalibur’s effect. 
  • +ATK: An Attack boon is also a great option on Sonya and helps bolster her overall damage output. 


  • 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. 


  • -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)

Dark Excalibur A Swift Sparrow 2
Alternate: Brazen Atk/Spd 3
Alternate: Ardent Sacrifice
B Desperation 3
Alternate: Glimmer
C Spd Ploy 3
Alternate: Res Ploy 3
SP1,945SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP or -DEF
  • Weapon: Dark Excalibur 
  • Assist: Reposition / Ardent Sacrifice
  • Special: Moonbow / Glimmer / Iceberg
  • Passive A: Swift Sparrow / Brazen Atk/Spd / Fury
  • Passive B: Desperation 
  • Passive C: Spd Ploy / Res Ploy / Flexible
  • Sacred Seal: Quickened Pulse / Speed +3

A Player Phase build that focuses entirely on Sonya’s ability to shred opponents apart with relatively little outside support. This is largely due to her legendary tome, Dark Excalibur, which shares an effect similar to that of a Wo Dao and grants her a flat +10 damage increase whenever her Special activates. To regularly make use of this effect, a Speed boon is highly recommended in order to boost her ability to perform follow-up attacks and charge up her Special faster. An Attack boon is also an option and helps increase her damage output outside of Special activations; however, this will cause her to be more dependent on buffs to her Speed in order to double reliably. 

Specials like 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. Using such Specials alongside skills like Quickened Pulse and Infantry Pulse can help improve the quality of Sonya’s first battle greatly. As for her Assist, Ardent Sacrifice offers great synergy with Desperation, allowing her to drop instantly into its HP threshold without having to rely on her ability to tank a hit. Otherwise, any movement Assist works here. 

Moving on to her main skills, Swift Sparrow is Sonya’s ideal A slot, granting her the greatest boost to her offenses without any set-up and lets her preserve her Resistance. However, if using Ardent Sacrifice, Brazen Atk/Spd also becomes a viable option, albeit an expensive one. On a budget, Fury makes for a great alternative and has the added benefit of giving her a much-needed increase to her physical bulk in addition to giving her an easier time in using Ploys. 

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, Spd Ploy is her preferred option to further improve her chances of doubling, though Res Ploy can also be taken if on budget. 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 powerful Seal on Sonya, and assuming if she doubles, allows her to activate her Special in her first combat regardless of whether or not her opponent can counterattack; it can also be stacked with Infantry Pulse to allow the use of more powerful Specials like Iceberg. If unavailable, the Speed +3 Seal also works and offers her a solid boost to her offenses. 

Womanly Charm (Offensive Support)

Dark Excalibur A Fury 3
Alternate: Mirror Strike 2
Reposition B Chill Atk 3
Alternate: Chill Spd 3
Moonbow C Spd Ploy 3
Alternate: Atk 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 / Atk Ploy / Def Ploy / Flexible
  • Sacred Seal: Res Ploy / Def Ploy / Atk Ploy / Flexible

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 (Infantry Pulse Team)

Dark Excalibur A Swift Sparrow 2
Alternate: Death Blow 3
Reposition B Chill Spd 3
Alternate: Windsweep 3
Growing Wind
Alternate: Blazing Wind
C Res Ploy 3
SP1,635SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP or -DEF
  • Weapon: Dark Excalibur 
  • Assist: Reposition / Flexible
  • Special: Growing Wind / Blazing Wind 
  • Passive A: Swift Sparrow / Death Blow
  • Passive B: Chill Spd / Windsweep / Watersweep
  • Passive C: Res Ploy / Flexible
  • Sacred Seal: Quickened Pulse 

This build takes a more unconventional approach to Sonya’s personal weapon and is very potent when used correctly. However, the set-up required for this build to reach its maximum potential can make it impractical at times. Sonya must be holding the Quickened Pulse Seal and be accompanied by three other allies who have Infantry Pulse; these allies must also all have higher HP than Sonya. This allows for her AoE Special to be charged up immediately at the start of the battle and lets her be ready to unleash hell. Without the aforementioned support, Sonya will still be able to function but this build’s effectiveness and potency drop tremendously as a result. 

An Attack or Speed boon works great here, with the former allowing her to maximize her damage output while the latter gives her more general coverage in her match-ups, as it is not a guarantee that her opponent will die in just one hit after having been targeted by her AoE Special; however, a Speed boon is preferred if using Windsweep or Watersweep. As for her choice of Special, Growing Wind is an excellent choice and is Sonya’s preferred option due to its wide radius giving her the greatest chance of inflicting damage to more foes with one hit. If wanting to capitalize on her damage output, however, then Blazing Wind has the edge over Growing Wind. 

Swift Sparrow is Sonya’s ideal A slot yet again, offering her a considerable increase to her damage output alongside a solid boost to her Speed; the latter effect can prove to be extremely helpful against high Resistance opponents who require two hits to be killed even after taking the brunt of her Special. Death Blow is also a solid alternative if wanting to focus entirely on her ability to OHKO a weakened opponent. 

Sonya’s B slot is fairly flexible and open to several different options like Chill Spd. Chill Spd helps increase both her and her allies’ chances of doubling and of avoiding being doubled. Depending on how often one sees opponents who have Vantage, Windsweep or Watersweep may also be a worthwhile investment to allow her to safely initiate against such opponents, regardless of whether or not they are in its HP threshold; this skill is best paired off with a Speed boon and Swift Sparrow. 

Sonya’s native Res Ploy is a great choice for her C slot and strengthens both her raw damage output and the power of her Special activation. Otherwise, any skill that complements her teammates can be used here. 


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.


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.


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.


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.
Green Tome Users Only
50 2 4
Green Tome Users Only
100 2 6
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.
Mirror Strike 1Grants Atk/Res+2 during combat if unit initiates combat.
Non-inheritable by Staff-wielding units.
Mirror Strike 2Grants Atk/Res +4 during combat if unit initiates attack.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
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.
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.
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.

Other Info

Fire Emblem Echoes

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Official Hero Artwork


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