Table of Contents
- Default
- Attack
- Special
- Injured
| Sonya - Vengeful Mage |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 6 | 6 | 4 | 7 |
| Middle | 17 | 7 | 7 | 5 | 8 |
| High | 18 | 8 | 8 | 6 | 9 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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)
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Dark Excalibur | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reposition | B | Special Spiral 3 |
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Glimmer Alternate: Moonbow |
C | Res Ploy 3 |
| SP | 1,575 | S | Quickened Pulse |
- 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)
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Dark Excalibur | A | Fury 3 Alternate: Mirror Strike 2 |
|---|---|---|---|
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Reposition | B | Chill Atk 3 |
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Moonbow | C | Spd Ploy 3 |
| SP | 1,545 | S | Res Ploy 3 |
- 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)
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Dark Excalibur | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reposition | B | Special Spiral 3 |
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Blazing Wind | C | Atk Ploy 3 Alternate: Res Ploy 3 |
| SP | 1,845 | S | Heavy Blade 3 |
- 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
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.
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Magically tanky reds: Units such as Sanaki, Julius, and Winter Tharja are able to withstand Sonya’s attacks and then retaliate with great force.
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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.
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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.
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Dark Excalibur | A | Mirror Strike 2 |
|---|---|---|---|
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Reposition | B | G Tomebreaker 3 |
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Iceberg | C | Res Ploy 3 |
IVs: +RES -HP
I built my Sonya around taking advantage of her high resistance. She's most effective as a Green and Blue mage magic check in this build.
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Dark Excalibur | A | Mirror Strike 2 |
|---|---|---|---|
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Reposition | B | G Tomebreaker 3 |
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Moonbow | C | Res Ploy 3 |
Sonya has average stat (compared with Julia). +Atk (or +Spd) and - HP is good for her to be Green Tome nuker. This build focus on how to deal with Green Tome. With this build, you will be guaranteed to nuke any green tome and still be able to kill some other red unit.
You can change the Weapon to Gronnblade+ and Passive A to Death Blow or Swift Sparrow to make her even more deadly.
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Dark Excalibur | A | Mirror Strike 2 |
|---|---|---|---|
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Draw Back | B | G Tomebreaker 3 |
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Iceberg | C | Hone Spd 3 |
+HP -DEF
(With Resistance +1 Sacred Seal)
With Mirror Strike She Can Boost Her Iceberg Output And With Dark Excalibur Boosting It Even More, G Tomebreaker Is Just For Nino And Julia Just In Case She Fights Them
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Dark Excalibur | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Windsweep 3 |
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Growing Wind | C | Savage Blow 3 |
Another build for Sonya brought and explained by @Bravart
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---Sonya - Chimera, the mistress of the winds
"My particular talent is to hide it."
?? Spellbook n°2 : Lord of Vermillion ??
IVs : +Spd / -Def
W: Dark Excalibur
Sp: Growing Wind (aka Lord of Vermillion!)
A: Fury 3
B: Windsweep 3
C: Savage Blow 3
S: Phantom Spd
The wind mistress unsealed her tremendous astral potential to unleash her most powerful spell : Lord of Vermillion !
Like two dragons made of thunder descending from the skies to bite the earth, wiping out all kind of life in the flash of the blast ! (Dark Excalibur and Savage Blow will add 17 damages in the area of effect of Growing Wind)
Channeling all her power, the mistress reach an exalted form of her fighting style, rising up her abilities while putting a lot of strain on herself (Fury 3).
Lord of Vermillion will need as much astral support as possible to reduce its casting time (Infantry Pulse 3).
Once unleashed, no one will be able to prevent the devastation from reach the earth (Windsweep 3 and Phantom Spd will nullify Vantage 3).
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Dark Excalibur | A | Mirror Strike 2 |
|---|---|---|---|
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Draw Back | B | Guard 3 |
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Iceberg | C | Res Ploy 3 |
I don't own the idea of the build, but I really loved it and felt like I needed to save it. Built (and explained) by @Bravart
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Sonya - Harpy, the celestial lady
"Me, vicious? You are the one who feeds yourself the most lies."
ϟ ϟ Spellbook n°1 : Jupiter Strike ϟ ϟ
IVs : +Res / -Def
W: Dark Excalibur
Sp: Iceberg (aka Jupiter Strike!)
A: Mirror Strike 2
B: Guard 3
C: Res Ploy 3
S: Quickened Pulse
Mastering the power winds, the celestial lady established her hegemony over the skies. Sonya is now the fiercest predator in the sky, an harpy.
Summoning the will-o'-the-wisp to freeze and shock her prey, her spell Jupiter Strike is a cannonball of lightning thrown with an impressive and deadly power. (Iceberg enhanced by Dark Excalibur and Mirror Strike 2)
Sonya's exceptional affinity and control over the wind magic enable her to shoot Jupiter Strike in a terrifying speed. (Quickened Pulse)
Vicious as a harpy, she is capable of draining the astral energy from her acolyts To reduce her channeling time even further ! (Infantry Pulse 3)
Moreover, the celestial lady is able to block the increase of astral energy of her opponent (Guard 3), in order to corner her prey without mercy, weakening their ability to resist the blast of Jupiter Strike (Res Ploy 3).
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 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
60 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Echoes
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes