GamePress
Analysis by lordhelpme
Spring Sonya - Dazzling Rabbits

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 40
ATK 42
SPD 41
DEF 23
RES 20

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 11 10 3 2
Middle 18 12 11 4 3
High 19 13 12 5 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 38 20 17
Middle 40 42 41 23 20
High 43 46 45 27 23

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

Skill Sets

drinkin’ up some WA-TER BOTTLES (Offensive / Pure Damage Focus)

Build by lordhelpme
Recommended
Magic Rabbits A Atk/Spd Unity
Alternate: Sturdy Impact
Positional Assist B S/R Far Trace 3
Luna
Alternate: Dragon Fang
C Spd/Res Hold
Alternate: Fatal Smoke 3
IVs

+ATK / -DEF or -RES

SSturdy Blow 2

Show Explanation/Analysis

Weapon: Magic Rabbits

Assist: Positioning Assist / Assistless / Flexible

Special: Luna / Dragon Fang

Passive A: Atk/Spd Unity / Impact Skills / Atk/Spd Catch 4 / Swift Sparrow 3

Passive B: S/R Far Trace / Wings of Mercy / Desperation

Passive C: Spd/Res Hold  / Fatal Smoke / Flexible

Sacred Seal: Sturdy Blow / Quickened Pulse / Death Blow / Swift Sparrow 

  • Spring Sonya’s strengths perfectly align themselves for an offense-heavy approach (and honestly very little else), so this build aims to complement this by emphasizing her damage first and foremost. An Asset to either of her offensive stats generally works well, though +ATK should ideally be prioritized for greater chances of landing OHKOs.
  • The Dazzling Rabbits are fortunately pretty straightforward when it comes to general gameplay, as their primary course of action is simply to initiate against foes as desired while being careful of not overextending too far into enemy range with their warping — and, in case greater burst is needed, use their Harmonized Skill to make up the difference. 
    • For such purposes, Spring Sonya’s base kit works well enough on its own, though switching out Atk/Spd Unity for something that offers a more consistent ceiling (such as Atk/Spd Catch and Swift Sparrow) may be preferred. 
    • Additionally, while it’s not unusable, her default Chill Def/Res is… pretty underwhelming and should ideally be replaced. Among her albeit limited options, S/R Far Trace stands out for the modest damage enhancement it brings via an in-combat Spd/Res debuff and occasional 【Canto (Rem.)】effect should she not warp. Even the more widely-available Wings of Mercy (to augment her potential mobility to its maximum) and Desperation (for consecutive follow-up attacks to circumvent the issues of her bulk) often serve Sonya better than Chill Def/Res, allowing for more consistent benefits to be reaped.
  • Further, as she can enable the Duo Hindrance structure and efficiently threaten challenging teams with insane range and commendable upfront damage, Spring Sonya also shines as a compelling choice for one’s Aether Raids Defense team. However, with this setting change, the necessary considerations to make for her build do become a little more intricate as well.
    • Firstly, it’s important to consider the fact that the main draw to Spring Sonya’s offensive prowess — that being Magic Rabbit’s ability to instantly charge her Special without outside assistance — is considered a “start-of-turn” effect, meaning that it can be readily shut down by Elimine’s【False Start】debuff. This can make it slightly unwieldy to utilize her during Astra / Anima Season due to the Scouring Saint’s presence.
    • Her default Atk/Spd Unity interestingly becomes a much more compelling A skill here, as the ubiquity of sources of Atk/Spd-targeting debuffs (e.g. Temari, the Bright Shine structure, etc.) on challenging teams translates to easy exploitation of the skill’s debuff reversal effect. That being said, Sturdy and Mirror Impact are also potential alternatives that should be considered if wishing to give Spring Sonya’s initiations a greater degree of safety.
    • For her C skill, though Spd/Res Hold works perfectly fine for both Sonya and her allies to obtain stat superiority over foes, one can consider replacing it with Fatal Smoke to punish foes even further for baiting her through denial of all healing. Other abilities like Distant or Close Guard may be more impactful depending on Sonya’s specific team composition, though, so her C skill is ultimately flexible.
    • Any Sacred Seal that raises Spring Sonya’s damage can be taken, including those that simultaneously supplement her weaker bulk like Sturdy Blow. Quickened Pulse is an option as well if aiming to use Dragon Fang instead of Luna for her chosen Special, though this makes it doubly imperative to not field her during Elimine’s Season.

bye sonya i’m leaving to go stalk robin... not dressed like that you aren’t! (AoE Special Activation)

Build by lordhelpme
Recommended
Magic Rabbits A Life and Death (3 or 4)
Alternate: Fury (3 or 4)
Positional Assist B S/R Far Trace 3
Alternate: Chill Def/Res 2
Blazing Special
Alternate: Growing Wind
C Spd/Res Hold
Alternate: Savage Blow 3
IVs

+ATK / -DEF or -RES

SQuickened Pulse

Show Explanation/Analysis

Weapon: Magic Rabbits

Assist: Positional Assist / Flexible

Special: Blazing Special / Growing Special

Passive A: Life and Death / Fury 

Passive B: S/R Far Trace / Chill Def/Res / Wings of Mercy / Desperation

Passive C: Spd/Res Hold / Savage Blow / Fatal Smoke / Flexible

Sacred Seal: Quickened Pulse

  • Spring Sonya retains the same aggressive playstyle as outlined in the previous build, though this one offers slight differentiation by hinging her offensive performance on the usage of AoE Specials. These Specials offer a particularly high ceiling of potency given their ability to affect multiple foes at once and scale quite nicely with Sonya’s great visible Atk, in addition to working around in-combat detriments as they trigger before.
  • Besides her Special, the main difference in terms of her actual build lies in Spring Sonya’s choice of A skill: since the damage calculation for AoE options relies purely on visible stats, it’s necessary to use either Life and Death or Fury to maximize the Dazzling Rabbits’ proficiency at wielding them. Further, the Quickened Pulse Sacred Seal becomes non-negotiable to ensure such Specials are fully charged on turn one, and Chill Def/Res slightly increases in effectiveness due to tampering enemy visible Res (though it’s still far from ideal).
  • It’s also worth mentioning that while AoE Specials can be pretty deadly, they’re not very effective if using Spring Sonya in Aether Raids Defense and she’s generally better off using Luna or Dragon Fang instead for such purposes. However, they can be put to decent use within Aether Raids Offense instead. 
    • Given the general closeness of Defense compositions, Spring Sonya can exploit the wide radius of these AoE options to massively wound multiple foes at once while likely taking down at least one — and while Structures and Traps generally make it difficult for traditional nukes to get close enough to actually have an impact, her warping mechanic substantially reduces the strain of having to maneuver around these obstacles.
    • While using her in this context, it’s extremely important to destroy the opposing Healing Tower to ensure the chip damage from her Special activation does not go to waste; for maximum safety, one may even consider using Fatal Smoke to avoid problems if destroying this structure is not possible. 
    • Her Harmonized Skill’s ability to grant two immediate Special charges synergizes nicely with Galeforce strategies, so using Spring Sonya as a support battery at the same time certainly is an option as well — just keep in mind that the ubiquity of the Duo Hindrance structure complicates things if one over-relies on her Harmonized Skill for successful Offense runs.
  • Lastly, as for what AoE Special to equip, this will mostly be up to personal preference. Blazing Specials offer a higher damage modifier to secure OHKOs (with Blazing Wind and Blazing Light also offering generous ranges), whereas Growing Specials trade damage for more expansive layouts.

Strengths

Magic Rabbits

Spring Sonya and Tharja combine their magical prowess rather well in their exclusive Magic Rabbits, showcasing a fantastic hyper-offensive lean through the weapon’s cumulative effects.

  • For starters, the ability to move within two spaces of nearby allies may seem rather simplistic (and to be fair, it sorta is), but its effectiveness shouldn’t be underestimated as it sharpens Sonya’s mobility dramatically such that she may outstrip the range of even cavaliers — all while maintaining minimal positioning woes by merit of being a flier. 
  • This reaps immense benefits for Player Phase strategies but even moreso in Aether Raids Defense and Summoner Duels, as Sonya can easily threaten significant portions of the map and even extend her allies’ movement in kind through abilities like Guidance and Ground Orders. Having such reach would be pretty useless, though, if Sonya didn’t have the damage to back it up, but this is thankfully far from the case here.
  • Magic Rabbit provides not only upwards of a +10 Atk swing depending on her Special choice, but moreover supplements this with astoundingly easy access to said-Special from the start of battle: Specials with three-turn cooldowns will always be charged on turn one with no outside assistance and even AoE options can be made readily available with the Quickened Pulse seal, rendering Sonya extremely adept at securing OHKOs. 

Altogether, while it doesn’t have much in the way of utility (outside of specific use cases with Guidance or Ground Orders as mentioned previously), Magic Rabbits’ basket of goodies is plenty and distinguishes Spring Sonya as an extraordinarily mobile nuke who can burst through enemy health with grace and dexterity. 

Harmonized Hero Benefits

Although the scoring benefits of Harmonized Heroes are more subtle compared to Duo Heroes, Sonya’s Harmonized status comes with a few other accompanying perks that further inflate her general viability. Most notably, on top of contributing her stellar offensive capacity, she can enable the Duo’s Hindrance structure within Aether Raids Defense to shut down the Duo and Harmonized Skills of all challengers — and speaking of, her Harmonized Skill is pretty potent in its own right. Upon usage, Spring Sonya and any allies on the team from Fire Emblem Echoes: Shadows of Valentia or Awakening immediately receive +4 Atk/Spd during combat, a +6 visible Atk buff, and two Special charges for free (akin to her Magic Rabbits effect). 

Having access to such a battery is pretty rare in itself (especially as it bears potential usage outside of the first turn or the start of one), and it may also bear a surprising impact on the course of battle if used properly. For instance, against a foe who can counter at range, Sonya can use her Skill to reactivate her own nuke instead of needing to engage to accumulate charges and turn around an otherwise unfavorable matchup — or she can exploit its benefits more supportively to aid allies reliant on Special charges, such as those wielding Galeforce or Special Spiral. It’s ultimately a flexible effect that can’t really go unappreciated, adding another layer of depth to Spring Sonya’s performance. 

Phenomenal Offensive Statline

Befitting the damage-intensive nature of her weapon, Spring Sonya brings out all the stops in her festivities through staggering offensive values. With 42 Atk, 41 Spd, and access to four-point Assets in both to top it all off, her damage ceiling is undeniably solid even before Magic Rabbits kicks in — and once it does, unless her Special is deterred by effects like Pulse Smoke or Even Pulse Tie, this baseline grants Sonya entry into the ever-growing rank of units who probably should not be face-tanked.

Flying Benefits

Spring Sonya greatly appreciates the unhindered mobility that her flying status brings, as it allows for full optimization of her weapon’s warping effect to gain unprecedented reach. Further, this also comes with neat access to flier-exclusive skills like her default Spd/Res Hold for enhanced combat prowess, in addition to mobility-based abilities such as Guidance and Ground Orders to expand her team’s movement options as previously mentioned

Weaknesses

Flying Drawbacks

Compared to every other movement type in the game, fliers are presently sorely lacking when it comes to skill availability, and those that are ranged suffer the brunt of this, particularly in terms of competitive B slots. In Spring Sonya’s case, even the most typically coveted option (that being S/R Far Trace) only has slight bearing in her combat through its in-combat debuff on her foe, as the 【Canto (Rem.)】effect usually won’t trigger at all if she warps via her PRF. Outside of Far Trace, the rest of her options aren’t nearly as impressive (namely, Wings of Mercy and Desperation) relative to skills like Special Spiral that would have greatly improved her battling. 

Pitiful Defensive Statline

Since Spring Sonya allotted such a huge portion of her stats towards Atk and Spd, her Def and Res were subsequently left extremely lacking, and her HP pool isn’t nearly high enough to make up the difference. This completely removes the possibility of Enemy Phase play (though her weapon wasn’t made for that anyway), but more importantly, means that Spring Sonya almost always runs the risk of being flat out OHKO’d if she fails to kill her opponent before they can counter — and since she can’t run Special Spiral to constantly ensure an initial Special activation for consistent OHKO’s, she becomes much less of a threat outside of turn one and when she activates her Harmonized Skill

Harmonized Skill

Grants Special cooldown count-2 to unit and allies from the same titles as unit. Grants Atk+6 and【Resonance: Blades】to unit and allies from the same titles as unit for 1 turn. 【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Magic RabbitsAccelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2. Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk+4, Spd+6, and bonus to unit's Atk = unit's max Special cooldown count value × 3 during combat.
Learns by default at 5 ★
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 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Bond 2Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Bond 3Grants Atk/Spd+5 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd UnityIf unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently.
Inheritable by all units.
Unlocks at 5 ★
300
A
Chill Res 1At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.
Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Def/Res 1At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action.
Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Def/Res 2At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action.
Inheritable by all units.
Unlocks at 4 ★
240
B
Spd/Res Rein 1Inflicts Spd/Res-2 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 2 ★
60
C
Spd/Res Rein 2Inflicts Spd/Res-3 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 3 ★
120
C
Spd/Res Rein 3Inflicts Spd/Res-4 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 4 ★
240
C
Spd/Res HoldInflicts Spd/Res-4 on foes within 3 spaces during combat.
Flying Only
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Gaiden
Fire Emblem: Awakening
Fire Emblem Echoes

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