Hey, I’m Zathong and this guide is about Spring Sonya Build in Fire Emblem Heroes (FEH).
Best Spring Sonya build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Spring Sonya build for the meta. Learn more about Spring Sonya’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Spring Sonya Builds
: Magic Rabbits | A : Atk/Spd Catch 4 |
: Reposition | B : Chill Spd/Res 2 |
: Aether | C : Spd/Res Hold |
S : Atk/Spd Solo 3 |
This build aims to land one huge nuke by utilizing Magic Rabbits and her Harmonized skill to pre-charge Aether on turn one. Chill Spd/Res is a better Chill skill to use to activate or enhance Atk/Spd Catch.
Recommended IVs
+Atk/-Res | Spring Sonya’s best IVs are +Atk/-Res. Atk is a superboon and leads to the best combat potential for Sonya which complements her nuking prowess. Either Res or Def can be used for the bane as both stats are unimportant. Reducing either of them should not change Sonya’s matchups. |
+Atk for a +10 Merge | We recommend +Atk when merging Spring Sonya to +10 to maximize her nuking potential with Magic Rabbits. |
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 352/814 |
Atk | 42 | Rank: 16/814 |
Spd | 41 | Rank: 45/814 |
Def | 23 | Rank: 529/814 |
Res | 20 | Rank: 650/814 |
Stat Variations
Initial Stats (with Skills)
HP | Atk | Spd | Def | Res | Total | |
5★ Lv.1 | 18 | 26 | 11 | 4 | 3 | 62 |
Lv 40+10 Stats (5★)
HP | Atk | Spd | Def | Res | Total | |
+10 Merges W/ Skill Bonuses | 45 | 61 | 46 | 27 | 24 | 203 |
Lv.40 +10 | 45 | 47 | 46 | 27 | 24 | 189 |
Stats at Lv 40
HP | Atk | Spd | Def | Res | Total | |
5★- Adjusted for Skills | 40 | 56 | 41 | 23 | 20 | 180 |
5★ Lv.40 | 40 | 42 | 41 | 23 | 20 | 166 |
Roles
Note: Spring Sonya is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe’s Res stat.
Pros & cons
Pros (Strengths) | Cons (Weaknesses) |
---|---|
Magic Rabbits is a powerful tome | Reliance on Special cooldown effects |
Harmonized skill can reduce Special cooldown count for multiple units | Weak to bows |
Counters & Teammates
Counters
These picks are strong against Spring Sonya in game.
Teammates
These picks are good against Spring Sonya in game.
Gameplay
Skills
These are all skill for Spring Sonya: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Bond 1 | If unit is adjacent to an ally, grants Atk/Spd+3 during combat. | 5★ |
Atk/Spd Bond 2 | If unit is adjacent to an ally, grants Atk/Spd+4 during combat. | 5★ |
Atk/Spd Bond 3 | If unit is adjacent to an ally, grants Atk/Spd+5 during combat. | 5★ |
Atk/Spd Unity | If 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 x 2 (Example: If unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently. | 5★ |
Chill Res 1 | At the start of each turn, inflicts Res -3 on foe on the enemy team with the highest Res through its next action. | 5★ |
Chill Def/Res 1 | At start of turn, inflicts Def/Res- on foe on the enemy team with the highest Def+Res total through its next action.3 | 5★ |
Chill Def/Res 2 | At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action. | 5★ |
Spd/Res Rein 1 | Inflicts Spd/Res-2 on foes within 2 spaces during combat. | 5★ |
Spd/Res Rein 2 | Inflicts Spd/Res-3 on foes within 2 spaces during combat. | 5★ |
Spd/Res Rein 3 | Inflicts Spd/Res-4 on foes within 2 spaces during combat. | 5★ |
Spd/Res Hold | Inflicts Spd/Res-4 on foes within 3 spaces during combat. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
New Moon | (Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ |
Luna | (Cooldown Count = 3) Treats foe’s Def/Res as if reduced by 50% during combat. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Wind | 4 | 2 | No Effect | 5★ |
Elwind | 6 | 2 | No Effect | 5★ |
Rexcalibur | 9 | 2 | No Effect | 5★ |
Magic Rabbits | 14 | 2 | Accelerates 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 x 3 during combat. | 5★ |
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