Sonya is a Navy SEAL armed with a TEC-DC9 and dressed in a light gray tank top, blue gloves, urban camo pants, and a black baseball cap. Some of her hair is kept in a braided ponytail.
Sonya is a Navy SEAL armed with a TEC-DC9 and dressed in a light gray tank top, blue gloves, urban camo pants, and a black baseball cap. Some of her hair is kept in a braided ponytail.
Winter Sonya is Sonya's first exclusive skin. She is armed with a TEC-DC9 and dressed in a black coat, a dark beige sweater, brown pants, black boots, a red scarf, and a red and white poof ball knit cap. She carries a large brown rucksack with a dangling yellow charm. Her hair is kept in a side braid.
Cheerleader is Sonya's second exclusive skin. She is armed with a TEC-DC9 and dressed in a maroon baseball cap with a yellow H logo, a maroon crop top and maroon skirt both with yellow highlights.
Sonya Parker is Sonya's fourth exclusive skin. She is armed with a TEC-DC9 and dressed in a full prisoner jumpsuit with a white undershirt, a brown toolbelt, and a black headband. Some of her hair is kept in a braided ponytail and the rest is loose and messy.
She can be unlocked for 12,500 coins after reaching player level 14.
Sonya is a Shooter. She has average damage for her class, along with relatively high health and movement speed.
Sonya fires her gun in six-round bursts up to two times before performing a fast reload.
If confronted at melee range, she does a melee attack that consists of two closely-spaced punches. If she rolls a critical then these punches get replaced with a roundhouse kick that can knock enemies back. Sonya's melee crits. have a separate hidden base chance of 40%, making it possible for her to land them without buffing the respective stat. Unlike most ranged units, Sonya prioritizes melee above shooting her targets.
Some time after dying, Sonya will turn into a Witch. Unlike most ranged units, Sonya does not have Fat Zombies among her prioritized enemies.
Sonya's special ability grants her 20 points of ranged damage for every 250 points of charisma of all other units on the battlefield. If some unit dies, she will lose the buff that was provided by them.
While the provided buff isn't exactly large, it's still beneficial for Sonya, as most teams she is a part of feature units with towering levels of charisma. Notable examples include Ranger, Cap, Paramedic Nancy, and Andrea. If you are using Sonya frequently, then getting this perk is recommended.
Sonya is a great ranged unit as she has relatively strong base stats and a powerful weapon that fires fast and reloads faster, granting her exceptionally high DPS. Thanks to her unique melee attacks and knockback perk, she is also capable of standing her ground in close quarters despite lacking any resistances. As mentioned above, since her “deadly signature move” causes knockback, it creates the space between her and enemies and giving her enough distance to potentially shoot them down before they recover. This makes Sonya a great choice for missions where Insectoid can be encountered as her knockback can keep it away after pouncing, and quickly retaliate with her firearm.
Sonya’s uses are rather versatile, being able to be used offensively and defensively. Although she may perform as the latter better due to her short firing duration as well as boasting the aforementioned unique melee attacks. Nonetheless, if used offensively, she will perform adequately.
Despite having fast movement and attack speeds, Sonya is far from being a perfect ranged unit as she is still vulnerable to being overwhelmed by her own. She is best paired up with tanky or fast melee units for her to support as they can keep fast and/or dangerous enemies from reaching her too quickly and take the main fight with them. She also shouldn't be the only ranged unit brought during the missions due to her long preparation time. As such, having other ranged units is highly beneficial and recommended, especially towards the later stages of the game.
In League, Sonya is a decent pick thanks to her modest courage cost, high health, high rate of fire, and good movement speed, making her a versatile ranged unit. As her speed and power demonstrates, she is good for aggressive team compositions and laying the pressure on bullet-resistant enemy units, even more so if she is well protected by her own bullet-resistant allies to protect her while she does so. With enough upgrades to her health, she can and will survive Grenadier's grenade attack. However, since Sonya lacks bullet resistance, she’s vulnerable against enemy ranged units. While her above-average health and fast damage output can usually help her fight off non-resistant enemy ranged units, most bullet-resistant ones can still easily outlive and kill her. Both Sniper Polina and Sheriff Charlotte can easily pick her off from a distance before she can retaliate. All in all, Sonya is a fairly strong choice and works adequately for most teams.
Like any shooter, Sonya benefits most from the Hunter set, as it allows her to deal massive consistent damage. Military is a less powerful but still acceptable alternative in case you want to give her some crowd control capabilities. Tactical also proves to be the best option in context of mid-game. At the same time, Sonya is also one of the best units to equip with this set if you need to use it specifically to counter Double-headed Zombies and, potentially, Escapees.
Other sets are usually not recommended for Sonya, since they don't compensate her playstyle, or fail to bring her to the fullest potential. This is also the case with Gentleman, which isn't consistent enough to be an all-around good option, even when taking Sonya's kicks and ties to Northerners into account. Similar to Military, it's not a bad option, but it tends to be worse than Hunter on average.
Sonya benefits most from flat boosts for damage. Percentages are only effective for health on her. Being a ranged unit, a prep. time watch is the best option for Sonya. However, it's also important to upgrade her agility to at least 80 through extra buffs, otherwise she will struggle to defend herself at close quarters. This can be avoided by using her as a member of a 3/3 or 5/5 Marine team, but if you want to use her elsewhere then agility can't be ignored.
Among books, +% crit. chance proves to be the best option, as it allows Sonya to do spin kicks more often, effectively increasing her defensive abilities, while also allowing her to deal a little extra damage with ranged shots. While +% health might sound like a great pick because of Sonya's decent health pool, increasing her health rarely proves to be a better option than focusing on her offensive abilities. In general, even when taking Insectoids into account, boosting Sonya's health to 3,000+ points is almost never necessary, and her kick will do a better job as a defensive tool. Boosting her melee damage through extra buffs is acceptable but not necessary, and definitely shouldn't be focused on.
Sonya, along with her skins, is part of the following teams: Marines, Northerners, College, and Prisoners.
Name | Sonya | Winter Sonya | Cheerleader | Sonya Parker |
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Skin | ![]() |
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Unlock Req. | Player Lvl. 14 12,500 ![]() |
300 ![]() 5000 ![]() |
300 ![]() 5000 ![]() |
300 ![]() 5000 ![]() |
Team | ![]() Marines |
![]() Northerners |
![]() College |
![]() Prisoners |
Sonya is a great option for all of the teams she is a member of, even if there's no guarantee she can directly benefit from synergies themselves.
As a marine, Sonya is a perfect match for Private Rodriguez for the sake of activating the 2/2 power, acting as the most reliable teammate for the synergy activation, while also being available without spending Cash or Skin Tokens. She is also one of the few units who can meaningfully benefit from higher tiers of Marines' powers, because of her low agility, but like for everyone else, the ultimate effect these powers have on her is negligible.
In the Northerners team, Sonya acts as a good filler for activating the team's 3/3 power. She isn't able to properly benefit from Northerners' synergies due to being a ranged unit with the only natural critical tied to a melee attack, all while lacking crit. damage. However, it's still acceptable to use her even for 2/2, if she comes alongside Lester. This duo will still display a formidable performance, and you will have more freedom with choosing a melee unit, without a need to stick to Glenn or Redneck.
In the College team, Cheerleader is one of the few units that actually get a proper benefit from the synergies. As her ability is based around charisma, the 3/3 synergy ends up being very helpful in raising her damage while on the field with her allies. This allows her to get a proper use out of an otherwise mediocre special ability.
Prisoners' powers provide Sonya with perhaps the greatest buffs for her, as massive resistance to melee damage, along with a chance to ignore any attack, make her already high defensive potential even greater. She is probably the best member of the team right now, as she not only takes great advantage of its synergies, but also makes it easier for other teammates to abuse them too.
Units | |
---|---|
Base game | |
Humans | Redneck • Farmer • Builder • Mechanic • Pepper • Firefighter • Chopper • Gunslinger • Glenn • Policeman Diaz • Grenadier • Sheriff Charlotte • Private Rodriguez • Sniper Polina • Welder • Carlos • Guard • Carol • Medic • Ranger • Willy • Sonya • Juggernaut • Builder Abby • Lionheart • Light Soldier • Paramedic Nancy • Rogue |
Inanimate | Empty Barrel • Medkit • Red Barrel • Molotov Cocktail • Generator • Nitrogen • Turret • Drone |
Plot | Sheriff Bill • Minor Characters |
Premium | |
TMF | Flamethrower • Soldier • Cap • Swat |
Circus | Berserker • Saw • Queen |
Scientists | Dr. Miller • Dr. Kane • Dr. Norman • Drone |
Other | Jailer • SpecOps • Austin • Agents |
Event | |
Halloween | Turbo • Andrea |
Christmas | Lester • Cashier • Red Hood • Maria |
Escort | Princess |