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SONA BUILD GUIDE: Season 3 Sona by Genesised

by Genesised (last updated over a year ago)

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9
Greater Mark of Armor( +8.19 armor)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Mana Regeneration( +2.79 mana regen / 5 sec.)
3
Greater Quintessence of Gold( +3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details
0
9
21
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9 Defense
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mastery 2 mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Power Chord
QHymn of Valor
WAria of Perseverance
ESong of Celerity
RCrescendo
View Skill Order Details

Runes

Masteries

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mastery 2 mastery 2 0/1
0 Offense
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mastery 3 mastery 3 4/4
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mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
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mastery 1 mastery 1 0/2
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9 Defense
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mastery 1 mastery 1 4/4
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mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Power Chord
QHymn of Valor
WAria of Perseverance
ESong of Celerity
RCrescendo

Champion Matchups

Introduction

Welcome Summoners to my Sona guide!
This is my first guide so i appreciate any positive and constructive criticism you can give me!


Sona is a very all-rounded support, with an AMAZING ultimate. She brings amazing zoning potential and sustainability in lane. Her ultimate is practically game-deciding and can easily help your team win fights. She brings utility, damage, buffs and heals to the table. Many people think Sona is an easy-to-play support but actually she is harder to play than many think. Proper decision making ,timing, full usage of abilities is what makes an excellent Sona player. I hope this guide will give you further insight about Sona :)


Without further ado, let us dive into the awesomeness that is Sona



Upcoming Content
_________________________________________________________________________________________________________________________

  • Fusion with ADC
  • Expansion of "Matchup lists"
  • Ganking as Sona
  • FAQ



____________________________________________________________________________________________________________________

A word from me:

Hey guys, its me. Thank you so very much for reading this guide and if you give any feedback , good or bad , i will greatly welcome it. This guide is still being worked on , but all the essentials are there. I am just working on writing up new, fresh content for you guys and expect that it will greatly help you when you play Sona. Again, i would greatly appreciate it if you would leave a comment about the guide in the comments section as it will help me improve this guide, for you. I want the best for the LoL community and i cannot do so without feedback. Again, thank you so much for reading and i hope you enjoyed it.

Genesied. 6/12/2012

Masteries

In this section, i will cover the masteries i choose to run on Sona. It will also cover why i didn't choose other viable masteries.
Disclaimer! This is mainly a guide, i am not in anyway forcing you to follow exactly to this build. You may choose your own masteries if you see fit.

I run a 0/9/21 mastery tree on Sona.

Defense


Durability: This mastery gives Sona more health, which is good as Sona has very low base health and this should help Sona survive exchanges better.

Hardiness: This gives Sona 5 armor at the start of the game. Sona is naturally squishy and this should give Sona more durability.

Resistance: This gives Sona bonus 2 magic resist, making her more durable

Vertan's Scars: Bonus 30 health? Why not. This supplements Sona's low base health and can help her survive engages better.


Why not max Resistance?
Well, Sona is going into a bot lane with an enemy AD carry. The AD carry primarily does attack damage, and having more magic resist will not help Sona as much as having more armor.


Why not max Perseverance?
Since its "revamp", this skill is dependent on Sona's missing health to be truly effective. Aside from this, Sona has a heal. You may choose to max this if you are afraid of dying. (Take 3 points in Perseverance and only invest 1 point in Durability)


Utility


Summoner's Insight: I find the cooldown reduction in extremely useful as Sona does not have good escapes pre-6. Having a flash with a lower CD means more amazing plays with late game.

Meditation: Sona has a mana problem early game. By maxing Meditation, it will help us resolve this problem. This gives Sona bonus 3 mana regen/sec, allowing her to use her skills more often

Mastermind: With a 10% CD reduction in Summoner spells, this allows Sona to use and more often. Again, resulting in BIG PLAYS.

Expanded Mind: Giving Sona 12 mana/level , this allows her to use her skills more as Sona's skills cost quite a bit of mana. This extra mana will be very useful as Sona will not be building many mana items late game.

Greed: Being a support, Sona's gold generation will be very vital to her bank account. With greed, she has more gold generation through runes,items and masteries, allowing her to sustain her item needs

Wealth: This allows Sona to buy more starting items, i.e OR

Intelligence: This gives Sona 6% CDR, and can really allow her to use her abilities more often

Nimble: A free Janna passive, and this can really help her low base movement speed. By taking Nimble against skillshot heavy teams, you can making playing Sona much safer.


Why not take Wanderer?
This mastery is only in effect when Sona is OUT OF COMBAT. Sona is naturally a poke support. It may be useful when getting to and fro from the base, but it is more worthwhile to invest in other masteries in the utility tree


Why not take Awareness?
It is very very useful, but after much consideration, I feel that other masteries are more worthwhile to invest in. However, if you choose to take awareness, be my guest :)


Why not take Biscuiteer/Explorer?
Biscuiteer literally gives Sona a free health/mana pot. But it is only one potion. Taking Greed/Wealth here will be more worthwhile later on. Explorer requires one point in Biscuiteer, and thus not worth teching into


Why not take Pickpocket?
Pickpocket is a great skill to get. But it may not be as effective on Sona as she pokes more safely through her . She uses her auto-attacks to trigger but i find it rather obsolete to invest in Pickpocket


Take note that these mastery choices are all my own opinion. I am not forcing you to use these. This is just a guide, feel free to change and use your own masteries if you see fit. Also, if you strongly disagree on any of my choices, do not hesitate to state it in the discussion section below! :)



Runes

Greater Marks and Seals of Resistance
These will give Sona ~21 bonus armor at the start of the game. This will allow her to tank exchanges much better with other champions. If she is playing aggressively, i will strongly encourage these runes as she can tank the minion aggro and the enemy counter attacks. This will also reduce her reliance on heals/potions.

Greater Glyphs of Replenishment
This will give Sona more mana regen, allowing her to use her skills more. It gives around ~2.8 mana regen/5sec. This is roughly the same as a . Having more mana in lane will translate in Sona being much more of a pain in lane. Also, during late game, she will be literally spamming out her skills. This will allow her to support the team much more effectively.

Greater Quintessence of Avarice
These will give Sona more gold per second, allowing her to buy more items and help out the team more. Sona is the support and will not be farming. She will be relying on kills/assist and her gold generation to supplement her item needs. By taking 3 Avarice Quints, she is increasing her GP10 by 3!




Other runes to consider:

Greater Seals of Avarice
These seals grants Sona more gold per second. If you are playing very passively and will not try to go for many kills, these seals will be the perfect choice for you. This will help you make up for all the gold you would lose for playing passively. Do take note that you are scarificing armor for gold generation. This will make you more vulnerable than usual.

Greater Glyph of Warding
This gives Sona more magic resistance. Use this against enemy ADC which uses mainly magic damage as harass. Eg . Do take note that you would be sarcrificing mana regen for magic resist. This may be a more defensive build. but you will have less mana to spam your skills

Greater Quintessence of Fortitude
Sona has very,very low base health. This can prove to be a fatal flaw when engaging with other champions as she is prone to getting bursted down quickly before helping out her team much. These Quints will help her survive exchanges better early game very well. You would, however, lose some gold generation.

Summoner Spells

Explanation:

Why ?

Exhaust is an amazing skill to lock up piority targets and can help you team secure kills. In large-scale teamfights, exhausting the enemy carry can help reduce the amount of damage your team will have to take. It also prevents the enemy carry from escaping from being focused upon. It is, however, rather useless against an AoE heavy teamcomp.

Why ?

Flash is just an amazing ultility spell, providing escape routes/engages/re-positioning. + can provide a great engagement into a teamfight. Sona has no natural escapes and Flash will provide a good escape. Even with her , it is still an impractical escape. Flash is a mandatory skill in my opinion


Other options:



allows you to scout out parts of the map and can provide vital infomation about the jungler (in early game). Later on in the game, Clairvoyance can allow you to spot whether the enemy team is doing baron/dragon. This will almost always provide amazing vital infomation. However, its use fades off later in the game and isnt as effective later on.



acts as a good bait and a good safety net. If your opponents choose to engage on your low health carry, just pop both your heals and you can easily turn the outcome of that situation around. Aside from that, is also a good option against AoE-comp teams as it can negate a good chunk of their damage. However, it is rather common that the ADC takes . Since is 50% less effective when used on allies, it may not be as effective if Sona takes the Heal summoner spell. You may choose to take Heal if your ADC is running Cleanse + Flash

Skills

Passive: Power Chord

After casting 3 spells, Sona's next attack deals extra 8 + (10*level) magic damage. This enhanced attack has an additional effect depending on which spell was cast last.

Explanation:
This is part of Sona's amazing poke kit. Power Chord deals amazing damage early game and can be a very menacing threat to the opponents. The addition effect it brings also provides great utility for Sona and her team. Proper usage of this will differentiate the good Sona players from the great Sona players.



Q: Hymn of Valor

Stance – Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power until she changes stances.
Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or minions. Pirorities champions
Powercord : Deals double Power Chord damage
Cooldown: 7 seconds
Radius: 700
Attack Damage & Ability Power: 4/8/12/16/20
Cost: 45/50/55/60/65 mana
Magic Damage: 50/100/150/200/250 (+0.7 per ability power)

Explanation:
This is Sona's bread and butter poke skill. It provides amazing early game damage and can easily help zone other enemies out. The mana cost is rather low early levels. The attack damage & ability power boost is great at aiding your team deal TONS OF DAMAGE. All jokes aside, the attack damage steriod is great at helping your ADC last hit minions. The ability power boost also helps boost the power of your spells. Casting while the Stance is active cause more damage to be dealt.

The Power Cord effect is also a truly amazing poking tool. It deals your [Attack Damage + 2 x Power Chord] damage. Combine that with and you have one sick burst poke. Use it to zone the enemy ADC from lasting hitting minions. In teamfights, try to spam this as much as you can as you will be able to early significant amounts of damage.

Things to take note of:

  • will hit any visible target within a 700 range. It will only start piroritizing enemy champions that are within the 550 range of this ability
  • The passive buff has a range of 700
  • The passive buff can buff the next activation of any skill that scales with AP



W: Aria of Perseverance

Stance – Persistent Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance until she changes stances.
Activation: Sona sends out healing melodies, healing herself and the most-wounded nearby ally champion. Additionally, both Sona and the healed champion will receive additional armor and magic resist for 3 seconds.
Power Chord: Targeted enemy will deal 15% less damage for 3 seconds
Cooldown: 7 seconds
Radius: 1000
Armor & Magic Resist: 3/6/9/12/15
Cost: 60/65/70/75/80 mana
Heal: 40/60/80/100/120 (+0.25 per ability power)
Bonus Armor and Magic Resist: 8/11/14/17/20

Explanation:

This is a good heal early-mid game. Although, in late game, the amount this heal gives starts fading out. Do not underestimate it though! It has a low CD to make up for the low heal though. gives amazing bonus Armor and Magic Resist to Sona and whoever she heals. The amount of defensive stats are also good at helping allies survive attacks. You can spam this to get a consistent defensive buff. It has a longer range than

The Power Chord effect is great at negating damage, especially from that of burst carries. It will negate damage from the enemy, including summoner spells, item actives, etc. Sona should aim this at the enemy carries to reduce the amount of damage they deal.

Things to take note of:

  • Sona can use this skill while escaping ganks to heal and give herself the defensive stats, reducing incoming damage.
  • It has a low AP ratio, so do not think building alot of AP will help boost your heals
  • It will heal the most damaged ally within range. You can manipulate this to heal other people.
  • Before engaging, use this to help you negate the counter attack. With enough CDR, the heal will be back up quickly and you can heal the counter-attack damage back.



E: Song of Celerity

Stance – Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus flat movement speed until she changes stances.
Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds.
Cost: 65 mana
Cooldown: 7 seconds
Radius: 1000
Power Chord: Slows down enemy movement speed by 40% for 1 second.
Stance - Movement Speed : 4/8/12/16/20
Activation Movement Speed: 6/8/10/12/14 %
Explanation:
This skill grants Sona and her team a great movement speed buff. The short burst of speed not all that amazing at a glance but it has a short CD and can be spammed, making it very useful at running away/chasing. However, it is not as effective as a which is a downside. Aside from that is an excellent addition to Sona's kit, providing alot of utility.

The Power Chord effect slows movement speed by 40%. It is an amazing slow. However, the downside of this is that it last for 1 second only. Use this to slow down an opponent to aid your team in chasing him down.


Things to take note of:

  • has a rather large mana cost for Sona during early game, costing 65 mana per spellcast.
  • Use this to help your jungler gank easier
  • When running, you can cast and use the Power Chord effect on enemy chasers to slow the assault down.


R: Crescendo
Active: Sona plays her ultimate chord in a broad line in front of her, forcing enemy champions caught to dance stunned for 1.5 seconds and take magic damage upon impact.
Range: 1000
Cost: 100/150/200 mana
Cooldown: 140/120/100 seconds
Magic Damage: 150/250/350 (+0.8 per ability power)
Explanation:
This is an amazing ability. It makes all enemies be stunned in a large area. Sona can use this to engage fights by initiating engagements via . Aside from this, Sona must learn to time Crescendo properly and use it at the wise moments. Try your best not to use it against one person. If you see a large number of enemies grouping up, do not hesitate to land Crescendo. During early game, Sona can use Crescendo to set up ganks for your jungler and secure kills early. Like Monsoon, Sona can use this to disengage fights. With max CDR you can use Crescendo rather often, effectively helping your team.

Things to take note of:

  • During early game, aim at using Crescendo once your enemies have blown their flashes as this will ensure they do not escape
  • You can use Crescendo to stop enemies from taking objectives (Eg. Baron/Dragon/Towers)
  • During early game, always aim to save enough mana for a as it is an amazing safety net
  • Try not to use Crescendo on a single target, unless direly necessary. Read the situation.

Skill Order

> > >

Take ultimate whenever you can, self-explanatory. Your ultimate is too good to not take, it provides so much to your team. Please take it whenever you can :)

Why max over ?
At early levels, is rather costly mana--wise and you will easily run out of mana if you spam it. On the other hand, you will be neglecting your poke damage if you max first. It is alot safer, but your harassment will not be as effective. This is why i prefer piroritizing

Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:


Lets go through this level by level.

Why take at level 1?
Well at Level 1, enemy champions would not normally get over-aggressive and start killing. Get to boost your ADC's last hiiting and further increase your poking ability.

Why take at level 2?
At level 2, your opponents may start harassing your ADC and getting heal will help negate some damage.

Why take at level 3?
In early levels, your ADC has about 3% lifesteal. This is not a very viable sustain. To help your ADC survive in lane, grab 2 points in early and make sure he always stays healthy.

Why take at level 4?
Well, the enemy jungler may start ganking you now. will help you escape ganks. It will also help your own jungler gank your lane. In addition, it is a great skill to get yourself back to lane faster.

Why take at level 5?
A level one Q will do nothing more than tickle your opponents. To harass your opponents more, you need to get more levels in your Q. From level 1 to level 2 the damage practically doubles!

Why take at level 6?
Do you even need me to explain? Always take your ultimate whenever possible.

Item Builds

Starting Items


Wards are mandatory. As a support, i cannot stress how important wards are. Wards help you prevent enemy ganks and provide you with vital infomation.



This should be one of your starting items as this will give you sufficent mana regen to allow you to use your skills. In addition, this builds into , a good GP10 item for Sona



At least one of these should be taken as Sona's cost alot of mana early game and spamming it will cause you to harass less.


When to take ?
Sona should take this when faced with skillshots in bot lane. The boots of speed will help Sona dodge these skillshots and makes harassing safer. It is not recommended though as buying more wards would be more benificial. In addition, all champions will recieve +25 movement speed in Season 3, making boots of speed less viable.


Alternative Choices:



Crystalline flask is a great item and looks set to be very very cost effective. Take note that it restores both mana and health and that it doesnt stack with health/mana pots. You should take this when you envision a poke war. You can use this to sustain your poking and heal whatever counter damage they deal. Overall, it is a great item and can replace the Farie Charm for faster mana regen. Sadly, it doesnt build into anything, but it can sustain you for quitea period of time.



Mid Game Items

. WARDS. NUFF SAID


RUSH THIS ==>.
Philosophers stone is a great item on Sona as it grants health regen and mana regen. It helps sustain Sona in lane and provides mana regen that helps Sona spam her skills more. It also provides gold every 10 seconds. Sona should get this as early as possible.


IF YOU GET ENOUGH GOLD ==>
This is also viable as it grants ability power to boost Sona's abilities. It also provides gold every 10 seconds. However, it does not really build into any support items. Get this if you have enough money and wish to get an early advantage.


AFTER GP10(s) ==>
Sightstone is a really good item but it is also very awkward. It costs a little less the a GP10 but it also grants wards for you to use. The item starts by paying itself off as the game progresses, when you place more and more ward with this item. However, its placement in the build is something to take note of. You should not (in my opinion) for go your GP10 and rush a Sightstone. Yes, ambient gold has been increased, but Sona will still rely on GP10s to build up her gold income. Other than that, Sightstone is an overall great utility item to get and should be taken after a GP10


AFTER GP10(s) ==>
Aegis is an amazing support item. It provides armor , magic resist and health regen to every ally near Sona. It not only supplements Sona's squishiness, it also provides defense stats on her teamates. Get this if your jungler is not getting it.


AFTER GP10(s) ==>.
Get this after Aegis. If you arent getting Aegis, get Zekes Herald first. Zeke's Herald provides stats that mainly benefit your ADC. However, the attack speed boost is great as it can benifit your whole team. The lifesteal buff is mainly aimed towards your ADC (and your top/jungle to an extent)


AFTER ZEKE'S ==>
Build your Philosopher's Stone into this. Not only does it provide great regeneration stats, it also boasts an amazing engage/retreat active. It grants a staggering 40% movement speed boost for 3 seconds. Pair it up with and you have one hell of a speed boost. It also grants CDR ^^. Use the item's active to engage enemies or run away from lost fights.

WHENEVER YOU HAVE THE MONEY ==>
Ruby sightstone is a very unique item. It grants you 3 wards to place at any given time, provided you have the stacks to use them. It is a good cost effective item to get. I would recommend getting its Tier 1 item first, the whenever you have the items, preferably after rushing your GP10s. Ruby sightstone can sustain your ward needs for a long time and grant you bonus health. Its an overall great item to get

AFTER ZEKE'S OR SHURELYA'S ==>
On Sona, one of your aims is to build Cooldown Reduction. This allows you to spam your skills more often. Ionian boots of lucidity will help you do just that, providing a good 15% cooldown reduction




Other items to consider:


Mana is important. Get a mana manipulator to sustain yours and your laning partner's mana needs. For characters like you may opt to purchase this instead of should you be able to afford it.



One of my favourite items to have. It provides magic resist. On top of it all, it provides mana-hungry charcthers to have amazing amounts of mana regen. With on Sona, she is able to constantly use her spells and dish out harass and heal. I would recommend getting this after you built your though



Glacial Shroud is a great item. It provides mana, armor and CDR. These stats are very good at helping Sona survive fights. Glacial Shroud also builds into a , a great anti-AD item. You may opt to get this if the enemy team is AD heavy. You should get this after though



Banner of Command grants Sona amazing ability power, enhancing the power of her skills. In addition, it provides an aura that grants armor and health regen. The active ability is similar to the late . Aimed at being a tower sieging tool, Sona should take this mid game where tower seiges start and the enemies are unable to outright kill the "promoted" tank minion quickly.


End Game Items:

OR



It provides amazing defensive stats and sustainability. Its active grants a shield to all nearby allies. You can use this just before an engagement to provide them with that little more health. You can also use the active to counter obvious incoming AoE damage. Examples: 's Mega Inferno Bomb /'s Press R to win



Athene's builds from Chalice of Harmony and the best part of this item is its amazing mana regen capabilities. Sona is extremely mana dependant to be useful and will always give her the mana to do just that. Aside from this, it provides a good amount of AP, further increasing the potency of her spells.



WoTA provides 20% spell vamp to all nearby allies and is the highlight of this item. The spell vamp can help sustain allies during sieges. Aside from this, it provides a good amount of AP, further increasing the potency of her spells.


Aegis' upgrade may be costly, but the stats are well worth it. 30 armor and 60 magic resist? Hell yeah. This can really help Sona's squishiness and grant her teamates great defensive stats too! You should get this if you jungler isnt getting it as Auras do not stack.


Other Great Items to Choose From:


Abyssal Scepter provides AP and magic resist, increasing both her offense and defense. It's Unique Aura reduces magic resist of all nearby enemies by 20, increasing your APC's damage output. I would recommend getting this as a replacement of Aegis/Athene's if your enemies are dealing mainly magic damage.



Frozen Heart provides 99 armor, and can make Sona very durable against attack damage heavy teams. It also grants her a large amount of mana, providing her with more mana to use her skills. Its Unique Aura reduces all nearby enemy's attack speed by 20%. This can be great against enemies like who rely heavily on attack speed. If you wish to get this item, replace with this.



Or Shard of True Ice. Whatever the name, not only does it provide ample ability power, it grants mana manipulator's passive aura. In addition, it STILL grants bonus gold generation and gives an active ability that can be very good on melee champs. The active ability slows all enemy units around target ally. This can help get rid of pursuers or help melee champs chase targets. The power is still good late game, so you can opt to get this as an upgrade to mana manipulator



Mikael's crucible is an upgrade to and grants mana, magic resist, mana regen for Sona. In addition, its active ability removes all stuns, roots, taunts, fears, silences and slows on an ally and heals them for 150 + 15% of their missing health.This can help save dying allies who are getting hard CC-ed. Sona should get this if she wants to protect her carry from CC and especially if the carry is often getting focused down.



Banner of command is a good item for siege towers mid-late game. Since "Promote" is gone, Banner of Command is the other choice. Basically, it's active is exactly the same as Promote. The bonus stats are great for the minion to tank the tower and deal a significant amount of damage to the tower. However, Super Minions are more powerful than this minion, so its power fades out late game.



This item is a great item for Sona as it grants her a mana regen aura, as well as gold generation. Its active is great for melee iniators who need the movement speed advantage. For example, . Use the active on them to allow them to catch up to the enemies easier.

Warding and You

Warding the map is one of the most important things a support must do. By warding the map, you gain infomation about the enemies' whereabouts and routes they are taking. It can also prevent ganks by allowing you to escape quickly. Below are a few pictures from various guides to help you learn where to place your wards.

[http://media-copper.cursecdn.com/attachments/thumbnails/26/454/600/600/minimap-wards.jpg]

[http://rtsgaming.org/wp-content/uploads/2012/04/Ward-Guide2.jpg]

You should start off by placing a ward at position 4. This will give you infomation about whether the jungler is coming to gank you. Ward the tri-brush (12) if you are Purple Team as an enemy may be lying in wait there too. If your lane opponents are or , you should ward the brushes (13) too as it can allow you to easier predict and dodge their skillshots.

As the game progresses, you would like to place more offensive wards in the opponents jungle. Ward places such as 5 , 7 , 10 ,11 are all excellent choices for the Blue team to ward. For the purple team, just ward the same places on the enemy's jungle accordingly. These wards will allow you to know whether the enemy is at their jungle or taking an objective.

You would also like to place pink wards at high piority places like 1 or 2 . This will allow you to clear any enemy wards and allow you to take Dragon/Baron safer.

Ward placements at 15 or 16 are namely to make the APC safer and less suspectible to ganks. You should ward these if you start roaming. Late game, it will tell you alot about your enemy's traffic and routes.

Early Game

For the early game, take note of your ward placement. Place wards in the river leading up to your lane to watch out for ganks. If your lane is constantly getting pushed, place wards in the lane brushes to stay safe from lane ganks. Against champions like , you should always ward the lane brushes to stay safe from his skillshots.

Work with your team. If you are going to invade, try to ward their wraiths as it will provide you vital infomation about the enemy's whereabouts. Remember to ward your own blue if you are going to invade as the enemy may counter-invade.

Always remember to harass your opponent. Use your and auto attack combo to wear your opponent down. Against supports like , do not be afraid to harass their ADC. Since they have no heal, they will be forced into using their health pots. Once they have depleted all their pots and you keep up the constant harassment, you can force them to play extremely safe and get denied farm.

Even if you pushed them all the way to their tower, do not think that you have built a surefire advantage. Pushing theem so far makes your harassment harder to land. It also puts you in danger of getting ganked by their jungler. It also prevents your jungler from ganking safely without tower diving. If they start playing aggressively all of a sudden, back off. It could mean that their jungler is near.

Before you back, push them all the way to their turret to ensure that their minions will take longer to reach your tower. This way, you will lose less experience and gold. If you are unable to push, ask your jungler to apply pressure on the opponents or help in your push. When you go back, be sure to refill your wards and build your first GP10.

If your opponents are missing, be sure to alert your team!



In conclusion

  • Always aim to zone your opponents
  • Ward properly. Better safe than sorry.
  • Ensure that your ADC is always healthy
  • Pay attention to your surroundings
  • Always go back to lane with at least one ward.

Mid Game

In the mid game, always remember to buy wards. This is the time where your opponents will start thinking about taking dragon, grouping up to take down objectives etc. Ward high traffic areas and objectives. Ensure that you have vision of your opponents. If they all are MIA, its most probably that they are taking objectives.

Mid game is also the phase where teamfights start popping up. Remember to use Crescendo to lock up enemies and to exhaust high damage targets. Always save mana for at least + + . Never forget your effects. The most important one you would want to utilize here is the effect. It lowers damage output which is amazing at allowing your team to survive teamfights.

Mid game is also the phase where tower sieges start. Before aiming at taking down a tower, make sure you know where the enemy is. It is not worth trading a tower and a dragon for just a tower. My main point is, consider whether it is worth taking that tower. Your wards should give you vision and the infomation needed to make that decision. If you do choose to take the tower, remember to use your . Use and its effect. Hymn of Valor passively grants attack damage, which can increase your overall damage output. The Power Chrod effect is great as it deals the most damage. Once you take down the tower, back off immediately, your enemy make be posed to gank you.

When laning phase is over, you may want to roam around. When you start roaming, you have two goals. Firstly, ward your enemies' jungle exits. This will give you infomation about their movements. If they start moving in groups, they may be going to take an objective or gank your team. Secondly, help initiate teamfights. Communicate with your team mates and try to force team fights. You should initiate by .


In conclusion:

  • Never forget to place wards
  • Save mana and spam your skills at the right moments
  • Use Crescendo and Exhaust wisely
  • Never forget your

Late Game

Even though it is the late game, do not forget to ward. Ward objectives like Baron and routes within the jungle and river. This should give your important infomation of your enemies whereabouts. If you are losing, ward your side of the jungle, especially entrances and buff locations. If you feel safe enough, get an to clear wards.

This is the period of time where you should have max CDR through items and masteries. Still, always take into account your mana pool. Do not spam skills for no good reason. Save them for escaping pursuers / teamfights. Speaking about teamfights, never forget to use and properly. This is what distincts the good Sona players from the great Sona players.

Also, in this phase of the game, Sona should also be farming a little. Try to take any stray minions or any source of gold. Sona will also need to build some items of her own and late game items are always more costly. To be truly effective to the team, you must also remember about items. With that said, Sona must also pioritize which item to get first. This is based on the situation. These calls will sometimes help decide fights. Despite being a support, you also have a big impact the game through items and abilities.
Example : Your ADC getting focused alot? Get
Example: Your team is squishy? Get


Also, remember about item actives. A well timed and negate a good chunk of damage while can allow you to catch up with fleeing enemies.

In conclusion:

  • Buy a ward, save a life
  • Manage mana well
  • Clever usage of abilities

Team Fights

Sona is not a tank. In team fights, Sona should not be the one who is tanking all the damage. You should stay behind of the chaos and land and basic attacks. In these team fights, do not be afraid to start spamming your skills. Remember that has a long range of 1000. You can stay behind all the action and spam this. Do not be afraid to do so. You may actually save someone's life!

Despite not being a tank, remember to play safe and contribute to the damage. Aim your at high-damage dealing champs. Such as the ADC/APC. Use to chase down running enemies. Spam your as it can deal alot of damage to targets and the passive aura buff is great at increasing all your allies' damage.

During a chaotic teamfight, your role is not to tank damage, or deal insane amounts of it. Instead, you are supposed to stay in the backline (with your ADC) and protect him, all while supporting your team. Sounds tough? Not really. Sona must use her Power Chrod abilities to the fullest extent and always spam her own abilities. The auras will linger for a short while after changing and Sona can have some awesome auras if she spams her skills. These auras boost damage and resistances, helping her team handle team fights much better.

Sona's is considered a tide turning ability as it can change a team fight all the way around. Sona must use her ultimate on as many enemies as possible, and try your best to lock up high damage dealing targets like the ADC/APC. You should not use Crescendo on a single target if possible as you would be wasting the potential you have on your ultimate. Instead, look for enemies who are grouped up closely. Use Crescendo on them while your team follows up. It could mean certain death.


In Conclusion

  • Use Crescendo well
  • Don't be afraid of spamming your abilities
  • Stay safe and support your team and protect your carries.

Match Ups

Sona will have to go up against many different supports. In this section, i will give some tips on what to do when you face these champions






Alistar is a support who will tend to play more aggressively. What's bad about this is that he has a heal that can heal back any damage you deal. His ultimate allows him to tank against alot of damage. His vast amount of CC poses alot of problems in laning phase. His headbutt-pulverise combo will devastate you if you are not aware. Ward the brushes to watch out for his combo. Also, do not facecheck brushes, he can pulverise you and headbutt you into this team. Also, post-6, do not attempt to focus him if his ultimate is active, it disables CC and reduces alot of damage.

Tips:

  • Ward the brushes to watch out for his combo
  • Try not to face-check brushes as his Pulverize-Headbutt combo can devastate you
  • Try not to him as he can remove it via Unbreakable Will and he doesn't deal that much damage





Blitzcrank is another champ that is supposed to be aggressive. However, his main aggressiveness comes from his rocket grab. Aside from that, his laning phase is rather passive. To counter this, just stand behind minions while harassing safely. Aside from that, be sure to ward the brushes to be aware of his location. If you attempt to him, be sure to do it quick. His 0.5 second silence can counter your initate. During this time, his team may have the time to react and dodge, spread out etc.

Tips:

  • Ward the brushes to watch out for his Rocket Grab
  • When harassing, stay behind minions to avoid getting hit by Rocket Grab.
  • Do not forget about his Power Fist as that can devastate you up close and when you run, he will Rocket Grab





Fiddlesticks is the type of support with soft CC, but long ones. His fear can cripple your movements and can be as good as a stun. His silence has a good base damage value in addition to its silence. Overall, Fiddlesticks is an unorthodox support but can be rather hard to deal with. Against him, I'd recommend getting tenacity boots. Ward brushes too, you would not want to be caught in his CAWCAWCAW.

Tips:

  • Watch out for his Terrify if you harass up close
  • He can drain minions to restore health but he cant heal his partner. Aim at harass the ADC instead.
  • Ward brushes to watch out for CAWCAWCAW
  • Stay away from your ADC when you harass as Dark Wind can negate both your damage outputs. Esp.





Tips:

  • Remain careful of her knock-up
  • Your can be countered by Monsoon
  • Poke her shield away as it will also remove the AD steriod





Tips:

  • The lower her health is the stronger her shields and heals get
  • Her heals cost "Mantra" , while her shields do not. Take that into account
  • Support Karmas usually max their shields. Poke the ADC when they are on CD





Tips:

  • Leona's Zenith Blade is easier to land than Blitzcrank's rocket grab. Be wary
  • Leona's pool of hard CC is very annoying, try to flash out of her chain of CC.
  • It is sometimes viable to aim to take down Leona first as her CC can disrupt alot of your damage.





Tips:

  • Lulu has no heal, but a strong shield. Try to constantly poke.
  • Her glitterlance - whimsy combo is very strong at locking up single targets. Avoid getting hit by them
  • Post-6, do not flash in too close to her allies as Wild Growth will knock you up





Tips:

  • Stay behind your minions when you harass as her Light Binding would hit you that hard
  • Crescendo will not stop her Ultimate, so don't bother :(
  • She has no heal, so try to poke her more






Tips:

  • Nunu has a very good slow with his E. If you get caught by it while harassing, you could be in serious trouble. Watch out for it.
  • Nunu's Snowball may be strong, but it has a low range, abuse this fact.
  • Nunu has no point blank burst so harass knowing you can handle the punishment HE deals





TIps:

  • Become lesbian :)





Tips:
  • Soraka is very annoying to lane against as she can heal back whatever harass you deal. Always harass to make her waste mana on healing
  • Soraka's infuse silences for quite long. Once you get silence, back off first
  • Post-6 , make sure you and your lane partner work to burst your opponents down instead of focusing on DPS





Tips:
  • Dazzle is obvious. When he aims it towards you, back off.
  • Taric's heal heals the target and himself. Like against , work to burst him down
  • Majority of Taric's damage comes in close range. Use Crescendo and to slow him down/stun him and prevent him from doing his damage.





Tips:
  • Graspling roots has an obvious skillshot animation and can be easily dodged.
  • Once she lands her graspling roots combo, they will most likely engage. Use this timing to land
  • Remember she has a "knock-up" ultimate. Flash out of it and counter it with Crescendo



List is always expanding, be sure to tell me what other support champions you wish to see in this list!

Changelog

1 December 2012 : Guide Released!
2 December 2012: Polishing of guide
2 December 2012: Addition of "Matchups" and " Team Fights" sections
5 December 2012: Update of "Items" & "Late Game" sections
6 December 2012: Added a starting item build.
6 December 2012: Updated " Team Fights" and "Item Builds" sections
3 January 2013: Been a while, hasn't it? I've been busy with school activities so apologies. Updated Match-ups and Item Builds. Minor editing here and there.

Final Comments

Well, this concludes my Sona guide.
I hoped you have learnt at least something from this guide. Sona is an amazing support and i wish to see more people learning to pick her up and play her, despite all the nerfs.
Summoners! Be sure to like my guide if you found it useful, and leave constructive feedback about this guide! This is my first guide i am making so i hope you all understand that this is not top-notch =P
I will be constantly updating this guide, so be sure to comment as well what else you would like to see!



Thanks for reading =)

- Genesised

Comments

December 7, 2012 - 09:38 PM #1

With the suggested masteries at the top of the page, you have 1 point in improved recall, but don't mention it in your explanations. If it's just a filler point then wouldn't something like Pickpocket/Awareness/Wanderer be more useful? I understand your point of view why you don't take them normally, but the 1 second less duration on Recall seems worth less than a point in Pickpocket or Awareness.

December 6, 2012 - 06:46 AM #2

Honestly speaking, i have not been able to play LoL season 3 patch yet (as i am in SEA) But i think i would revisit the builds section once i download the patch. It could be viable to change the starting items to start with less wards. However, Sightstone is not as cost effective as wards so i am rather unsure of what items i would recoomend as good. Thanks for your input though.

December 6, 2012 - 06:22 AM #3

As an avid Sona player myself it's nice to see Season 3 guides coming out and seeing what other people are thinking. I think though you might want to revisit the Summoner Spells section, as Exhaust may not be as strong now (haven't gotten to play with it much) and Heal now heals Allies for the same amount.



I've tried some of the new items and have been really liking the Cruicible, and the Sightstones. Could it be worth starting with less wards at the beginning and saving some cash to get a Sightstone sooner?

December 6, 2012 - 03:04 AM #4

@Indigena. Thanks for the notice! I haven't really got much time to try out the Season 3 patch or look much into the notes. Thanks for the pointer.

December 5, 2012 - 10:15 PM #5

Hello, I have to tell u somthing, Goldheart is gonne, there is no more goldheart, u need to update this and think in other item to replace it

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