IntroductionSona, the Maven of the Strings, is one of the best supports in the game. People are constantly underrating her, due to the fact that there are supports like Janna, Soraka, Taric, Karma, etc..
She requires quite a bit of micromanagement (will explain later), but if played right, can make a huge impact on the results of a game.
She is rather weak early game, and can die fairly easy unless played right.
Sona's main job is to heal and buff her allies, while cc'ing enemies.
Sona's best attributes can be seen below
- Extremely easy laning phase - Easy to harass with
- Doesn't fade away as the game progresses
- Can keep allies alive via heals
- Can Speed boost her entire team
- Can completely shut down the enemy team
- Can slow enemies
- Can reduce dmg dealt by enemies
Hopefully this guide will change some of your view points on Sona, and hopefully make her a little more recognized and played in ranked game.
Please enjoy the guide and let me know if you have any comments or questions in the comment section below!
I find that Flash and Clairvoyance are a must on most support champions.
I find that Flash and Clairvoyance are a must on most support champions.
Going into Detail
- Is a must on any support
- Allows you to scout enemy junglers
- Allows you to prevent possible ganks
- Allows you to scout possible baits
- Allows you to scout major buffs and neutral camps (Red / Blue Buffs, Dragon, and Baron)
- Allows you to escape possible bad positioning
- Allows you to get into the perfect position for a perfect
- Can be used as an escape mechanism
- Can be used to chase enemies
- Generally used in conjunction with your Ultimate.
Some other possible Summoner Spells might include the following:
Removes all debuffs from your champion, pretty self explanatory.
can be replaced for Flash, but really its just a personal preference as to which you like better.
I find the following mastery page to work best on Sona
Plain and simple, you're goal with masteries on Sona is to achieve as much CDR, AP, and Regen as possible.
Going into Detail
- Archmage's Savvy is a must seeing as no other first tier masteries really benefits Sona
- Deadliness is a slot filler
- Sorcery is used to decrease the cooldowns on Sona's abilities, Makes for easier spamming late-game
- Archaic Knowledge to deal more damage with your actual spells
- Perseverence Increases the regen you get from both your s and your . The more regen you have, the longer you can stay in lane, keep a push going, etc..
- Good Hands Mainly used as a slot filler to unlock the next tier of masteries.
- Awareness The superior tier 2 mastery. Not much more to say other than the fact that you level faster.
- Meditation Increases your mana regen, allowing you to spam spells, stay in lane longer, and keep a push going.
- Utility Mastery Increases buff durations. If you're lucky, you might be able to get a blue buff if your jungler doesn't need it. Also increases duration of Baron Buff, which is extremely beneficial.
- Quickness More movement speed grants you the ability to escape a chasing enemy, chase a fleeing enemy, etc..
- Blink of an Eye Reduces the cooldown on your flash by 15 seconds. Pretty self-explanatory.
- Intelligence Reduces cooldowns by 6%, means you can spam spells faster late game - in team fights.
- Mystical Vision Reduces cooldown on and increases the duration by 4 seconds.
- Presence of the Master Reduces cooldowns on summoner spells even more!
This page will provide you with some more lane-staying power, as you will be more durable, while being able to regen some decent health early and mid game.
Optimal Rune Setup
x9(Greater Mark of Insight): +0.95 magic penetration
- Makes Sona's spells hit harder, pretty self explanatory
x9(Greater Seal of Clarity): +0.065 mana regen / 5 sec. per level (1.17 at champion level 18)
- Supplies mana regen, allowing you to stay in lane longer
x9(Greater Glyph of Force): +.17 AP per level (3.06 ap @ level 18)
- Since you're not going to be building too much AP, and that you will be reaching cdr cap via items and masteries, this is the best option.
x2(Greater Quintessence of Fortitude): +26 Health
- Supplies some much needed health for early game, allows you to play a little more aggressive.
x1(Greater Quintessence of Potency): +4.95 AP
- Makes your spells hit harder and makes your heals heal for more.
- Mainly used to help your early game damage and healing output.
x9(Greater Seal of Resilience): +1.41 armor
- Increases your ability to cope with both minion damage and AD harassers
x9(Greater Glyph of Shielding): +0.15 magic resist per level (2.7 at champion level 18)
- Increases magic resist. Helps cope with AP carries.
x9(Greater Glyph of Warding): +1.49 Magic Resist
- Can be replaced for AP if you see that you're going up against 2 or more AP nukers, especially in bot lane.
x3(Greater Quintessence of Potency): +4.95 AP
- Can replace your 2 HP quints for these if you feel comfortable enough with knowing that you won't die early game.
Note that there will be a separate section on knowing what Power Chord to use and when
Passive: Power Chord
After casting 3 spells, Sona's next attack deals 14 damage + 9 x lvl in bonus magic and a bonus effect depending on Sona's last song played.
Additionally, Sona's Auras persist for 3 seconds after deactivating and set off a 2 second global cooldown.
- Every 3 spells, Sona's auto attack will do bonus damage - and apply a special effect based off of your last spell casted.
- Extremely powerful passive and should be used correctly!
- Know what the bonus effect do and Take advantage of them!
Q: Hymn of Valor
Persistent Aura: Sona plays the Hymn of Valor, increasing nearby allied champions Damage and Ability Power by 6/8/10/12/14.
Activation: Sona fires bolts of sound, dealing 50/100/150/200/250 (+70% ability power) magic damage to the nearest two enemies (prioritizes champions).
Power Chord - Stacatto: Deals double power chord damage
Cost 65 Mana
- Increases nearby allied champions' AD and AP by 6/8/10/12/14.
- Deals a fair amount of damage to the nearest 2 enemies (prioritizes champions)
- Should be used to harass in lane
- Bonus effect deals double the damage of
W: Aria of Perseverance
Persistent Aura: Sona plays the Aria of Perseverance, increasing nearby allied champions Armor and Magic Resist by 8/11/14/17/20.
Activation: Sona sends out healing melodies, healing Sona and the most wounded nearby allied champion by 35/70/105/140/175 (+35% ability power).
Power Chord - Diminuendo: Debuffs the target to deal 20% less damage for 3 seconds
Cost 65 Mana
- Amazing AoE heal
- Heals nearest 2 allies (prioritizes low health > high health)
- Should be used to keep your health up to par after taking damage while harassing
- Bonus effect reduces damage done by that target by 20% for 3 seconds!
E: Song of Celerity
Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions 8/11/14/17/20 bonus Movement Speed.
Activation: Sona energizes nearby allies, granting them 6/8/10/12/14% Movement Speed for 1.5 seconds.
Power Chord - Tempo: Slows the target by 25% for 2 seconds
Cost 65 Mana
- Provides a sustained movement speed boost
- On activation, supplies 6/8/10/12/14% Movement Speed for 1.5 seconds
- Bonus effect reduces enemy's movement speed by 25% for 2 seconds!
Sona plays her ultimate chord, forcing enemy champions in a line in front of her to dance, taking 150/250/350 (+80% ability power) magic damage over 1.5 seconds.
Cost 140/120/100 Mana
- AoE ulti that is used to shut down the enemy team
- Very similar to an Amumu ulti
- Note that there is a slight delay between cast time and the spell actually taking effect
- Should save this ult until you can land it on at least 4/5 of the enemy champions
Every 3 spell casts, Sona charges a Power Chord, which adds a bonus effect to her next auto attack (depending on the last ability casted).
The effects and uses will be listed below.
Deals double the damage that Power Chord would have usually done
- Last hit minions
Reduces the damage output of that target by 20% for 3 seconds
- Duff the enemy carry
- Help alleviate some of the damage done by hard hitters (, , , etc..)
Reduces movement speed by 25% for 2 seconds
- Slow a fleeing enemy
- Help you escape from overextending
Reasons for Item Purchases
As Sona, there are a few stats that need to be prioritized over others.
These stats will be listed below, in order from most important to least important
- AP / Health
- Health / AP
- Team beneficial items (, , etc..)
Below I have listed some of the better items to get on Sona, with a few reasons as to why you might want to get them.
The boots of choice.
This will drastically reduce the cooldowns on your spells, allowing you to spam more and make full use of
Counter cc boots.
Build these if the enemy team has 3+ forms of hard cc (stun, silence, etc..)
I tend to not build this otherwise, seeing as I incorporate the new tenacity item,
If you do so happen to buy Merc Treads, replace your for a different item, such as , , etc..
Supplies the most AP in the game, allows you to heal for more, do more damage, etc..
Even though this is a fantastic item to get, try to prioritize items like and before you get this.
Supplies most of the "much needed" stats on Sona.
The health and AP that it supplies is just too much to pass up. The bread and butter on this item is the slow however, and having a ~2-3 second cooldown on your Q means that you can basically perma-slow on somebody.
Should only be built in certain situations where their team doesn't have that much damage, and you can branch away from your core build to try and get it built before the 25 minute mark.
Supplies mediocre health, mana, and AP.
Be sure to rush your if you plan on getting this item!
Supplies mediocre AP and fairly good mana regen.
This item works wonders on Sona as it allows her to spawm spells, while being able to heal more, damage more, poke more, etc..
Very controversial item on Sona, some people love it, some people hate it.
If you are able to proc this item with your , you'd be able to dish out massive chunks of damage. Getting the early-game on Sona can be extremely beneficial if your bot lane doesn't have too much damage.
Supplies for great poking / nuking.
Get this item if and only if you are getting focused in team fights.
The armor is mediocre and that AP is decent, but the bread and butter is really the activation.
This item will allow you to stay in fights longer, which generally means that your team is going to stay alive longer.
Team Beneficial Items
One of the better items on Sona.
Supplies some great regen and health, both which are much needed.
Keep in mind that this shouldn't be bought until your has been repaid.
The activation should be used during team fights to assist your team in diving in on their squishies, running from their carries, etc..
Quite possibly the best support item in the game.
Supplies all allies in your vicinity with 12 mp5 and 10% cdr, allowing them to spam spells longer w/o worrying about mana or cooldowns.
Supplies Sona with lots of health, mp5, and CDR
One of the most common items carried on the team support champion.
Makes it so that both you are your team are more durable, usually allowing for a better outcome in team fights.
Get this item if you feel like your team really needs that little extra resistance in order to win a team fight.
An item that is extremely underrated.
Provides both you are your team expectional AP and Spell Vamp.
Supplies you with 80ap + 25% spell vamp and your team with 30ap + 25% spell vamp.
Get this item if your team is AP heavy and you need that little extra damage in team fights.
You are a support, you should be warding.
With your GP5 items that you have, you should constantly be buying wards, no questions asked!
In my opinion, this is by far the best item in the game atm.
Grants tons of Health, Mana, and MR.
The Unique Passive on this item is too much too pass up, allowing you to block 1 ultimate, blitz grab, amumu grab, etc..
Get this item if the enemy team has 3+ forms of hard CC.
The best counter to suppressions / hard stuns.
If you get caught by a , , , etc.. simply pop your QSS and flash away.
Early GameThe following section will cover your Early Game gameplay as Sona.
The following will be split up into 2 sections, If you are going to level 1 fight or not.
Pre - Level 1 Team Fight
If you know for a fact that your team is going to force the level 1 team fight, put your first rank into (and start preparing your passive by Q'ing 3 times in the fountain), buy a as your first item and start positioning yourself with your team, being sure to the enemy base at roughly 8s - 12s.
When moving with your team, be sure to stay in the back.
You could also level your first if you feel like they are going to have the upper hand in the fight. Be sure to still prepare your passive while in fountain.
During the Fight
Your job is to nuke your focus with your proc'd and . After that, simply keep auto-attacking and spamming Q on cd.
Keep in mind that since you're still level 1, you won't have much other than that 1 spell and auto-attacks.
Try to keep yourself positioned to where you aren't standing directly in the center of their entire enemy team.
If You're Not Fighting (Pre - Minion Spawns)
Determine who your laning opponents are going to be, and buy your first item accordingly.
- Strong pokers =
- Passive champions = x2 + +
Generally, you are going to be protecting your jungler at his/her blue buff.
During this time, you can determine whether you want to do one of two things.
- Ward the enemy red buff to get a possible First Blood
- Save your ward for bottom river
The deciding factor is who the enemy jungler is.
If it is a champion that is dependent on that Red Buff to get a good gank, definitely ward their red. Some of these champions might include the following; , , , , etc..
After you ward their red, simply head back to bottom lane and prepare for your laning phase.
After Minions Have Spawned
You should be bottom now with your laning ally and opponents.
You generally want to attempt to poke your opponents, getting them fairly low - which can be used to setup a possible kill.
To do so, simply get in range for your to hit them, land 1 auto-attack, and back out. Every 3 rotations of doing this, your passive will proc and unleash massive damage.
If you happen to take some damage in the process of harassing, simply heal up with .
Once the 4 minute mark hits, you want to ward the river (in the middle of the river, directly above your bottom bush) to help prevent a successful gank.
Mid GameMid game isn't much different that your Early Game.
Keep babysitting your carries and try to help setup as many kills on enemies as possible.
Keep warding, you should have at least 1 - 2 wards placed at all times, generally one on dragon, and another right above your bottom bush.
Make sure you buy a if you're going for that early-game dragon / baron. Its always best to know that the enemy isn't watching you take it, just waiting for the perfect time to initiate.
Try your best not to get caught alone while you're roaming the map / farming bot / etc..
Remember to let carries farm freely, you have plenty of gp5 items, and you shouldn't be stealing creeps from your carry!
Late GameDuring late game, you generally want to do nothing but stick with your team. If your team starts getting split up, follow the carry and make sure he/she does not die!
Keep warding the map, and try to coordinate ganks (with your team) on unexpecting enemies.
Whenever you attempt to take dragon / baron, be sure to have either an or on your team.
Where to Ward
Props to Mobafire for the image
Team FightsShort and simple, your job in team fights is to:
- Keep your team alive via and
- Deal damage to their carries via auto attacks and
- CC the enemy team via
- Keep movement speed buffs on your team via
- Keep in mind that you should be taking full advantage of your Power Chords that were explained above!
Final CommentsThanks for checking out my guide on Sona, the Maven of the Strings!
I hope you guys enjoyed it!
As usual, leave comments and questions below as to how I could further clarify / improve some parts of the guide.