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I found your guide today because I'm considering to pick up Sona into my Support Champion Pool again and check out where she's at. So maybe just let me ask straight away: What do you think - where's Sona in a support ranking of the typical ones?
Things I'd like to note down because they caught my eye: I love that you have pictures of Sona on your guide, it's making such a big difference compared to other guides that lack those. Really nice!
But maybe you could add some more traditional champs to your matchup/counter section like Lux, Rakan, Nami, Lulu ...
But you really put a lot of effort into this guide and it's amazing. Well done.
While Revitalize is good, the problem is that it doesn't offer as much as the other runes. Cosmic Insight gives you much more. Furthermore, you'll most likely be building a lot of items with +% heal and shield bonus anyway.
But, if you're against a harder lane, you could opt for Revitalize + Chrysalis since it gives you a bit of survival early on which can scale later on.
I have found it helpful to build Tear of the Goddess as my first back, as it synergies well with the Manaflow Band and I have almost no time to recall back to base unless I have too much gold on me. Basically, Sona's mana issues are nullified. :)
So I want to know your view on it, if it is viable to get Tear of the Goddess and later upgrading it into an Archangel's Staff followed by a Seraph's Embrace (for a total of 3200 Gold) ??? / (but not as a first main item), or are there other items with better potential ?
Thank you in advance.
As far as Seraph's Embrace go, it's an alright item, but you need to remember that its somewhat useless until you upgrade it. The gold you spent can normally get you better items, so unless you have a lot of gold for some reason, it's normally better to get something else.
On the Resolve Tree, if I'm going for it, would go for Revitalise and Chrysalis. Bone plating requires you to get some form of HP for it to be useful otherwise you would still explode too fast. However, the Inspiration tree is currently really good as a secondary with the magical footwear and 5% CDR. Resolve isn't bad per se, it just gets outclassed by Inspiration at the moment.
love shado~ <3
Yes, Blue is not meant to be full damage version since the utility you provide will still be better. Also, this is due to Sona not having the best AP Scaling. Always interested to see another point of view so I'm fair game.
Thanks for uploading this! I'll use this for future reference c:
Also, there are some sentences I don't understand:
6. Ignite will be useless against them when they give on your carry.
7. With the reduced cooldown by her Crescendo and the increased heal by Redemption, her heal actually became a lot stronger, especially when you cap her CDR and get some mana regeneration.
2. Sometimes when you're lucky, you can score an extra critical hit when you proc your Q bonus damage or Power Chord. It really doesn't make that much difference, but if it proc during a fair trade, it can put you at an advantage (It's a bit like gambling)
3. You should mentally make a note of it, but if you can't you can just look at the bar where buffs are. You'll see a count of how many spells you have used.
4. Because Sona is the most dominant early game. The other issue is her Heal isn't that good in terms of mana-efficiency since it scales up based on the amount of levels invested in it. You want to use Hymn of Valor to abuse the enemy or force them away from the lane so you can gain an advantage for your ADC.
5. Basically, Sona's abilities work as such. (Mainly for Q and W) When you use the skill, you will damage or heal your enemies or allies respectively. After that, an aura (or a circle) will appear around Sona. Allies that step into said circle will gain bonus effect. For your Hymn of Valor, they will gain bonus damage on the next attack while Aria of Perseverance will give them a shield. Tagging them literally means going to them so that they are in your aura zone to give them the benefit of said aura.
6. Thanks for pointing it out. It's supposed to be Ignite will be useless against them when they DIVE on your carry.
7. Yes, that's exactly the reason why the Green Build (or Heal Build) is a lot better on her. The items you buy on her generally revolves around those that grant CDR or Mana Regeneration or both. The Blue Build (or Damage Build) is specifically for when your team has little to no magic damage. (Say they go for a Zed mid, Nasus top and Zac (tanky) jungle, your allies damage will be significantly reduced since all they need to do is stack armor, so you get some damage to deal with that).
2. I didn't ask my question properly. I'm trying to figure out the meaning of "switched away". I guess what you mean is that you can either use 8 marks of magic penetration and one of critical chance, or all 9 marks of magic penetration. Did I get that right?
7. This is a sentence in the guide that I can't understand. Can you explain its meaning?
Regarding what you wrote in your comment about 7, I have another question, though: You say that the green build is the best one. Then why maximize Q first? Why not maximize W first (and Q next)?
7. Whether you're going for the damage build or the healing build, Sona's main purpose is to poke and harass enemies in lane during early game. Picking Q early will benefit you more in lane because you will have more damage to poke your enemy down, which means you're ADC can farm safely without risking without jumped on by the other team. The issue with maxing Sona's heal first is that you're forcing yourself to be passive by crippling your early game. Also, the mana cost for W is way too high for it to be efficient early on.
Since the majority of laning phase focuses on getting CS and not actually killing people (unless your jungler is there), having a poke is better since you can force the enemy out of lane, giving yourself an advantage. Maxing W first will make this close to impossible and having a weak heal and shield (since you have no heal and shield bonus or AP to back it up) won't really matter much.
If you're still not convinced, just play a couple games with W maxed first, you'll notice that your early game presence will not be as strong. Honestly, this is one of the things that you need to try out for yourself to actually know why.
What I still don't understand, though, is the sentence from the guide I mentioned before: "With the reduced cooldown by her Crescendo and the increased heal by Redemption, her heal actually became a lot stronger, especially when you cap her CDR and get some mana regeneration".