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Choose Champion Build:
-
Vs Balanced/AP teams
-
Vs. full AD teams
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Threats & Synergies
Leona
Your biggest counter. Ban-worthy if you're picking Sona 1st. Leona can handle your early poke with the proper tanky runes and then zone you hard via the threat of Zenith Blade that both ignores minions and secures a kill with solid ADC support. Keep your distance as she can straight up walk into you and combo. Mid and lategame she can literally ignore you as you do next to no damage to her.
Poke them hard before they come back from shop with serious kill potential. Then you MUST focus on safe farm, and it's vital that your ADC understands this, as a connected Zenith Blade = death.
Intro
I ended Season 6 Diamond IV 98LP (#111 Sona, Ladder Rank 12,369 (0.388% of top). I feel like I am continuously improving, slowly but steadily. Part of it is about optimizing item builds, but mostly it's experience. Mostly, it's about solid average play and avoiding blunders. Blunders are sooooo costly. Also, baiting is a huge part of playing a squishy support, and this comes only with experience.
6.22 is gonna be a big change and it will take me some time to figure out a new build. Will update when ready.
Curious fact: I didn't win a single game with a Vayne ADC in S6.
Hi!
I have 1-trick ponied


I have done extensive testing and found that Sona performs best with an AP build with maxed CDR instead of traditional support items such as



- Gnug315

A Support champion must therefore do well underfed, and this is why Utility-based support champions are generally the most succesful. "Utility" are things other than raw stats - think positioning plays like






Alternatively, the support champion simply supports the ADC so well that the ADC has an easy time dominating. This is where

Having vision of the map is also crucial to success, and that responsibility falls naturally to the champion who doesn't need to stay in lane cs'ing. Extra mobility helps a ton here, and Sona's


Supporting Sona's Core
As a ranged Damage/Healer type,


This is why I have arrived at this build that supplies

Critics will claim my Sona lacks "supportive" items. They are correct in that observation, but imho














Before we find our perfect Core items, let's take a look at the available traditional support items. None of them seem a perfect fit for Sona:
Frost Queen's Claim - Better than ever, but I still prefer the health & wards from
Eye of the Watchers
Mikael's Blessing - A great support item and perfect for
Thresh who both needs mana regen and also lacks a heal to complement his othwerwise awesome kit. For
Sona, otoh, it adds almost no versatility and simply feels misplaced on a support already healing with barriers. Also no AP here, and literally everything she does grows with more AP! By foregoing MC you're basically trading a very occasional clutch-save item for significantly more overall sustain and damage. I strongly believe that it's worth it, and my personal results reflect this.
Frozen Heart - Lategame armor doesn't apply it's effect much on a low health-pool champion. Armor is made for tanks, where its effect is very noticable during the long time it takes to kill them, not for squishies who merely take 0.2 seconds longer to blow up when focused. Besides, while enemies will definately want to catch
Sona, she has the range, mobility and abilities to make it difficult for them. When they're not hitting her - which is most of the time - an armor item is doing nothing for your team. If you want survivability, look to health items with AP such as
Rylai's Crystal Scepter and
Liandry's Torment.
Sona's Favorite Gear
As a Sona main, I have experimented tons with basically all available options. IMHO, nothing comes close to equipping Sona as well as the following build.

Spellthief's Edge - Perfect fit, as
Sona will trigger this more than anyone.
Sightstone - A support's job is to provide vision. A must have. Early health definately helps too. Please ward a ton!
Eye of the Watchers - No-brainer upgrade after the two above items.
Lich Bane - Fantastic for a ranged caster who is triggering abilities often. Some people even try to go Sheen first in lane. You will poke harder for a couple minutes but then run out of mana, so it's no good.
Rylai's Crystal Scepter - Your main survivability option. Helps escapes and chases both. Also synergizes with the next two items:
Liandry's Torment - Provides a good chunk of survivability, some magic penetration and improves pokes vs. healthy enemies.
Luden's Tempest - Rarely bought by me but perfectly viable. Probably best used in poke comps.
Rabadon's Deathcap - If you are VERY well protected by your comp, this item will supersize your influence.


AA -


Use and abuse this combo all game long, especially during laning when trading isn't so dangerous yet.

Therefore, the better ward coverage you have, the more you win games. It really is that simple. A support champion doesn't need to spend time last-hitting, waveclearing, jungling or trying to pick off enemies alone, so you have time to run around warding for your team.
Make it a high priority to provide your team with excellent vision by placing many wards thruout the game - where and when is an artform, but there are a number of key spots depending on the game state (a quick google will provide better advice on this than I can).
During laning phase, you want to ward so that ganks cannot catch you by surprise. You also want to keep the dragon warded, so generally you try to keep that and the bottom tribush warded. Your botlane wards also provide your team information on where the enemy jungler isn't, which is quite significant.
Ideally, you never die in lane by accident - either it's a conscious sacrifice, or your wards gave you ample time to escape an incoming gank. If after any death you could rewind the time a little and be able to avoid it, you have made a mistake! Fortunately, learning from your mistakes is maybe the easiest way to improve :)
At Diamond and above, any avoidable death is a blunder, and will literally cost you entire games as the enemies grow solid enough to capitalize fully off it.


As soon as enemies are strong enough to take the first dragon, it must be kept warded, or you risk falling severely behind. Some junglers like

During the game, you generally want to keep it warded whenever it is up or close to spawning. Check the timers. Support players not having to cs should generally be able to maintain more map awareness than allies busy laning versus enemies, so take it upon yourself to always warn your team of likely enemy dragon snipers (where are they? did they move towards drag and are missing in lane? they might be doing drag!) or imminent spawns, as well as (of course) ganks on other lanes.

It is customary for supports to, whenever possible, give the kill to anyone else* - but never at the cost of anyone dying! During fights, it's sometimes a fine line to tread between giving the kill to your ADC or others and losing the fight.
* unless it's a super sucky player who won't use the kill as well as you would.
I would recommend erring on the side of caution, and aiming to kill enemies in any close fight. On the positive side regarding "kill-stealing",


To win the farming war, it is crucial that you master the trading stance:
- When an enemy gets ready to last-hit a minion, stand next to it and hit him back (with your 3-hit combo, if possible). He can't attack both the minion and you, and will have to choose between earning gold and dealing damage.
With a flat AP build,

Sona's Role during laning
Your job as


Also focus on optimizing the barrier part of

Just like all other laners, you want to hit free AAs whenever possible. Some enemies are easier to do this against than others. Last but not least use your



Things get a little tricky when you're facing an enemy composition where you want to hide behind minions vs. their support (






Pay attention to whether your ADC is pushing or freezing the lane, and do the same. Trim the fat off the high health minions when pushing. If your ADC doesn't understand he needs to push back so you don't lose minions to tower, do it yourself best you can and ask him in chat to help push (not all ADCs understand basic laning stuff).
Beware Vs. Hard Counters
Against supports with CC, solid enemy botlanes will be able to 100-0 you once they get some gear. Against your biggest counters, both you and your ADC simply must avoid getting hit by those things! Use minions, trade when you can, work with your jungler and all the usual - but make absolutely sure you are never caught and killed from 100% health. This becomes both you and your ADC's priority after your hard counter lanes have shopped.
If a hard counter lane is pushing your tower hard and costing you cs, the correct response is to gank them, not try to face off against a powerspiking


Naturally, there is still room to outplay your counters with a sufficiently large skill gap :)

Your ADC still needs to farm botlane, but pushing against the big shielded 2nd tower does nothing but invite effective ganks from the entire enemy team.
Prioritize



Remember, winning the game is done by ticking off objectives one at a time. Don't encourage your teammates to roam the enemy jungle in search of pick-offs unless your side is snowballing nicely. Focus on Towers, Dragon, warding and supporting teammates in scrimmages.




Look for opportunities to do a Baron trap: after winning a fight and probably taking an inhib, run your team towards baron. Pick a bush and deward it, and wait for them to face check it. Of course, a totally free Baron should usally always be taken instead of waiting to spring a trap.
If you are losing and underpowered, your team needs to avoid dying more and concentrate on farm, while the enemies needs to push their advantage. This is the ideal time to land a brillant


Good luck!

The General Idea:
* During laning, stand behind minions and punish enemies for cs'ing with your 3-hit Combo or

* Duo-heal and provide team-wide barriers during teamfights with your

* Stay slightly safe during skirmishes, but not as far back as











This is the reason we go for raw numbers on





- At game start, Q thrice and use the Power Chord + new Q (plus aura!) at jungler leash. Total AAs on jungle camp: 4
- In case you missed it above, use and abuse Sona's 3-hit Combo
- Use
Song of Celerity during teamfights to build new stacks right after a Power Chord.
- During dragon fights, help tank the Dragon if you come with high health, since your W will be healing yourself anyway.
- Don't hesitate to
Flash-
Crescendo to secure kills! It's incredibly hard to play around >:)
- Tank the first hit on the jungler's opening jungle camp,
Recovery will mitigate most if not all of it
- Try to only heal in lane when the barrier(s) will be used.
- Level W quickly if your matchup is tough - Sona can heal well enough to play very defensively in lane. Nothing wrong with safe farm sometimes.
- Rarely heal with lvl 1
Aria of Perseverance, it gives so little health
- Try to hit 2 champs with your Q every time
- Tag your ADC with your Q aura
- If hitting only 1 champ with your Q, decide if it's worth your mana. Hint: Probably not a tanky support (smart tanky support players will literally try to bait your Q)
- Combo at 0/1 stacks: Q-AA (the AA is boosted for 3 seconds and deals signifiantly more damage)
- Combo at 2 stacks: AA-Q-AA (AA is reset on 3rd stack making this combo very fast)
- Keep your
Spellthief's Edge off 3 stacks to avoid losing out on gold income generated by your
Spellthief's Edge recharging
- Help trim the fat off the wave if you see your ADC pushing (AA the high health minions)
- If possible, try not to mess up your ADCs cs with your Q timing - but usually poking with a combo is worth it regardless
- If you are pretty sure your ADC isn't going to lasthit a minion, go ahead and get it (usually because he mistimed his previous AA)
- Fake-ward by walking to river- or tribush whenever you can do so for free (usually when your Q is on CD and your ADC is facing passive enemies). Enemies will have a hard time knowing when you actually warded the bush, making it harder for them to know when to gank.
- Keep an eye on both ADC's gear in order to judge relative strength - who should look to trade and all-in, and who shouldn't.
- Sona can't push lanes well at all, but she can actually last-hit quite well, once you understand how. Practice makes perfect :)

Check out Lecture 11 - Solo Queue Leaguecraft 101 for en excellent episode of a solid series on LoL.
I've been an avid gamer since early childhood, and a professional gam(bl)er since 2000. A ten-year old interview with me can be found here.
I hope you found the build useful! :)
- Gnug315

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