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Spells:
Clairvoyance
Flash
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction
Sona is a versatile aura and utility support. Her signature are small, but spammable heals, mini ghosts and utility nukes. Her auras involve all important stats and her ultimate is highly useful. She requires only few items to bring her abilities to shine and is excellent at babysitting carries.
You can find guides on AP-support-Sona that work well here on Mobafire, so there is no need for another guide concerning it.
My guide is about a very unusual and strikingly different build and it might not work on your first attempt. I don't pretend that everyone else is wrong and that I have the only true

Feel free to contact me for questions and feedback,
my IGN is "Gott der 7 Meere" on EUW.
But why don't you take your Q at all?
First of all

- Q
- You wait for opportunities to burst enemies and you deal strong damage in lane. Depending on enemy reaction this results in either low/high/x or high/low/x. If you face the usual OMG-OMG-Sona-OP whiners that are affraid of your Q and don't know how to handle you, then, yes, you will have an easy lane. If your enemies know that the downside of damage is your squishyness, and have some sort of CC... you will die sooner or later. In the end ...
... this playstyle abuses enemy mistakes in trading damage, understimating you. - W
- You position yourself and your team better, they do the damage, and you enable them to do so effectively. You wont die because your positioning is superior. You end games with 0/0/x which doesn't look sexy at the first glance. But your teammates profit from higher survivability and get x/0/0 and that is what counts. I assume the AD carry doesn't need my Q but just 2 more auto-attacks of his own, and the as sasin or AP carry only wants to be in range for his spells. I give them that option. In the end ...
... this playstyle abuses enemy mistakes in positioning, underestimating you and your team.
If your team profits more from the


Power Chord (Damage and CC): Need a heal ? - you decrease the damage of the requiring-health-cause top of healing. Running for you lives ? - you get a pretty slow after organizing the retreat. Useless to say that when Sona wants damage - she gets what she wants. Early game your passive gives you three additional abilities, and in late game, it packs quite a punch on top of that. Always







Hymn of Valor (Damage, Zoneing): Leaving this active in early game makes you vulnerable. Activating it puts you in enemy range and drains your mana. In return you get devastating damage in conjunction with your Staccato. This is your only spell that cannot be used defensively as well as offensively. I call it a "Snowball-spell" because it offers you only damage that might result in winning your lane and getting fed, (thus winning) but ensures your loss if you ever fall behind. IMO, only damage doesn't necessarily win you the game.




Aria of Perseverance (Heal/Sustain, CC, Buf, Bait): A very smart, auto-target, spammable






Song of Celerity (Utility, Speed, CC): A very impressive, permanent AOE





Crescendo (CC, Teamfights, Damage): Your lifesaver! This is your teams emergency reset button. Use it to save your carries and to disrupt enemy ultimates, turning the tides of battle.
Concerning my skill order: The last nerf makes low level Q, E and W weak but mana-intensive, thus I avoid spreading my points to much. The first rank of



If you think her Q is all that matters, you should read other Sona-Guides.
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Combined with your wards, Clairvoyance will allow you unlimited map-awareness. | SPACE | Your E is already ghost enough, take Flash for positioning. |
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You already have











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Starting Gold: 475 + 20/40

Gold gain: 13 on SR/TT + 0.25




Assist Gold: 58% of the bouty (15 - 600g) split on all assisting +8/16/24

Gold items are the way to go. One is enough, two are good, three take up too many item slots. Take runes if you don't die due to lack of survivabilty.

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Your heal skales bad with AP, so CDR is the only viable thing to increase it. Seeing as all your other skills are individually weak and only gain power when you use them more than once, CDR complements Sona perfectly. You want the full 40% CDR and you want it fast.


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If you have 40% CDR you need aproximately 80 MReg/5sec to keep spamming. Either get




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You are an aura support, stacking auras on Sona is a very decent thing to do. Get only what your team needs as described in the "Gameplay" section.

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Your aura range requires you to get close... too close to build glass cannon AP. You may not need a


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Just with runes and W you already get a lot MR. Rather buy many small MR items that one large, most notably here:



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For preventing physical damage, there is one very good item. Ultimately you should build towards a





-





Key element for your survival. Your positioning to keep everyone in the range of your auras is essential. And no one should be able to run away. Get it early.
Stats not listed here are truly ineffective on Sona (AD, Crit) or go against the logic of this build (AP, MPen, APen).
Get as many - cheap - tire 1 items and gold/10 items as you can. Good upgrades will give you auras that synergize with you and your team.




0/3/27 - The only question is wether you put 21 or more points into utility. Up to you.
Sight Ward These will prepare and prevent jungle invasion and make good decision in ganks and can avoid zoneing from bush-hugging enemies. When stealthers or early game gankers are involved, get a























Sometimes your team really needs an item to win the next decisive teamfight over baron. You bought gold items them to have money for wards, now you can sell them without hesitation.




















Protect your main carry with every possible action. Buy many wards and oracle. Get a

In the end your builds will look like these Example Builds:
I hope by now you realize that a clever build needs to be flexible. Every game has its own requirements and obviously teamplay is better than any build. Don't dismiss items just because you have never seen them on Sona.
- Buying wards. Every player should spent the rest of his money on Sight wards. Supports should always have enough wards in the inventory to cover at least 2 important spots always and prioritize them over items. Have a
Vision Ward whenever you can, you need "true vision" for specific areas, to destroy enemy wards, discover stealthers or bait the enemy! Recall when you are OOW. "A truly outstanding support will win games with only basic boots, having spent the rest of his money on wards. He will have prevented every enemy gank, stolen every enemy neutral champ, totally defeated their jungler and goten every single dragon and baron for his team. He will never have died facechecking as opposed to his enemies."
You can type funny comments into the chat... like this true story, to make your teammates buy wards. - Where to place wards. Placing wards on lane bushes, jungle entrances and bufs, enables your team to gank and steal bufs properly. Still, they are only as good as their placement. Read this summary on warding and learn to place your wards better with every game you play - just buy some wards for "learning" purposes and place them on "new" spots every game.
Warding also includes the wards of your teammates. One isolated ward helps far less than a line of two or 3 wards spread across the map. Tell your Mid/Top/Jungler to ward if they don't, explain to them if they place wards poorly. This helps a lot if done correctly and ganks will become virtually impossible for the enemy. - Destroying wards. Getting an
Oracle's Elixir is a high risk-reward action. It has the potential to totally cripple enemy map awareness and prevents the enemy team from ganking and steal buffs effectively. Get it when you have Tire 2 boots at least, because Sona is very squishy and this only increases her global taunt. Generally you should prefer
Vision Wards over Oracles. Let someone who is more tanky and comes around more take one (your jungler).
- Reacting to enemy Oracles. Everyone has been angry about the enemy getting an Oracle, but you should just continue with your job, never let them prevent you from warding. Rather, place your wards in unexpectd locations and bushes. And bring that enemy Oracle-Bearer down! Remember that he has wasted 400 gold and his advantage is only temporary.
- When to place wards. You are supposed to know the spawn and respawn times of major neutrals by heart and type them in the chat so your warding is timed well!
- Baron Nashor will spawn at 15:00 and respawn every 7 minutes, his kill will give 300 gold AND 900 xp to each player of the successful team.
- Dragon Ebenmaw will spawn at 2:30 and respawn every 6 minutes, his kill will grant 190 gold - but NO xp - to each player of the successful team.
- Big Golem and Elder Lizzard (Blue and Red Buf) will spawn at 1:55 and respawn every 5 minutes.
- General summary of warding locations:
- Early game: River and - if asked - buffs, dragon (dragon always with a
Vision Ward).
- Mid game: Mid cross-sections and buffs/dragon when respawn is imminent.
- Late game: Defensive or offensive warding of jungle cross-sections and of Baron - but avoid soloing.
Remember that you will only become a good support if you master warding. - Early game: River and - if asked - buffs, dragon (dragon always with a
- "That heal/stun/slow/attack/ult saved my life, that was soo close, thank you very much."
- "I underestimated my enemy, it was my mistake, it won't happen again, I promise."
- "Kind Sirs, getting Mercs against that team is a decent thing to do."
- "[all] Talk kindly to your fellow gentleman, it is hard for them too."
I am happy with this guide as it is. If you have something to add to my line of thoughs write to me. I greatly appreciate discussion and arguments about builds, I don't want you to adapt my style, I see it as an experiment that yields good results and should be appreciated as such.
Thank you for reading!
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