Sona Build Guide by Ragnar Fox
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Not Updated For Current Season
Not Updated For Current Season
like a supersonic blast
we have come to show the world
that we have come to last
Hy guys and welcome to my Sona AP Mid guide. It is my second guide in Mobafire and I will show you the contents of this guide with the power of the heavy metal that are on these spoilers. You will understand that all thats music fragments are not random and they have something about with their related content. Well... Sona is a very powerful hero, she has incredible damage and a amazing support for her team, however, many times we need to stay under the doom of the AD Carry, and I really think that sucks. This guide will help us the see that Sona is more than a ward planter and that she have the power of few mids have. She will destroy a team fight, deal good damage, and support their team. All at same time.
+ Extremely easy to snowball.
+ Good Mobility due to Song of Celerity.
+ Very strong poke in all phases of the game.
+ Monstrous single target damage with low CD.
+ Don't fall flat in late game keeping her high damage output.
+ Hard CC in large area with Crescendo
+ Very strong laner.
+ Powerful team fighter.
+ Amazing sustain with Aria of Perseverance.
+ Easy to rise up if you go bad in lane, Easy to rise up your team if you go well in lane.
When the mirror cracks
- Good positioning is everithing you'll need to be safe in order to unleash the damage needed but not to close in order to be focused and killed.
- She's a glass cannon and so is easy killed.
- Very susceptible to assassins like Rengar and Talon.
- May rush defensive stuff if needed.
- May have Mana problems if you don't know how to control it.
Sultans of Swing
Welcome to Dying
Power Chord - Staccato: That's is the effect of the Power Chord if the Hymn of Valor has been played at last. That effect has terrorized many supports and AD Carrys on bot. Doubling the damage from Power Chord you got a 26 on lv 1 and 384 on lv 18 plus your AD, it is a pretty strong base damage and it should grant you damage early game aside of Hymn of Valor.
Skin o'my teeth
Power Chord - Diminuendo: It reduce the enemy damage dealt to 20%. It has a great potential and I think this is the less used chord effect but if use to reduce a mass AoE spell like Miss Fortune's Bullet Time or Fiddlesticks's Crowstorm it can change the course of a teamfight so give more attention to this.
Highway to hell
Power Chord - Time: That chord slow an enemy for 2 seconds on 40%. His best use is to use run out of anyone or to ensure a kill if can't kill him with Staccato and have another teamates with you. Its also good to keep enemies who try to dive you under your turret (remember that turret in 2 seconds deal more damage than the Staccato Bonus).
The Number of the Beast
There is no much to comment here. This is a defaut rune for Mages, Greater Quintessence of Ability Power for AP Flat, Greater Glyph of Scaling Ability Power For more AP, Greater Seal of Scaling Mana Regeneration for Mana Regen on Seals and Greater Mark of Magic Penetration for MP.
You can put Greater Glyph of Ability Power to power up you early game or Greater Glyph of Magic Resist and Greater Seal of Armor if you fell squish or take a hard lane.
Same thing to masteries, take the AP section on Offensive tree and Mana Regen, CDR on Summoners spells and Runic Affinity on Utility tree. The only point here is: Prefer Mastermind instead of Expanded Mind due to CDR on Flash that you desperade need to escape. On more Sona follow the others traditional mages like Lux and Ahri on Runes and Masteries, do any adjustment thinking on this.
|Flash is an essential spell for Sona one time you have no true form of escape and this will be the only one. Note that in this build I propose Mastermind , Summoner's Insight and Enchantment: Distortion only to reduce Flash CD. With this you gonna have a 171 CD down from 300. Don't foll yourself to play without this. Support Sona is focused like a carry and now you will BE a carry, the right people to focus. As I say, you will need all defense you team can give you, and cut 40% of Flash CD for cheap gold is a good deal.|
|Ignite is the default chose for Carrys cause it complement your combo and it is no exception for Sona. However one time we have some defensive issues and Ignite power decays on late game it may not so good chose for us if it don't grant our early supremacy. If you want to focus on late a defensive spell must be the right chose.|
|Barrier is pretty stuff for anyone, it grant a massive shield that will combo with Seraph's Embrace and eventually with Zhonya's Hourglass making you a little more hard to kill and even giving you the chance to unleash your damage or support your team. It may hurt you early game as well one time that Ignite complements you better with few items but it is certainly the best late game option.|
Its basic start set to those who will rush Tear of the Goddess, it will give you large amount of mana trougth the lane phase, sight ward's to guard yourself from ganks and some life from potions. You may start with a Doran's Ring too, it will bost your early dominance but it will later your tear. If their jungler is a non-treat guy in lane phase like a Skarner or a Dr. Mundo, take more potions intead of the sight ward
|A default boots for AP Casters, it give you some Magic Penetration to make your combo more stronger. There is no reason to make Ionian Boots of Lucidity one time it will really hurt your power to finish people in one Crescendo+ Hymn of Valor+ Power Chord in mid/late game.|
Turn Loose the Mermaid
|It's a must have on AP Sona. That item will empower the force of Power Chord, will easy your farm and in bonus it grant mana that will give more AP from Seraph's Embrace and some Move Speed. You also grant this bonus constantly due the low CD skills and it will not change your play like with other guys one time you need to apply it with Power Chord.|
Straight through the mirror
|It’s give you a good amount of AP and a lot of Magic penetration, it's advised only against teams or tanks that stacks Magic Resist such as Dr. Mundo and Galio one time that have lot of more useful options if they don't have high amount of MR.|
|You will naturally upgrade Tear of the Goddess for this item. (No reason to make Muramana) You will became very powerful after Lich Bane, cause of it this item is not listed on essential however it will give a insane boost of AP and one time you have Tear of the Goddess there is no reason to later your Archangel's Staff. The shield is also a pretty defensive stuff.
AP Bonus seraph
Inside The Fire
|It can be considered a safe version of Mejai's Soulstealer, one time it don't have that stack stuff and give some mana regen. Obviously it grant very less AP than a full stacked Mejai. Less Risk, less bonus. The healing reduction is good in some specific situations.|
|It a pretty item one time you can boost your powerful single burst. However, as this is not your main purpose on late game and you can't rush this on early to empower you lane phase you can left this to the end if you don't want nothing more useful. The CDR is not bad as well.|
|It is a pretty chose lanes that will not burn, like Lux or Orianna as example. It will later your Lich Bane one time it's must be rushed like Tear of the Goddess but will be great for you on late game one time will resolve some defense issue, the extra mana will give more AP from Seraph's Embrace and etc..|
|Pretty good item in any case, normally I got it instead of Morellonomicon simple cause life is not so beauty... It give Good AP, armor and the active is pretty useful against squish buster's like Kha'Zix, Talon, etc. You can simple turn into gold and wait they die to your team without kill you. Pretty stuff, really pretty stuff.|
Sona's kit give you all to go well in lane. Insane poke, good sustain, mobility, good finish combo and etc. and more advantage you take from your enemy more powerful you will become across the game.
Like others squish carries you must be well positioned to proper support your team and deal the necessary damage without get focused by the enemy team, it can be compared with a Vayne, low range, very susceptible to focus, but extreme precious to her team, a champion that, if protected right, will win the team fight for her protectors.
As say on cons, Sona has a extreme susceptibility to assassins and if you team don't help you, you will cannot help them. Try to speak with your tank's and NEVER pass the safe line, you have enough damage and utility to focus a tank if need. Remember this.
PS: Not good to play this in a team without protective tank's like a Thresh or a Volibear.
(images of positioning will come soon)
Fear of The Dark
Sona is good against: Poke, low range, squish, skill shots, weak early game.
Sona is bad against: Burst, gap closer, pushers.
08//07//13 Guide released.