Build Guide by Obelisk85
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This is a 2nd version of my original guide "Mother Sona" It is the one i use all the time and with a great team i do very well.
Tried my build (after playing around with janna and morg for a while) And found out that Per lvl ap glyphs are a lot better than flat. If you do the math at lvl 6 you will have 9.18 AP while with flat you will have 8.1 Starting. So you will have more.
Added the 2 extra items to try to the list, so if you pull the cheat sheet from the guide it will show up right there. NOTE: the total AP for the main build is 107.54
Adding a picture of my game when I used my items I said to consider. Also adding an extra Item to the list.
Latest Match with my buddy Pantheon. An example of how you must adapt constantly for your team.
In this match Pantheon and I we're on top. Swain was mid and akali and Rammus we're bot. Our opponents were Nidalee and Garen (which we were harassing and killing so much he left to gank other lanes) Mid was annie (who was killing swain so badly and was pretty fed) and Amumu and Akali bot (which were dominating our rammus and akali) Pantheon and I decided to carry the whole team to victory so we adapted our builds to help them out. The outcome? The other team surrendered (despite the fact that they we're fed) If you noticed all the kills and assists come to my buddy and I for the whole team. I farmed a lot of minions (was left to 1v1 lane top for quite some time) which is unusual for a Sona and I played very defensibly so that I could maintain my stacks and was hugged by my mates because of my aura: Hence the reason my team was killed more than I was.
Full Size Picture Here
Yet another picture of a great match. No Tank, just straight DPS, Mage and Support. Since there was no Carry I decided to build myself anything with Aura. So I went with my core build, plus Aegis of legion and Abysmal Scepter (never finished building it, but I almost got it) Hence another example of adapting to the team. I don't recommend doing this type of fights. Always have a tank on your team.
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Another epic battle. I have to record these matches so you can see them yourself. I will be posting a build for Swain the way my buddy plays him. He does an awesome job with him. I'll just let you look at the pick.
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After Patchv 188.8.131.52 Sona has been nerfed. Sadly. I guess some people complained about her being op or how much she saved the team (i guess supports are not allowed to properly support the team") and hopefully they don't nerf her to the ground like they did with soraka.
So, here's what changed.
* All aura durations after deactivating reduced to 2 seconds from 3.
* All aura buff durations for allies that leave her aura range reduced to 0.25 seconds from 1.
* Hymn of Valor Hymn of Valor:
o Attack damage and ability power aura reduced to 6/8/10/12/14 from 8/11/14/17/20.
o Mana cost increased to 65/70/75/80/85 from 55/60/65/70/75.
* Song of Celerity Song of Celerity:
o Active movement speed boost reduced to 8/10/12/14/16 from 8/11/14/17/20.
o Mana cost increased to 65/70/75/80/85 from 55/60/65/70/75.
NOTE: they did not explain the fatc that the buff before lasted 1 sec (good enough to help escape better, but now it's reduced to 0.25 Secs, so it's basically useless in helping now)
* Aria of Perseverance Aria of Perseverance mana cost increased to 65/70/75/80/85 from 55/60/65/70/75.
* Crescendo Crescendo range reduced to 1000 from 1100.
My thoughts on the song of celerity is that it's like it doesn't work anymore. This is what league of legends.wikia.com says about it but after playing her last night she did not run as fast as before and the buff it used to give feels like it's not there anymore. Might as well not be able to save the team by running away. You can do everything else good (with more mana increase) but the auras don't help as much as before. before when using 1 song to another with max CDR i was able to maintaing 2 auras at a time with my songs, now the nerf lets 1 of the auras dissapear before you can activate it again. so it's not too bad but kind of inconvenient. I will be testing more stuff to see what I can work around the build to help sona get around the nerf.
A quote from the league of legends forums from user MXHE on page 95.
"Sona Nerf test results after playing.
playing supportive still on sona have been about the same.
sona's aura duration:
This is about the same as before as sona should never try to keep all 3 aura going. as a good support players the timing of when to cast the right buff is more important.
sona's spped buff decrease:
This slow down caused more deaths for our team. as sona you should run away ahead of time so it's usually not a problem. but now the speed buff will not save allies who didn't run ahead of time.
This cause me to get more mana regen items earlier in the game. and caused me to have less ap item earlier on. causing me to be less effective at early and mid game. and a bit less gold for the end game.
this is assumption for playing sona as support. other playing style with sona have not be considered.
ultimate (later added i forgot about this part at first):
I do not see the point of this change because there are just as much complain about it being op and up. My personal view on this is that because this skill is not a miracle skill but it's able to deliver good results in critical moments. I think the op and up about this skill is usually what the player expects. and good sona players will have good timing of this skill giving a good impression it's a deadly skills. yet players who expects sona's ult to be more useful in general use will find it under power because it's a very conditional effective skill.
note to those people that consider sona to be op but never played her before:
before you accuse her of taking no skill to play and only spam QWE. this is not really possible to spam since casting one skill will make all her other skill get coold down as well.
those who accuse sona of her dmg spell being op. ususally its not the spell it's actually her passive ability when it's triple charged. the sona player will need good controlled to make use of this.
Note to those that thinks she's up:
she is a support char other style of playing her will probably not be effective. suggest trying other chars that are more suited for other play styles.
She is not supposed to make a ****py team good. so if that's what you expecting of her i suggest you playing another char as well."
First. A little explanation of her abilities:
After casting 3 spells, Sona's next attack deals 24 + 12 x lvl bonus magic damage.
Additionally, Sona's Auras persist for 3 seconds after deactivating and set off a 2 second global cooldown.
Really good early game. Hit's pretty good. Another great thing to it it's the Global CDR (Cool Down Reduction) it set's out. Never really noticed it until I really read it. Helps out a lot when you're mid and late game to spam your ultimate a lot faster.
Hymn of Valor
Sona plays the Hymn of Valor, granting nearby allied champions bonus Damage and Ability Power. Additionally, casting this ability sends out bolts of sound, dealing magic damage to the nearest two enemy champions or monsters.
Persistent Aura: Sona plays the Hymn of Valor, increasing nearby allied champions Damage and Ability Power by 8/11/14/17/20.
Activation: Sona fires bolts of sound, dealing 70/120//170/220/270 (+.6 per ability power) magic damage to the nearest two enemies.
This helps your team increase their AD (Attack Damage) and AP (Ability Power). I up this one early game to help my buddy (usually a DPS) to get a first blood.
Aria of Perseverance
Sona plays the Aria of Perseverance, granting nearby allied champions bonus Armor and Magic Resist. Additionally, casting this ability sends out healing melodies, healing Sona and a nearby wounded ally.
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 40/65/90/115/140 (+.5 per ability power).
Your bread and butter for the team. This is what you will be using the most during team fights and/or when saving your buddies. To bad it only gives you 0.5 of your AP but the aura that persists still helps the rest of the team to hold for a bit while healing others.
Too bad it doesn't heal 3 people (yourself and 2 other champs) but still does pretty good job.
Song of Celerity
Sona plays the Song of Celerity, granting nearby allied champions bonus Movement Speed. Additionally, casting this ability energizes nearby allies with a burst of speed.
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 8/11/13/17/20% Movement Speed for 1.5 seconds.
An instant ghost for 1.5 seconds. Too bad it doesn't stay longer but it works very well. You will be using this to carry your team away from fights or to fights :p
The aura that stays helps everybody to move a bit faster. The little extra edge is a plus on this game. Even just a 1 second mistake will cost you a fight.
Sona plays her ultimate chord, forcing enemy champions to dance, taking magic damage over time.
Sona plays her ultimate chord, forcing enemy champions in a line in front of her to dance, taking 150/250/350 (+.7 per ability power) magic damage over 1.5 seconds.
This is your CC for the team (Crowd Control) this will help you stop the enemy. Even for just a second or 2, but like I said, every second counts on this game.
The thing everybody seems to overlook is the fact that it does magic damage as well. So if you see an enemy with little hp left, you can throw this, hit them with your "Q" spell and kill him once he starts to run away. Don't waste it on a single champ (unless your team tells you to target champs like an Evelyn, Twitch, Annie, Veigar, amongst others) Always save it. You can use it yo also save a partner from being chased. R, E, W would be your sequence, unless you want to heal him first, the it will be R,W,E.
Now Brief description of what and why I use it.
Mana Manipulator Total Price: 475 UNIQUE Aura: Restores 7.2 Mana per 5 seconds to yourself and nearby friendly Champions.
The reason is that you start with an aura from the beginning to assist (supporting from the start). You will help your friends with it. For example, pantheon if he starts with a Long Sword.
You will have 97.2 of health from runes (or 90 like me if you bought the special edition lvl 2 Quintecenses, called Quintecense of Bountiful treats) Just play defensively and assist in your lane. Tip: Don't heal your teammate if he's hiding in the bush waiting to jump on someone. You will give away his position. Just have your "Q" aura active and that will be ok for now.
If you're left alone on a 1v1 top or bottom lane, you may be ok (I did ok on my match yesterday night vs Ez but he also was scared because I had an Alistar on my lane and he was tight jumping on people! And for kicks I had flat magic resist runes so magic attacks we're not to troublesome. Again, I'm trying different things to see what fits best)
At this point if you'e doing ok on your lane buy Innervating Locket.
Innervating LocketPrice: 2250(1775 if you started with your mana manipulator)
430 Health, 450 Mana. UNIQUE Passive: Reduces ability cooldowns by 10%. Using an ability grants 50 health and 20 mana to you over 2 seconds. UNIQUE Aura: Restores 20 health and 9 Mana to nearby allies every 5 seconds.
This is your survival Item. Every time you use your abilities you will heal 50 health and 20 mana. So when running away and you're low on health you will heal faster than your team mates (reason why Udyr, Alistar and Soraka use this on their build) even if you are left alone long enough you will be back up to health in no time just by pressing your abilities. Always wait the 2-3 Sec cooldown of this active to benefit the most out of it)
Next is Merc Treads.
Mercury TreadsTotal Price: 1200
25 Magic Resist. UNIQUE Passive: Enhanced Movement 2 and reduces the duration of stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 35%.
You will be targeted a lot because you help your buddies a lot. Hence this, because it reduces the CC (crowd control) effects done to you.
Soul Shroud Total Price: 2105 520 Health. UNIQUE Aura: Gives nearby Champions 12 Mana per 5 and 15% reduced Cooldowns.
More CDR (cool down reduction) and mana regen for yourself and allies. This I always do it because I give out auras to my team. I feel it's my job to help them this way. So, at this point you have 3 auras around you. Your song aura, innervating locket and this. Great way to help your team. You will be surrounded by them and help them spam their abilities a lot faster.
Will of the ancients Total Price: 2400 40 Ability Power. UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 15% spell vamp.
Builds from a Hextech Revolver and a Amplifying tome. I know you may ask why this, and again this is what I believe. You are helping with auras to your team. Let me explain a bit this since it's not super clear and I didn't get it at first reading it until I tried it.
Yes. You get 40 AP from it, but If you read well you also get 30 AP from the aura. So that's 70 ap from it. And by the time you get this you will have 27.54 ap from runes + 10 from masteries. Totaling to 107.54 (not counting your "Q" aura that gives you 20 ap, so a total of 127.54 AP) which is not too shabby. The 15 spell vamp is ok too.
About spell vamp. After playing Morgana for a while I learned about this. Her innate is 15% (until lvl 10) 25% (until lvl 15) and 35% spell vamp. What this does is like life steal but not with your normal attack, it's with your abilities. So like Warwicks innate, morgana's the same way but with her abilities. So you can get some benefit from hittin people with your "Q" spell.
At this point the match is done. I never go past this because it's rather pricey and takes money and time to build. But if so far you don't like what I have done, here are some things to consider from my build and exchange for some of it.
NOTE: Since I've been messing around with the build I notice you have to adapt more according to the match. The following Items are optional and you may use them as you feel you need them. .
Mejai's Soultealer Total Price: 1235
20 Ability Power. UNIQUE Passive: Your champion gains 8 ability power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's cooldowns are reduced by 15%.
Sona's "W" Spell benefits the most from this. If you feel you won't die and are very protected you will get the most out of this. And at 20 stacks you get the same as Soul Shroud (but without the aura and mana regen)
Archangel's Staff Total Price: 2855
45 Ability Power, 400 Mana, 25 Mana Per 5 Sec. Passive: 3% of your Max Mana is converted to Ability Power. UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana. This effect has a 3 second cooldown. Bonus caps at 1000 mana.
If you feel your mana problems are a pain, this is your solution. Pricey but you get more mana the more you use your abilities and the more mana you put, the more ap you get, so it's really worth it. Never tried it on sona but a lot on Morgana and Janna.
Total Price: 3460 Recipe Price: 1000
120 Ability Power. UNIQUE Passive: Increases Ability Power by 25%. UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 sec cooldown.
Pretty self Explanytory. More AP. In case you didn't know, in order to activate the "active ability" for an Item just click the item in your inventory and it's active will be engaged.
Other Things to consider:
Aura Items or Items that have have an Aura for your team and work for sona.
Aegis of Legion Total Price: 1925
18 Armor, 270 Health, 24 Magic Resist. UNIQUE Aura: +12 Armor / +15 Magic Resistance / +8 Damage to nearby allied units.
If you need to carry your team a bit and need the defense too, then this is a good choice. Can't go wrong. you get 18 armor, 270 Health and 24 Magic Resist. Plus! You get +12 armor / +15 magic resist / +8 Att Damage. So here's the math. 18+12=30 Armor. / 24+15=39 Magic Resist / +8 attack. So you benefit a lot from this.
The total is 270 Health, 30 Armor, 29 Magic Resist, 8 Att Damage to yourself. Not bad huh?.
Total Price: 2200
330 Health, 25 Health Per 5 Sec, 12 Mana Per 5 Sec. UNIQUE Passive: Reduces ability cooldowns by 15%. UNIQUE Active: Nearby champions gain 40% movement speed for 2 seconds (60 second cooldown).
(Not really aura but could be considered for it's active)
It could be a must for your sona since the active let's you get extra speed and with your "E" spell you can get your team a great move boost for a bit. Remember that every second counts.
Total Price: 2650
70 Ability Power, 57 Magic Resist. UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
Again good item for a team. Reduces magic resist by 20 and you get Magic resist.
All of the items in this last section (and also will of the ancients) Are for considering in case you need auras to carry and further support the team. Like I mentioned in one of my game pics I did it as a carry to further support with auras to the end.
If you have suggestions, comments or ideas please do tell me. I will be happy to take your ideas and modify the build and try them myself.
I am constantly updating this guide so expect more and more ideas showing up here. Hope I get to help someone else and if you want to see me play, just add me and invite me to a match and I will show you how I play and use my build =)