Sona Build Guide by Xaon
Not Updated For Current Season
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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.
Hey everyone, my name is Xaon and this is how I play my favorite support Sona. Sona is a unique champion and her role in team fights and even in the laning phase is that of babysitter. With a blue buff at any time during the game Sona becomes very adept at spamming all her abilities and keeping all her auras up, benefiting her teammates the most at all times. Sona can also pack a punch and she is often underrated for her ability to crank out consistent damage and massive heals that keep allies alive in a pinch. Please read my build, try it out, and let me know any critiques that you have. I'll be adding more pictures of how I am fairing with my scores as much as I can and a video of some gameplay with Sona. Thanks everyone - Xaon.
Here are some of my results:
Here is my stats from the game I went 3/1/18:
Greater Mark of Insight - Not a typical choice of marks for a support but I like taking that extra Mag Pen to make Sona's abilities hurt more. You could also substitute in AP marks and be just as well off.
Greater Seal of Clarity - I prefer mana regen per level instead of just flat mana regen. It scales better late game and helps you out early as well.
Greater Glyph of Focus - Taking some cooldown reduction to help my spam my skills as often as possible. With these runes and my items I'll get close to 40% CDR.
Greater Quintessence of Fortitude - Sona is very squishy so I choose to go for the extra health with my Quintessence.
Total stats from Runes:
+ 78 HP
+ 8.5 Magic Penetration
+ -5.89% Cooldown Reduction
+ 11 Mana Regen/5 at level 18
Flash - I believe Flash is a necessity with Sona because she is such a fragile champion, and she should be the focus of most team fights because of her ability to keep everyone alive. You have to have that outlet to get out of bad situations. Also a Flash into her ult is always good too from an offensive standpoint.
Clairvoyance - The way I play Sona is primarily as a support with an emphasis on AP, so grabbing CV is not only critical to my role but also helpful in very many ways. Its low CD with the mastery bonus lets you use it every 45 seconds or so and it has many uses. From trying to find where their jungler is starting, seeing where low health opponents are fleeing to, and helping to prevent a gank by checking those bushes around the river and jungle.
Other useful Spells
Ghost - It is always a good idea to grab Ghost as a squishy character but Sona's Song of Celerity gives you a speed burst when you cast it so I prefer Flash.
Ignite - Good to have the map presence and the ability to be all over the place.
Exhaust - Great vs physical carries on the other team or for slowing a fleeing enemy but I use my ult to disable that carry in a team fight.
Bad Choices for Sona
Ignite - You're not trying to get kills, you might luck into one because Sona can pack a punch but the more assists the better. Let your carries grab Ignite and finish off fleeing enemies.
Clarity - The reason I put this down here is although Sona is mana hungry early on, once you have your Philosophers Stone mana shouldn't been too big of a problem. Late game I think Clarity loses its value.
Heal - Some would say an extra heal would be beneficial to a support healer but in all honesty Sona can pump out heals so fast you don't need the Heal. Use the slot for another spell.
Revive - No...just no
My mastery build is 9-0-21. Fairly standard for a support AP character.
In the offensive tree I take the boost in AP, extra CDR, and the Magic Penetration boost.
In the utility tree I take improved Regeneration of both HP and MP, increased EXP, mana regen, one point in neutral buff durations. The next things I take are the movement speed buff, improved Flash as well as more CDR and improved Clairvoyance, finishing up with decreasing the CD on both my summoner spells.
Passive - Power Chord
After casting 3 spells, Sona's next attack deals extra 14 + (9 x level) magic damage. Additionally, Sona's auras persist for 2 seconds after deactivating and set off a 2 second global cooldown. Power Chord has an additional effect depending on which spell was cast last.
If Hymn of Valor was the last normal spell cast when Power Chord is used she will use Staccato, making her attack deal double bonus magic damage.
If Aria of Perseverance was the last normal spell cast when Power Chord is used she will use Diminuendo, making her attack add a debuff that will make the target deal 20% less damage for 4 seconds.
If Song of Celerity was the last normal spell cast when Power Chord is used she will use Tempo, making her attack slow the target by 40% for 2 seconds.
Although this passive might not seem great you have to look at all the effects that you can cause simply from choosing which spell to use as your third spell. This is also the reason that I get Hymn of Valor first, for that extra magic damage when Staccato is used. Learn to not only pick what spell you're going to use third in your sequence to get the extra effect but to also use your Power Chord on champions over minions.
Q - Hymn of Valor
(Stance) - Passive Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power.
Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or minions.
(Power Chord) - Staccato: If this spell was last cast when Sona's Power Chord is ready, her next attack will do double the damage of her Power Chord. Sona doesn't automatically acquire attack targets when Power Chord is charged.
Cooldown: 7 seconds.
Area of Effect: 700.
Cost: 65 mana
Attack Damage and Ability Power Boost: 8 / 11 / 14 / 17 / 20 .
Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.7 per ability power).
This is Sona's poking ability early and her main damage later on. It is great in lane because it targets the two nearest enemies and tends to hit champions over minions. It also has a fairly decent range so it really is the definition of poking at your enemies. Early game use it more to hit enemy champions instead of last hitting because Sona is very mana hungry early on. Once you get your Philo Stone you can be more lenient on using your Hymn of Valor to last hit some minions.
W - Aria of Perseverance
(Stance) - Passive Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance.
Activation: Sona sends out healing melodies, healing herself and a nearby wounded ally.
(Power Chord) - Diminuendo: If this spell was last cast when Sona's Power Chord is ready, her next attack will de-buff the target to deal 20% less damage for 4 seconds.
Cost: 65 mana.
Area of Effect: 700.
Cooldown: 7 seconds.
Armor & Magic Resist: 8 / 11 / 14 / 17 / 20 .
Heal: 35 / 70 / 105 / 140 / 175 (+0.35 per ability power).
Sona's main support ability and the thing that makes her very valuable in ever instance. In lane it allows for both you and your partner to remain in lane much longer because you can simply continue to heal your partner and your HP to full in most instances. In a team fight you are able to spam your heal and not only keep your team alive but give them an advantage with the extra armor and magic resist your aura provides.
E - Song of Celerity
(Stance) - Passive Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus movement speed.
Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds.
(Power Chord) - Tempo: If this spell was last cast when Sona's Power Chord is ready, her next attack will slow the target by 40% for 2 seconds.
Cost: 65 mana.
Area of Effect: 850.
Cooldown: 7 seconds.
Movement Speed: 8 / 11 / 14 / 17 / 20 .
Extra Movement Speed: 6 / 8 / 10 / 12 / 14 %.
I max this skill last and use it as a speed boost when I am both running away from enemies or chasing them. It gives you and the allies around you an extra speed boost which can help out in many situations. Also remember the added effect when you use Song of Clarity last before Power Chord you get the added slow that can stack with items such as Rylai's.
R - Crescendo (Ultimate)
(Active): Sona plays her ultimate chord, forcing enemy champions to dance (stun) and take magic damage over 1.5 seconds.
Cost: 100 / 150 / 200 mana.
Cooldown: 140 / 120 / 100 seconds.
Magic Damage: 150 / 250 / 350 (+0.8 per ability power).
Great ult for so many reasons, you can use it in a lot of different ways and I'm always finding a new way to use it. It is most popular when a group of enemies stack up together to initiate either a team fight or a gank. It also can be used coupled with Flash almost the way that a lot of Alistar's use it, to Flash into range and initiate a fight stunning all the enemies in it's span. I've used it to save other champions when fleeing because coupled with my ability to heal them and speed them up I can contribute a lot.
Order of importance when leveling skills: R > W > Q > E
I get a Doran's Ring over things like a Meki Pendant or Mana Manipulator because it gives me the mana regen I need, an early boost to AP which lets me heal more effectively, and a boost in health because Sona is too squishy.
This is an item that I get as soon as possible. With the extra mana and health regen I am able to spam my abilities and get some health back even when I am not able to use my heal.
Ionian Boots of Lucidity
I grab the Ionian Boots of Lucidity for one reason, CDR. With the boost to cooldowns, coupled with my Runes I am able to boost my cooldown close to the 40% cap. Sona is most useful when she can spam her spells so having the most cooldown possible makes you the most useful to your team.
Rylai's Crystal Scepter
Rylai's Scepter may feel like an odd choice of items for Sona but I focus on getting assists with her because of the added slow it adds to all her spells. When you are spamming Hymn of Valor the two people that are hit are being slowed, and if you time that with a Power Chord(Song of Celerity) the slow stacks on top of itself. The slow also adds to your ult which begins after the 1.5 second stun. Its great in a team fight and to slow fleeing enemies for your teammates to finish off.
Mejai's Soulstealer is an option that you can pick up if you are doing well after your Rylai's Crystal Scepter, or even before it as long as you're careful. You will get assists with simply healing teammates in a fight so they can multiply very quickly. I only recommend this if you are an adept Sona player because snowball items are very risky. From there I like to grab a Banshee's Veil to help protect myself in a team fight because I should be getting focused. Eleisa's Miracle reduces the duration of all stuns/silences/slows/taunts and other disables that I didn't get from buying Mercury Treads so I get that reduction here. Zhonya's Hourglass is thrown in there just for emphasize of being focused, the 2 second immunity is a life saver.
If you choose to play Sona more as an Aura champion after you get your Rylai's then change your Philosopher's Stone into Shurelya's Reverie for the added active boost to nearby champions speed. Soul Shroud is also a great aura item giving all the surrounding champions a boost in mana regen which is always helpful in a pinch. If you want to be more support instead of AP based don't get the Rylai's Crystal Scepter and instead buy a Will of the Ancients to give your allies additional AP and some spell vamp. I threw Aegis of Legion on here simply because of the aura, but it would probably be better for your tanks to grab it instead.
Here is a video with some highlights of me playing Sona. I use my ult in various ways and try to get blue buff as much as possible.