Sona, Composer of Aces.
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.
Threats to Sona with this build
|Soraka||Soraka represents Supports who focus on Healing and Peeling their ADC. Sona is also capable of healing, but provides far more offensive capability than these others, allowing easy lane bullying.|
Hello, and welcome to my First Guide! My name is ChokeOnAPear, and I'm a support main currently ranked at Silver I on EUW. This is actually my first season of play, and I've found Sona to be one of the most rewarding and fun champions out there.
Sona is so enjoyable because of her combat capability and her game-changing abilities. Ardent Censer is a particularly good item on Sona, and one that far too many people fail to recognise the strength of. Censer's strength will be described in more detail in the abilities section of the guide.
This guide is only very short and very general; it focuses on her build and her ability use. It will tell you when to build something and when to use an ability. I haven't gone into specifics about ward placement or roaming. Just do what your current game demands. The guide is general purpose, Utility Sona Support and will teach you how to get the most out of her.
Look at that funky Passive art. Looks cool doesn't it? Well it is.
After casting 3 abilities, Sona's next basic attack will be accompanied by an added effect based on what ability she used last. It will also benefit from scaling AP damage too.
Her Q will cause her next basic attack to deal 40% bonus damage (a huge amount in lane, allowing you to easily outtrade most enemies whilst remaining at range)
Her W will cause her next basic attack to reduce the attack damage of her target by 20% for 3 seconds, increasing by 2% for every 100 AP.
Her E will cause her next basic to slow the target by 40% for 2 seconds, increasing by another 4% for every 100 AP.
Overall, power chord is a very powerful passive and when used correctly can be a decisive factor either in lane or late game.
Q; Hymn of Valor - Your standard offensive spell. It automatically picks two targets to hit, who are the nearest to you (prioritising champions). It does some very nice damage and is solid poke as it can hit both enemy laners at once. Hymn of Valor also gives out an aura that causes allies effected to deal bonus magic damage on their next basic attack. It does however use up your mana quickly if used too often, so try to use it only when both enemy champions are able to be hit, or to proc the passive on your Spellthief's.
W; Aria of Perserverance - Your heal will prove very useful throughout the game, allowing teammates to sustain in a fight you think they'd lose. However it's mana costs are high and will eat through your pool early game. AOP really shines however when paired with Ardent Censer. By standing in the middle of your team and activating it, you will grant them all a shield with the aura, which in turn gives them Censer's passive: 15% increased attack speed and 30 Magic Damage on hit for 6 seconds (The length of AOP's cooldown when 40% CDR is reached). This makes a huge difference in fights, especially with and team focused on basic attacks. And due to the length of Censer's passive matching AOP's reduced cooldown, you can ensure your team permanently have a huge edge in team fights.
E; Song of Celerity - Song of Celerity acts as Sona's utility spell. It allows her to buff her own move speed, and with her aura; her team's move speed, allowing for easier engage/disengage. SOC is useful, but pales in comparison to her other abilities, and is not worth maxing until last, although a single rank at level 3 will allow for easier ganks.
R; Crescendo - Crescendo is ridiculously good. It's damage scaling is great. It allows fights to be won before the enemy even start fighting (1.5 second stun, on as many people as you can hit with it). It's only difficulty is in landing it; the area is not huge and it is normally pretty obvious when a Sona is lining it up. However, people often underestimate the level of aggression Crescendo allows; flashing right into a position the enemy won't expect and then landing a group stun can make a difficult fight easy. Also, many people expect Sona to use her ult to start fights, not midway through. If a teamfight breaks out and you can't make a good enough shot: don't. Hold your ult until it will be decisive. I've been in 3v5's where a delayed Crescendo has tricked the enemy into going all in and then all being stunned and picked off.
Pros and Cons.
-Very useful in all situations.
-People think she is weak; she's not.
-Strong fighting potential.
-Can easily set up teamfights and multikills.
-Mechanics are simple, yet effective.
-Remains relevant even if behind due to her utility.
-Has some of the best sounds and skins in game.
-Very weak to CC.
-Tends to get focused.
-Auras are useless if she's seperated from her team.
Sona is great fun to play, and extremely rewarding as well.
Played correctly she can easily deal huge amounts of damage, whilst ensuring her team survive and thrive.
Hugely underrated, hopefully this short guide will explain enough to either introduce you to Sona, or to give you a new way of playing her.
Thank you for reading, a thumbs-up would be hugely appreciated if you have found this guide useful!