Sona Build Guide by Musune
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.
At ease, Summoner.
Thank you for taking an interest to this guide. The goal of this guide is to mold the perfect support Sona, this guide is constantly changing and when I come across flaws or better item lineups or item orders will be added in change logs section of this guide.
I hope this will be informative and perhaps useful to implement some of the core elements of my Sona to your Sona. If you want to try my build, I'll be honored. This is the first time I'm making a guide and sharing my knowledge publicly.
I will try my best to keep this updated and answer any serious questions, concerning my build, runes, my gamestyle etc.
A breif introduction of myself; I'm an old school DotA and actively playing, League of Legends. I have over 200 games with Sona, played solo queue as well as premade teams. I enjoy playing support and if I find a support champion, I will stick with it through good and bad. Ever since Sona got released, I have never strayed far from my favorite championess.
Newest changes/updates begins from top to bottom
* [6/21-11] Keeping it short and simple and straight to the point and updated to the upcoming meta game.
* [5/21-11] Added a new section of Pros/Cons to filter even further how I experience Sona.
* [5/21-11] Added alternative mastery setup with Clairvoyance
* [5/21-11] Added alternative skill sequence if your lane partner is getting harassed.
* [5/21-11] Sona, the Maven of the Strings Guide launch.
Sona, the Maven of the Strings
Sona has no memory of her true parents. As an infant, found abandoned on the doorstep of an Ionian adoption house, nestled atop an ancient instrument in an exquisite case of unknown origins. She was an unusually well-behaved child, always quiet and content. Her caretakers were sure she would find a home quickly, but it soon became apparent that what they mistook for uncommon geniality was actually an inability to speak or to produce any sound whatsoever. Sona remained at the adoption house until her teens, watching in hopeless silence as prospective adopters passed her by. During this time, the caretakers sold her unusual instrument to anxious collectors, hoping to build her a trust. For a myriad of bizarre and unexpected reasons, however, it would be returned, or simply appear again outside the house.
When a wealthy Demacian woman named Lestara Buvelle learned of the instrument, she immediately embarked to Ionia. When the caretakers showcased the instrument for her, she rose wordlessly and explored the house, stopping outside Sonas room. Without hesitation, Lestara adopted her and left a generous donation for the instrument. With Lestaras guidance, Sona discovered a deep connection with the instrument which Lestara called an "etwahl". In her hands, it played tones which stilled or quivered the hearts of those around her. Within months, she was headlining with the mysterious etwahl for sold-out audiences. She played as though plucking heartstrings, effortlessly manipulating the emotions of her listeners - all without a single written note. In secret, she discovered a potent and deadly use for her etwahl, using its vibrations to slice objects from a distance. She honed this discipline in private, mastering her gift. When she felt prepared, she went to the only place which could offer her a fitting recital: the League of Legends.
"Her melody moves the soul, her silence sunders the body." - Jericho Swain, after attending her concert
(Innate): 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.
Hymn of Valor
(Stance) - Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power.
Attack Damage & Ability Power: 8 / 11 / 14 / 17 / 20
Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or minions.
Cost: 65 mana
Cooldown: 7 seconds
Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.7 per ability power)
(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.
Aria of Perseverance
(Stance) - Persistent Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance.
Armor & Magic Resist: 8 / 11 / 14 / 17 / 20
Activation: Sona sends out healing melodies, healing herself and a nearby wounded ally.
Cost: 65 mana
Cooldown: 7 seconds
Heal: 35 / 70 / 105 / 140 / 175 (+0.35 per ability power)
(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.
Song of Celerity
(Stance) - Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus movement speed.
Movement Speed: 8 / 11 / 14 / 17 / 20
Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds.
Cost: 65 mana
Cooldown: 7 seconds
Movement Speed: 6 / 8 / 10 / 12 / 14 %
(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.
(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)
Start out with with clairvoyancing the enemy base. If you're lucky you'll spot what items they start out with and perhaps get a jist of who you're laning against. Buy the appropriate pots that you feel you'll most likely will need. The safe side is HP pots.
Buy your 2x pots, your ward and faerie gem. During the lane phase you'll be the babysitter for the carry, you only pick off CS when you know your carry won't be able to hit. (You'll understand when you lane) It's totally fine that you pick up CS which your carry cannot possible hit. i.e IAS/Animation/distance A to b so on and so forth.
Once you get enough for a philostone, immediately teleport back, of course depending how critical your lane is. Faster you get the philostone, thus quicker it'll pay for itself. During lane phase its not essential to have boots, just yet, however the next time you recall it should be invested on regular boots and a kindlegem. Next purchase /to be continued.
- Greater Mark of Insight
- Greater Seal of Clarity
- Greater Glyph of Focus
- Greater Quint of Avarice
Clairvoyance is the key to see enemy movements. Sabotaging enemy ambushes, dragon attempts or Baron attempts. However, if you're playing with randoms in solo queue its very rare that your team members, would take advantage of this important summoner spell. This spell is heavily weighted on premade team, which takes fast actions whatever the situation may be, however in solo queue expect less of that, thus making the spell potency incredibly futile. I only recommend using it if you are member of 3-4. Preferrably a premade.
The enlightened ruler is heedful, and the good general full of caution.
It's without saying the most versatile summoner spell in League of Legends. It may be even a game breaker, depending on the situation and what champion you're playing. Sona is infact one of those champions, which can set up a devastating Crowd Control, letting your team surge in and take out their key champions. Contrary belief, flash is not only meant to be used as an escaping mechanism. Time your flash right, let your team be on standby, phase yourself, wait for the right moment, make that decision and leap forward and take them by surpise.
The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy its victim.
I may be biased I may be too much influenced by DotA. However I believe creativity is limited by the mind. I've read many people discouraging the use of teleport, because Sona is a fast moving champion. However in early games and even mid games, you are amongst one of the slowest. I use teleport to not gain grounds, however, I use teleport to decept my enemies and I really find tri-lanes devastating when top lane is pushing, timing is everything. Teleport should not be "wasted" to teleport next to your tower to defend, and do not use the teleport on the tower, the tower will stop shooting arcane bolts.
I'm not in any way discouraging to have a defensive stance, but overdoing it will lead to your demise. Use it to your advantage a perfect scenario. Just to give an example, my team was engaging mid and close to enemy tower, they were losing in terms of HP. In the heat of the battle, the enemies weren't noticing the teleport animation on one of our creep waves. When I spawned, I instantly Crescendo, and the tables were suddenly turned.
I encourage using this spell if you are in a solo queue, it should replace your clairvoyance.
All war is based on deception.
Justin.tv - Live view