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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction

Preface: This part of the introduction has nothing to do with the guide. It is just an introduction on me and why I made the guide and how I came into

Old preface:

New Preface:

Special Consideration and Thanks
If you enjoyed this guide please considering +Repping these people for their hard work in helping me and others with their guides.
JhoiJhoi - Thank you very much for your guide on how to make a guide. It helped me a lot when I was first starting out. Also thank you very much for the review you gave my guide. I am doing my best to improve and work on this guide every day that I play.
Teyso - Thank you for giving me some great ideas early on on what to do with match-ups on bottom lane, formatting, lists and overall editing. Much appreciated.
PepsiM4A1 - Thank you for taking the time to review my guide. I will be adding a Pros and Cons list soon just for you!
Thanks to Teyso, for taking the time to review my guide and tell me where I can improve.
Also thank you to JackAubrey whose picture I found on the inter-webs and used!
Pros
+ Fantastic poke + 3 great auras + AoE Stun + Heal and Speed Boost + Great in the early game + Great in the late game |
Cons
- Slow movement speed early - Squishy - Don't mess up her Ultimate - Q pushes the Lane if you're not careful - non-specific casting |


Overall I really enjoy playing Sona support. She has a place in the current meta even with the nerf to all AP supports. Her ultimate

OLD

![]() |
Why?![]() - In the 3.14 patch everything changed for supports. Suddenly you have gold, you can't buy as many wards and you don't know what to do with yourself. Using your main source of early potential to get some extra gold is no longer necessary. This boost to your ability power will help your early game harass and sustain. Greater Mark of Hybrid Penetration Greater Mark of Hybrid Penetration This will help you seriously deal some damage in the early game. If you want to see why I choose Hybrid penetration over Armor Penetration or Magic Penetration please see this blog. ![]() Flat armor will greatly help you in lane against the ADC if they decide to attack you. ![]() This will mostly help in later levels. You will not need too much Magic Resistance early, but later on when you are up against AP opponents having the extra MR can help. |
For your masteries I recommend going 4/5/21. My main focus when I am looking at the masteries is on:
1. Income;
2. Cooldown Reduction;
3. Sustainability.
I spend 6 skill points on income. I look at income as an investment into the late game. The longer that you stay in the game the more these masteries will pay off. And since most games last 30-40 min you should get a lot from these masteries.
You can have 10% cooldown reduction(CDR) at level 1 with no items. Not to mention 10% CDR on activation items and 10% on summoner spells. I therefore spent 10 points in CDR so that I can have my ultimate more often, Flash more often and I will be able to use my activated items more often.
I spend an additional 10 points in sustainability. This will allow you to stay in lane longer, harass more often and keep the pressure on the enemy team. If you can prevent yourself from going back and you can hit level 6 before your enemies you are at a huge advantage.
Inspiration - I spent 2 points here because if you are at a level disadvantage you need to catch up as quickly as possible or you will fall drastically behind. This should help to keep you on par with your ADC.
Phasewalker
- To be honest, I took this because it has saved my butt countless times. I know 1 second doesn't seem like much, but when you're backing and you see the enemy coming for your bush you're going to be very thankful.
1. Income;
2. Cooldown Reduction;
3. Sustainability.
Income
I spend 6 skill points on income. I look at income as an investment into the late game. The longer that you stay in the game the more these masteries will pay off. And since most games last 30-40 min you should get a lot from these masteries.
Cooldown Reduction
You can have 10% cooldown reduction(CDR) at level 1 with no items. Not to mention 10% CDR on activation items and 10% on summoner spells. I therefore spent 10 points in CDR so that I can have my ultimate more often, Flash more often and I will be able to use my activated items more often.
Sustainability
I spend an additional 10 points in sustainability. This will allow you to stay in lane longer, harass more often and keep the pressure on the enemy team. If you can prevent yourself from going back and you can hit level 6 before your enemies you are at a huge advantage.
Other Masteries


For the most part here I recommend using
Exhaust and
Flash with a few exceptions.
Exhaust - I recommend using exhaust because especially after using your ultimate you can completely slow your opponent down if you think he or she has a chance of getting away.
Flash - The non-negotiable king of summoner's spells. This spell is especially good for
Sona as her
Flash-
Crescendo combo can be game breaking.
When to get
Ignite:
The only time I recommend getting ignite is if you have more than one person on the enemy team who rapidly heals during a team fight. With the current meta being that ADCs typically get barrier there is typically only 1 or 2 ignites on a given team. So if you're up against champions like
Dr. Mundo,
Fiddlesticks,
Swain,
Rengar then I recommend getting ignite.







When to get

The only time I recommend getting ignite is if you have more than one person on the enemy team who rapidly heals during a team fight. With the current meta being that ADCs typically get barrier there is typically only 1 or 2 ignites on a given team. So if you're up against champions like




Starting Items
I used to recommend a more ward based first buy but the meta has kind of moved a bit. I wasn't sure if getting a



First Back
I usually try to stay in lane long enough to grab a



After that grabbing

Finally



Core Build
This is your core build. After you buy your


Since you already have enough Cooldown reduction I recommend getting some Magic penetration with

When you're behind or if your enemy team has a lot of CC:




Final
For the most part I want to leave this open for now. This final item will really depend on what you feel your team needs if you should make it to this point in the game. Usually you will need something a little different if you're in a bit of a grid lock and you actually get to this point. I might recommend



Spells








Spell Order
I recommend going R-Q-W-E and not moving from this order.
In the first 6 levels I find this is the best way to start. I have tested out other ways to see if I am better off but overall I usually recommend this. Getting

After that getting

Next up is

Getting your second point in

Once level 5 hits you will deal even more damage with your Hymn of Valor. Then once you hit level 6 you will get your

Alternative Spell Order
If you feel confident that you are not going to be ganked or that you have a good means of getting away if you are ganked then you could consider this spell order to deal more damage at level 3 instead of level 4.
This will give you the 200 poke damage at level 3 which will allow you to deal a ton more damage early on. This could be good if you know you are going to get a nice gank from your jungler at level 3. Just be careful not to get caught out of position as you will have very few means of escaping.

Now that the vision ward is visible you have to carefully consider where you place it. There are a few places that you can put it to benefit your team, but when you are specifically looking at the bot lane I recommend placing the ward in your tri-bush.


Since you can have more than one of these I usually recommend doing a few things with them. One ward the dragon pit as well as 2 potential ganking paths.





Later in the game you can ward both the blue buff and this position if you plan on trying to take down the second tower in either bot lane or mid lane. This should give you enough time to get away from most people coming to get you off of their tower.

I do not have experience with ALL of these champions, but I will do my best to give you an idea of what you should do with these champions. Right now I'm testing out ADCs to see how their skills work with Sona. I think I've listed most of the main ones that work well with Sona.
I will be grading these champions based on synergy with Sona from Great to bad. Also if it is anything less than Great I will give who I would suggest playing with.
I will be grading these champions based on synergy with Sona from Great to bad. Also if it is anything less than Great I will give who I would suggest playing with.
![]() Synergy: Good (I prefer ![]() - Ashe really needs to focus on getting creep score. Her ![]() ![]() ![]() Synergy: Great - Tristana with her ![]() ![]() Synergy: Great - Ezreal is great to lane with because he has a lot of poke and can get away very easily with ![]() ![]() Synergy: Great - Miss Fortune and Sona are a very good match. Fortune is able to do a lot of poke damage at long range. If you are both ready with your ultimates then feel free to get Miss Fortune to start her ultimate followed quickly by your stun to keep them within the Area of Effect. ![]() Synergy: Good, I prefer ![]() - Draven does a **** ton of damage very quickly. He works very well with Sona's poking ability but him and Taric just work so well together. With taric you can ![]() ![]() ![]() Synergy: Great - Varus and Sona have great synergy. If you "Wombo Combo" their ultimates together you can have a group of enemies stunned/rooted for a very long time allow you to deal a great amount of damage. |
![]() Synergy: Great - With ![]() ![]() ![]() Synergy: Great - ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Synergy: Great - ![]() ![]() Synergy: bad ![]() ![]() - Sivir can deal a ton of damage to her enemies. But I don't see ![]() ![]() Synergy: Great - Caitlyn is always nice to have in the lane. Her ![]() ![]() ![]() Synergy: Good ![]() ![]() - Kog is really good at getting his minion kills and can deal a ton of damage that is hard to escape. He also has amazing range with his ultimate. Sona can help bring his enemies low while sustaining him in the lane which is very helpful. But I feel that he could use more consistent CC to keep his enemies slowed or stunned. |
Who does Sona work well with? I find that Sona works well with anyone that has a significant area of effect spell. Some of the more deadly combos I have seen are with these champions: ![]() ![]() - If there is a group of people together and Amumu uses ![]() ![]() ![]() ![]() ![]() - In bot lane once you and MF both hit level 6 this is also another deadly combo. If you work together closely and poke your opponents down a bit before doing it, you can use your ![]() ![]() ![]() - If you allow Nunu to start his ultimate then use your ![]() ![]() ![]() - When ![]() ![]() ![]() ![]() - Same as the others, fiddle does his ulti you do yours. |
![]() |


- If your Eze is ready and you're in a good position, ping to let him know then sona-ulti followed by Eze's

All of these are great area of effect spells that just rip an enemy to shreds very quickly. Keep this stuff in mind when you are making up your team composition. Don't waste your ultimate when you could be waiting until someone else initiates then push in together.
13/02/2014 - Added some alternative beginning builds and an explanation on why I choose
Frost Queen's Claim on Sona (rather than other GP_ items).
- Added a section on warding as per advice from EdisonKhoo. (Check out his Syndra guide here.
03/02/2014 - Changed the introduction to be more up to date.
- Changed the items to reflect new meta.
- Added an option if you are behind you can grab Ionian Boots of Lucidity to replace the Sorcerer's Shoes and Morellonomicon and how that effects other items.
29/12/2013 - Checked the 3.15 changes, nothing significant for Sona or her items.
- Changed the title slightly.
06/12/2013 - Changed runes and masteries based on 3.14 patch.
- Added details to "Why Sona?".
- Changed the runes section entirely.
- Completely changed the masteries section based on patch 3.14
- Changed summoner's spells based on experience.
- Removed all of the old/irrelevant information in 'items'.
- Deleted wards and counter warding for now. I will add this section back in when I have played around with the new vision system some more.
23/11/2012 - added "Team Work", "revisions/edits" and "Conclusion" sections.
04/12/2012 - added Clairvoyance section, made Items look neater. added alternative items, added ADC + Sona, added Play Style. Did a complete overhaul of some sections and made the guide neater.
11/12/2012 - added "Why Sona?" section. Took out Clairvoyance section and added it to Summoner Spells. Added some more to the Introduction and added spoilers to a few points in the guide where I felt things we're unnecessary to see but nice to have in case people are interested.

- Added a section on warding as per advice from EdisonKhoo. (Check out his Syndra guide here.
03/02/2014 - Changed the introduction to be more up to date.
- Changed the items to reflect new meta.
- Added an option if you are behind you can grab Ionian Boots of Lucidity to replace the Sorcerer's Shoes and Morellonomicon and how that effects other items.
29/12/2013 - Checked the 3.15 changes, nothing significant for Sona or her items.
- Changed the title slightly.
06/12/2013 - Changed runes and masteries based on 3.14 patch.
- Added details to "Why Sona?".
- Changed the runes section entirely.
- Completely changed the masteries section based on patch 3.14
- Changed summoner's spells based on experience.
- Removed all of the old/irrelevant information in 'items'.
- Deleted wards and counter warding for now. I will add this section back in when I have played around with the new vision system some more.
23/11/2012 - added "Team Work", "revisions/edits" and "Conclusion" sections.
04/12/2012 - added Clairvoyance section, made Items look neater. added alternative items, added ADC + Sona, added Play Style. Did a complete overhaul of some sections and made the guide neater.
11/12/2012 - added "Why Sona?" section. Took out Clairvoyance section and added it to Summoner Spells. Added some more to the Introduction and added spoilers to a few points in the guide where I felt things we're unnecessary to see but nice to have in case people are interested.
Thank you for taking the time to read this guide. I have been playing Sona for a while and despite the fact that I am sitting around 1149 ELO, I have a 83% success rate with her in ranked games.
I am always finding with
Sona that I'm able to come back from some of the worst positions and that is why I love her so much.
If you think I should add anything to this guide please let me know in the discussion section.
Please vote whichever way you see fit but PLEASE leave a comment so that I know why you voted that way. Hopefully if you down vote I can change my guide based on your comment then convince you to upvote =-D (or explain myself a little more).
I am always finding with

If you think I should add anything to this guide please let me know in the discussion section.
Please vote whichever way you see fit but PLEASE leave a comment so that I know why you voted that way. Hopefully if you down vote I can change my guide based on your comment then convince you to upvote =-D (or explain myself a little more).
You must be logged in to comment. Please login or register.