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Spells:
Clairvoyance
Flash
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction

I come from the South-East Asian Server (SEA), and my Summoner Name is eviolin.
This is my first guide, so please be lenient in your ratings, and leave a comment below on how I can improve on future guides.
I made the guide as I saw many


I hope you take the time to try my build, and please try to leave an upvote and a comment, as I put a lot of effort into this guide.


- A support champion, not a burst mage, her AP ratios are too low to make for a burst mage. Ability Power is not needed on her, but can be built for increased healing
- NOT a burst healer, as her max level heal is 120, not as strong as
Soraka's
Astral Blessing, which heal 140 at level 2 of
Astral Blessing.
Aria of Perseverance, however, functions more like a sustained heal, slowly regenerating your allies health.
- A champion that requires great positioning. Her non-ultimate spells are non-targetable, so knowing where to stand to hit enemies (
Hymn of Valor), heal the correct ally (
Aria of Perseverance) and speed up the team (
Song of Celerity) is important. Furthermore, staying alive to do these things, and hitting as many enemy champions as you can with your
Crescendo is also part of positioning. I'll elaborate on this more later.
The

I will make my own gameplay videos soon, so that it is more up to date.
Pros:
Cons:
- Wonderful babysitter, with heals and buffs.
- Early game harass is top-notch.
- AoE Stun (or dance), which is great in teamfights.
- Easy to play once you get used to the range.
- Long casting range for all her spells.
- Short cooldown for non-ultimate spells, and relatively short cooldown for her ultimate,
Crescendo
- Largest boobs. NO ONE, AND I MEAN NO ONE, not
Ahri, nor
Janna, has larger tits than
Sona.
Urgot may come close, but
Sona is a clear winner in this department. These wonderful things provide a natural taunt on male champions, such as
Master Yi, who can see your humongous tits from any part of the color spectrum.
Cons:
- Very squishy.
- People can walk out of your ultimate.
- 3 main non-ultimate spells are non-targetable, and may need some time to get used to the range of her spells.
- No burst healing (already explained)
- Not much damage late game (unless you are AP
Sona, if so, read other AP guides)
- Huge boobs may obscure you and your allies vision, and makes female enemies jealous and want to kill you.
Runes




I personally like





greater seal of replenishmentSeals
greater seal of replenishment is the way to go, as it gives me the much needed Mana Regeneration at early levels. Late game, you may still run out of mana if you hit all your spells continuously, but after a philosopher's stone, you should not have mana problems.
If you find that you do need more mana mid-late game, you can opt for




If you like cooldown reduction, which is viable,


If you want the ability power, which I DO NOT recommend,



If you are new to


If you like movement speed, or just have these,

I DO NOT RECOMMEND


Main summoner spells:
Clairvoyance is a wonderful spell, checking for ganks, enemy jungler position,
lizard elder/
ancient golem camps, etc. More about usage of this spell later. As a support, you'd better be the one taking
Clairvoyance
See that jungler coming to gank you? Quickly get to the brush and
Flash away when the jungler enters the brush.
Power Chord tricks and tips will be covered later in this guide.
Flash is your primary escape spell, or secondary chasing spell to land a slow (purple
Power Chord, Tempo) or to land a
Crescendo effectively on as many enemy champions as possible. IF YOU EVER GET CAUGHT IN THE JUNGLE, use
Flash over terrain to ensure escape.
I was SO wrong about this summoner spell. It can very well replace your
Clairvoyance, as I've watched many high ELO ranked games not use
Clairvoyance, as everyone in the team gets wards,
Clairvoyance is really not needed. It does quite a lot too, like baiting people into attacking you (or your teammates), then suddenly healing them, and you can already feel your opponents' rage. It helps tremendously in Level 1 team fights too, ensuring your team an early advantage. While it's late game effectiveness (in teamfights) is reduced, so is
Clairvoyance. I do encourage this spell, but only if EVERYONE in your team is warding, such that
Clairvoyance should not be needed.
Possible other spells:
Exhaust and
Ignite are possible, maybe for slowing, shutting down carries, burst healers, or that extra damage for killing, but leave these spells to your teammates as they are supposed to do the damage and TAKE THE KILLS. As a support, you must let them have the GOLD from kills and you get extra gold from assists.
While
Ghost has many more uses than
Flash and has a shorter cooldown,
Ghost would not get you through Crowd Control(CC) effects as safely as
Flash. Also, its mastery (
Summoner's Wrath
) is in the Offense Tree, and you do not want to touch there.
Cleanse is possible, if the other team has many CC. But, mercury's threads should be enough of any CC. And you should not be in the position to get CC'ed.
Quicksilver Sash can be a better option as
Cleanse uses up a valuable summoner spell.
Not Recommended.
If those 4
Mana Potions don't do enough mana regeneration for you, or your laning partner is extremely mana-hungry but unable to buy mana regen (such as
Caitlyn) you may opt for
Clarity but I DON'T RECOMMEND
Clarity anyway.
Not Recommended.
HIGHLY NOT RECOMMENDED SUMMONER SPELLS:
NO. JUST NO. If you die, it's not so bad, but please, NEVER TAKE THIS.If you actually tkae this, I'm going to go to your house, and smash your face on the keyboard until you never take it for
Sona ever again. (Ok, I'm kidding but you get the point.) The only time I see worth in
Revive is when you are TROLLING. If so,
Revive away.
Your AP ratios are lousy, and AD not enough for that boost in Attack Speed from
Surge. Maybe your
Teemo can get this, but definitely not
Sona.
Oh, Improved
Smite gives 10 gold on use! Time to get it! Please, your team will hate you, and your opponents will laugh over your dead body (literally).
Sona does not gank. If you need to push, use
Song of Celerity. It will be good enough.
The only good use of
Teleport is to run away from sudden ganks, but the long cooldown makes it suck.
Even though the patch preview said that
Promote was "a good option instead of
Clairvoyance" for supports, I once met a
Sona in normal game with
Promote. She pushed a little, then... my jungler came in and killed her, as she has no escape options (
Flash).
Clairvoyance
Recommended




Flash
Recommended
See that jungler coming to gank you? Quickly get to the brush and






Heal
Actually Awesome.
I was SO wrong about this summoner spell. It can very well replace your





Possible other spells:
Exhaust SPAAAAAACE Ignitel
Viable, but not Recommended


Ghost
Not Recommended
While





Cleanse
Not Recommended



Not Recommended.
Clarity
Not Recommended
If those 4




Not Recommended.
HIGHLY NOT RECOMMENDED SUMMONER SPELLS:
Revive
NO. JUST NO. If you die, it's not so bad, but please, NEVER TAKE THIS.If you actually tkae this, I'm going to go to your house, and smash your face on the keyboard until you never take it for



Surge
Your AP ratios are lousy, and AD not enough for that boost in Attack Speed from



Smite
Oh, Improved

Teleport


The only good use of

Promote
Even though the patch preview said that





Starting Item Build


DON'T FORGET TO ALWAYS BUY WARDS!
Core Item Build


It is built from philosopher's stone, which is your first item for extra mana regen and 5 gold/10s (or commonly referred to as gp5).





Do not get this item if someone in your team already has it.
This section will show the possible item choices for that 5th slot, and 6th slot in very very late game (generally avoided for sight wards).
Banshee's Veil is a wonderful item, providing health, mana, MR, and a spell shield to counter 1 negative spell. The spell shield is good, but dont rely on it, as enemies try to pop it with a low-importance spell all the time. This is, in my opinion, the best MR item for non-tanks.
Only problem? It is expensive, and does not build from any of the core items, unless
Heart of Gold was not built, leaving a
Ruby Crystal to be made into catalyst the protector.
Can be used for 5th item slot, or to replace
Heart of Gold at mid-game, as the 4th item.
Zeke's Harbinger? OMG u n00b. Attack speed, lifesteal, heatlh regen, armor reduction on enemies, Y U TROLLIN?
However much
Zeke's Harbinger is useless to you, it is EXTREMELY beneficial to your team, but build it only if your team has many physical damage dealers.
In ranked, your team will usually have an AD Carry (at Bottom lane with you), AD Jungler (most of the time AD), and a Tanky DPS up top, making 3 AD users. If you buy
Zeke's Harbinger, your team will be most glad to protect you, for that sweet armor reduction.
Good item, 5th item slot, build it only during late mid-game.
However brightly it shines on
Sona's recommended items, I almost never get it. However, if someone in your team has
Aegis of the Legion, you can buy this instead. The CDR for the whole team is extremely beneficial, its chunk of health is good for you, and it acts as a steady
Clarity for your teammates with the mana regen aura.
Can be used for 5th item slot, 4th item slot if no
Aegis of the Legion, 4th item slot if it replaces
Heart of Gold.
I personally love this item, as it gives me a thick chunk of health, a good amount of AP, and a steady slow.
You may ask: "Potchewy, why do you need a slow? Isn't Tempo's 40% slow enough?"
Tempo is slow enough, but having a
Rylai's Crystal Scepter makes all your abilities (and power chords) have a slow. Using
Hymn of Valor's 700 range to slow 15% is quite good, considering Tempo needs to be charged up, with
Song of Celerity being the latest spell cast. Any
Power Chord can also be used to slow 35%. So, in my opinion,
Rylai's Crystal Scepter is a wonderful item on
Sona
It is expensive, however, and should not be bought until late mid-game. You can buy
Giant's Belt first for the health boost, then spend another 1995 gold on the remaining items and combine cost.
Can be used for 5th item slot, or to replace
Heart of Gold at late mid-game, as the 4th item.
D you want armor with more CDR? Frozen Heart is the item for you! With Armor, CDR, Mana, a great 20% attack speed debuff (with a fairly long range) for a passive, this is a great item.
I never tried stacking both
Randuin's Omen and
Frozen Heart together before, but I think the attack speed debuff will stack. Both these items together provide a real heap of armor, making u a Tank
Sona.
IF you do get this item, this will make you hit the CDR cap with
Shurelya's Battlesong(15%),
Frozen Heart(20%) and 3 points in
Intelligence
(6%), to a total of 41%, but only 40% counts.
A 5th, or more likely 4th item.
Randuin's Omen is a good item, as it gives you a ton of armor, nice amount of health and health regen, small amount of CDR, an active which does awesomely well on AA champions, and slows everyone in its radius anyway. Best part, it builds from your
Heart of Gold, and in doing so does not use your 5th item slot at all.
However, only build this if the enemy team has a good amount of AA or just AD champions.
Possible item, 5th item slot, build it only during late mid-game.
Will of the Ancients is, of course, the
Zeke's Harbinger of magic damage dealers. It gives them a good chunk of AP and Spell Vamp, allowing them to heal while dealing more damage.
A good item, but it also makes the enemy want to kill you more, to shut down the auras.
Possible item, 5th item slot, build it only during late mid-game.
12 Mana Regen/5, 20% Cooldown Reduction, 75 Ability Power. At only 2350 gold. Isn't this good on
Sona?
Yes, I would say so. However, this item does not give you any survivability (unless you count spamming
Aria of Perseverance). It is still good to have to have this item though, as you can buff your teammates more by reducing your cooldowns. Mana Regen-wise, philosopher's stone may not be enough, but
Shurelya's Battlesong is more than enough to get you through.
Possible item, can replace philosopher's stone or
Shurelya's Battlesong, or put as 5th item slot, build at mid-game.
A wonderful offensive and defensive item, giving AP and MR. The range of its debuff is 1000 (not shown on MobaFire's and LeagueCraft's tooltips, making me search the wikia), synergizing with your
Crescendo. However, in the actual teamfight, after ulting, you generally want to stay behind, and this may waste the debuff, but just a little.
Problems? The components aren't very cheap, and the combine cost is high (1050 gold).
Possible item, 5th item slot, build it only during late mid-game.
while the gp5 from kage's lucky pick may help, I suggest selling it later on. But
Deathfire Grasp does not give you any survivability, but if you do get it, use it after your ult. You'll land the active safely.
Crescendo>>
Deathfire Grasp
Possible item, 5th item slot, get kage's lucky pick early on, and upgrade straight to
Deathfire Grasp.
Well, I never suggest getting this, as it does nothing for your survivability, CDR, and its Mana Regen is as bad as it's
Meki Pendant. philosopher's stone is much better, with slightly more mana regen, cheaper cost, gold generation, health regen, and it does not need to be stacked. Unless you want
Strength of Spirit
(which only adds on 13.5 health regen/5 seconds at max, losing to 18 on philosopher's stone), no
Tear of the Goddess should ever be found on any
Sona. You heard me? Good.
If you get any of these, please tell me you're pubstombping in Normal Games, don't build AP Caster in a Ranked Game. However powerful, these items are risky, as
Sona will be likely to get focused even more, and you generally want to avoid that. Snowball items are great, but may cause you to make stupid decisions to save your stacks.
See that reddish aura around those items? If you've been following the color coding in my guide, red means bad. (Ok,
Void Staff is blue sometimes, but dont get it just because it's blue.)
"
Greater Mark of Magic Penetration? Why not get a
Sorcerer's Shoes too?" PLEASE, NO. You need that MR and Tenacity (or CDR, if you get
Ionian Boots of Lucidity), and your spells dont really hurt. Besides, tier 2 boots are generally bought after laning, and after laning,
Sona's damage will not count as much.
If you have any suggestions, leave them in the comments below.
Good Item Choices

Only problem? It is expensive, and does not build from any of the core items, unless


Can be used for 5th item slot, or to replace


However much

In ranked, your team will usually have an AD Carry (at Bottom lane with you), AD Jungler (most of the time AD), and a Tanky DPS up top, making 3 AD users. If you buy

Good item, 5th item slot, build it only during late mid-game.
However brightly it shines on



Can be used for 5th item slot, 4th item slot if no


I personally love this item, as it gives me a thick chunk of health, a good amount of AP, and a steady slow.
You may ask: "Potchewy, why do you need a slow? Isn't Tempo's 40% slow enough?"
Tempo is slow enough, but having a






It is expensive, however, and should not be bought until late mid-game. You can buy

Can be used for 5th item slot, or to replace

D you want armor with more CDR? Frozen Heart is the item for you! With Armor, CDR, Mana, a great 20% attack speed debuff (with a fairly long range) for a passive, this is a great item.
I never tried stacking both



IF you do get this item, this will make you hit the CDR cap with



A 5th, or more likely 4th item.
Possible Item Choices


However, only build this if the enemy team has a good amount of AA or just AD champions.
Possible item, 5th item slot, build it only during late mid-game.


A good item, but it also makes the enemy want to kill you more, to shut down the auras.
Possible item, 5th item slot, build it only during late mid-game.
12 Mana Regen/5, 20% Cooldown Reduction, 75 Ability Power. At only 2350 gold. Isn't this good on

Yes, I would say so. However, this item does not give you any survivability (unless you count spamming


Possible item, can replace philosopher's stone or

A wonderful offensive and defensive item, giving AP and MR. The range of its debuff is 1000 (not shown on MobaFire's and LeagueCraft's tooltips, making me search the wikia), synergizing with your

Problems? The components aren't very cheap, and the combine cost is high (1050 gold).
Possible item, 5th item slot, build it only during late mid-game.
while the gp5 from kage's lucky pick may help, I suggest selling it later on. But



Possible item, 5th item slot, get kage's lucky pick early on, and upgrade straight to

Tear of the Goddess

Well, I never suggest getting this, as it does nothing for your survivability, CDR, and its Mana Regen is as bad as it's




If you get any of these, please tell me you're pubstombping in Normal Games, don't build AP Caster in a Ranked Game. However powerful, these items are risky, as

See that reddish aura around those items? If you've been following the color coding in my guide, red means bad. (Ok,

"




If you have any suggestions, leave them in the comments below.
Passive:

After casting 3 spells, Sona's next attack deals 14 + 9 x lvl bonus magic damage in addition to a bonus effect depending on what song Sona is currently playing.
Additionally, Sona's Auras persist for 2 seconds after deactivating and set off a 2 second global cooldown.(Innate)
The most multipurpose passive ever. The bonus effects will be explained in each 'song' later.
Remember the bonus damage only can be used after 3 non-ultimate spell casts.
Note: This bonus damage can be used on towers.
Additionally, Sona's Auras persist for 2 seconds after deactivating and set off a 2 second global cooldown.(Innate)
The most multipurpose passive ever. The bonus effects will be explained in each 'song' later.
Remember the bonus damage only can be used after 3 non-ultimate spell casts.
Note: This bonus damage can be used on towers.
Alternate Skilling Order
Q:

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 (50 / 100 / 150 / 200 / 250) (+(0.7 per ability power point)) magic damage to the nearest two enemies (prioritizes champions).
Power Chord - Staccato: Deals double power chord damage.
Hymn of Valor is your main damage ability and should be taken first, and you charge
Power Chord in the Summoner Platform. Your teammates may freak out when they get 8 extra AP(especially the AD carry) from the Persistent Aura, but if they do, give them a gentle reminder on your
Hymn of Valor's Persistent Aura effect.
I max it second for decent mid-game damage, and aura for pushing.
Alternatively, it can be maxed last, for improvement of
Song of Celerity.
Activation: Sona fires bolts of sound, dealing (50 / 100 / 150 / 200 / 250) (+(0.7 per ability power point)) magic damage to the nearest two enemies (prioritizes champions).
Power Chord - Staccato: Deals double power chord damage.



I max it second for decent mid-game damage, and aura for pushing.
Alternatively, it can be maxed last, for improvement of

W:

Persistent Aura: Sona plays the Aria of Perseverance, increasing nearby allied champions Armor and Magic Resist by (7 / 9 / 11 / 13 / 15).
Activation: Sona sends out healing melodies, healing Sona and the most wounded nearby allied champion by (40 / 60 / 80 / 100 / 120) (+(0.25 per ability power point)) and inspiring them to receive double the benefit of her Aria passive for 3 seconds.
Power Chord - Diminuendo: Reduces the target's total damage output by 20% for 4 seconds.
Aria of Perseverance is your healing ability, and should be taken at Level 2 to heal up any Level 1 counter-harass on you and your laning partner. The tether of the heal can be seen (even from brush) and may give away your position, but does not reveal you. Using it before taking damage can help too, by reducing damage taken for 3 seconds (read green text above).
I max it first for lane sustain.
Activation: Sona sends out healing melodies, healing Sona and the most wounded nearby allied champion by (40 / 60 / 80 / 100 / 120) (+(0.25 per ability power point)) and inspiring them to receive double the benefit of her Aria passive for 3 seconds.
Power Chord - Diminuendo: Reduces the target's total damage output by 20% for 4 seconds.

I max it first for lane sustain.
E:

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 (6 / 8 / 10 / 12 / 14)% Movement Speed for 1.5 seconds.
Power Chord - Tempo: Slows the target by 40% for 2 seconds.
Song of Celerity puts out a buff that increases movement speed, and I take one point in it at Level 4.
Activating it near allies will show a quick arrow on the ground that moves toward the allied champion.
If you
recall back to base for items and more wards, as you are returning to lane, hit
Song of Celerity every time it comes off cooldown.
If you are running away from a gank, spamming
Song of Celerity and
Aria of Perseverance can help you (and you teammates) escape safely.
I max it last to improve damage from
Hymn of Valor earlier.
Alternatively, you can max it second, as the movement speed buff of 14% and 20 may be needed more.
Activation: Sona energizes nearby allies, granting them (6 / 8 / 10 / 12 / 14)% Movement Speed for 1.5 seconds.
Power Chord - Tempo: Slows the target by 40% for 2 seconds.

Activating it near allies will show a quick arrow on the ground that moves toward the allied champion.
If you


If you are running away from a gank, spamming


I max it last to improve damage from

Alternatively, you can max it second, as the movement speed buff of 14% and 20 may be needed more.
Basic Ability Usage
All these skills are non-targetable, and require good positioning to hit properly. I'll go over some useful spell combos with these 3 abilities.
NOTE: Your spells can be cast while moving, and I strongly suggest you do so.




Harassing with


By doing this, you land a hit on the enemy champion, do not pull minion aggro, and charge 1 skill for


This is your main combo for running away, making sure you stay alive while have enough speed to run. Hit multiple times (WEWEWEWEWE...) for best effect.
Power Chord Usage


Blue

Staccato, or Blue
Power Chord, is your main harass skill in the lane.
Let's say laning phase is from levels 1-8. Staccato deals 2 x (14 + 9 x level) magic damage, so:
Level 1: 46
Level 2: 64
Level 3: 82
Level 4: 100
Level 5: 118
Level 6: 136
Level 7: 154
Level 8: 172
I seriously love this burst damage early game, and this is one of my primary reasons I get
Greater Mark of Magic Penetration. Just imagine a Level 4
Sona walking up to you, with 67(base damage 57 + hymn of valor aura 8)AD and 100 magic damage. This burst damage is insane early game, and the best part? It scales upon level, making
Sona not require AP, or more skill levels, for this good damage.
Note: Use Staccato on towers for quicker pushing.
To use Staccato effectively: Stay in the brush, near the enemy champion, and charge 2 spells, by healing with
Aria of Perseverance or attacking champions with
Hymn of Valor. Step out of it,
Hymn of Valor within 550(
Sona's AA range), and AA the champion immediately after, using Staccato. Immediately after, step back into the brush. This should take off 1/3 of a regular laner's health, and make them run in fear of
Sona's unexpected burst. Taking a AA shot from the enemy champion is fine, but DO NOT neglect map awareness and the opponent's counters.
This combo can also be achieved with
Power Chord ready, and it is slightly better as both
Hymn of Valor and
Power Chord can travel together.
To do this, have
Power Chord ready, and move to attack the enemey champion. Once
Sona stops moving to fire
Power Chord, hit Q
Hymn of Valor. Both will land together and the instant damage dealt is scarier.
This is your combo when clearing some jungle mobs, like the wolves, wraiths, double golems, or occasionally, the ancient golem, if your mage does not need the Crest of the Ancient Golem (Blue) buff. Hit it multiple times for best effect.
Hitting W;
Aria of Perseverance after Q;
Hymn of Valor give slightly more heal as
Aria of Perseverance heal is boosted slightly with
Hymn of Valor's passive AP.
Song of Celerity is only hit to charge
Power Chord.

Let's say laning phase is from levels 1-8. Staccato deals 2 x (14 + 9 x level) magic damage, so:
Level 1: 46
Level 2: 64
Level 3: 82
Level 4: 100
Level 5: 118
Level 6: 136
Level 7: 154
Level 8: 172
I seriously love this burst damage early game, and this is one of my primary reasons I get



Note: Use Staccato on towers for quicker pushing.
To use Staccato effectively: Stay in the brush, near the enemy champion, and charge 2 spells, by healing with





This combo can also be achieved with



To do this, have




This is your combo when clearing some jungle mobs, like the wolves, wraiths, double golems, or occasionally, the ancient golem, if your mage does not need the Crest of the Ancient Golem (Blue) buff. Hit it multiple times for best effect.
Hitting W;






Green

This is a great debuff, cutting off 20% of damage dealt from a single enemy target. Ideally, you want to debuff the highest damage dealer (carries), and if you do so, it reduces the opponent's damage for that team fight greatly, and your team's chances of doing better in that team fight.
In the laning phase, this can save you (and your teammate) from undesirable events, like ganks, or sudden burst from your laning opponents. One heal, then debuff the attacking enemy, do this as soon as they start committing to attack. Just make sure you have 2 charges ready and enough mana to use this.
In the laning phase, this can save you (and your teammate) from undesirable events, like ganks, or sudden burst from your laning opponents. One heal, then debuff the attacking enemy, do this as soon as they start committing to attack. Just make sure you have 2 charges ready and enough mana to use this.
Purple

An even stronger debuff that slows your target by 40%. Used great in initiating ganks, chasing, slowing enemy chasers, etc.
This spell combo is both used offensively and defensively. That
Vayne getting away from your finished teamfight?
Activate
Song of Celerity to catch up to her, and
Power Chord that *****. This should slow her enough and boost your allies enough to catch (and possibly kill) her.
Got caught in the jungle without
Flash ready?
Activate
Song of Celerity and hit your pursuer with
Power Chord, and proceed to run all the way back, or juke for a while in the jungle.
Note that Tempo only slows 1 target enemy, and if you get caught with more than 2 enemy champions around you, shame on you, you should have had more map awareness.
This spell combo is both used offensively and defensively. That

Activate


Got caught in the jungle without

Activate


Note that Tempo only slows 1 target enemy, and if you get caught with more than 2 enemy champions around you, shame on you, you should have had more map awareness.
Ultimate (R) Usage






BRRRAAAAAMM! The enemy champions inside your ultimate's range are stunned, taking damage. This is your basic combo in using




These are the 'chasing' ults, and I strongly recommend the first one as your basic attack range of 550 will guanrantee a hit on your 1000 range




Combining these two will yield




DO NOT USE unless no choice otherwise, as blowing your



Escape Combo


This, my dear readers, is the solution to getting caught. If there is terrain nearby you can



I will try to add videos for harassing and spell combos ASAP.
As a support, you really need to ward their jungle up, in case of ganks or buff-stealing. These are some good locations to ward up. I'll go over the locations in more detail.

1. Dragon and Baron, use pink
Vision Ward to check and clear any enemy wards.
2. Regular Lane Warding, where you ward between Baron/Dragon entrance, the tri-brush at Ward #7, and your lane. If you go off to get blue, or just to top lane, just help the solo top (if there is a jungler) to ward.
3. Mid Lane/Counter Jungle Ward
On both sides, a ward is greatly needed to check for ganks in mid, which is VERY vulnerable.
4&5. The Counter-Jungle/Mid-Lane/Baron & Dragon walking route.
A Must ward in mid-game, in order to safely escape Baron/Dragon or any buffs. A well placed ward at #4 can disregard warding at #3.
5&6. Mid-Lane Pusher/Defender's Choke point.
If you are going for their inner tower, or defending your inner tower, ward these 2 places up, and you should not get ganked.
7. Bottom/Top Lane Tri-Brush
Pushing Bottom (if purple team) or Top (if blue team), warding this brush is good for late mid-game to early mid-game. in early game, if you have been pushed to your tower (blue team), that brush marks the entrance of the enemy gankers.
8. Ancient Golem Ward
The locations of these wards are correct if you are on the blue team. Put nearer to the wolf camp in the enemy jungle, and away from it in your jungle.
9. Lizard Elder Ward
Warding the brush (just the tip), is good enough for your own jungle. Unless your team is counter-jungling, you do not have to ward their Lizard Elder.

1. Dragon and Baron, use pink

2. Regular Lane Warding, where you ward between Baron/Dragon entrance, the tri-brush at Ward #7, and your lane. If you go off to get blue, or just to top lane, just help the solo top (if there is a jungler) to ward.
3. Mid Lane/Counter Jungle Ward
On both sides, a ward is greatly needed to check for ganks in mid, which is VERY vulnerable.
4&5. The Counter-Jungle/Mid-Lane/Baron & Dragon walking route.
A Must ward in mid-game, in order to safely escape Baron/Dragon or any buffs. A well placed ward at #4 can disregard warding at #3.
5&6. Mid-Lane Pusher/Defender's Choke point.
If you are going for their inner tower, or defending your inner tower, ward these 2 places up, and you should not get ganked.
7. Bottom/Top Lane Tri-Brush
Pushing Bottom (if purple team) or Top (if blue team), warding this brush is good for late mid-game to early mid-game. in early game, if you have been pushed to your tower (blue team), that brush marks the entrance of the enemy gankers.
8. Ancient Golem Ward
The locations of these wards are correct if you are on the blue team. Put nearer to the wolf camp in the enemy jungle, and away from it in your jungle.
9. Lizard Elder Ward
Warding the brush (just the tip), is good enough for your own jungle. Unless your team is counter-jungling, you do not have to ward their Lizard Elder.






In its simplest use, there are some good places to use


1. Ancient Golem/Wolf Camp CV
Most Junglers start with the Ancient Golem. Use

2. Dragon/Bottom Lane Gank CV
Use this if your opponent are acting odd (being extra aggresive/defensive or freely losing HP), when your laning opponents leave the lane (not immediately) and you see them walk by your #2 ward, without heading to Mid Lane. They are probably doing the Dragon.
3. Lizard Elder/Double Golem CV
Use

4. Lizard Elder/Wraiths/Ward #6 CV
If you're pushing, using


5. Mid Lane Gank/Baron&Dragon pretense Ambush CV
"The whole team's MIA! Check Dragon/Baron now!" Wait, are the really doing Baron/Dragon? Or are they lurking in the brush indicated by Ward #3, to catch you off guard? This is quite important in a counter-ambush, but does not always need to be used. For example, CV #2 and #6 can check for Baron/Dragon, and if they aren't there, don't foolishly go and facecheck.
6. Baron/Top Lane Gank CV
In the early game, you use this to check if an enemy jungler is going for your solo top ally. While in the late game, this is to check for the enemy team doing Baron.
Actually, if your team is doing Baron, you want to check for enemies trying to steal the Baron Buff for their team, so CV between #6 and #3(if you are in the blue team), and between #1, #5, #6 (left jungle)(if you are in the purple team).
If your team is doing Dragon? Between #1, #2 and #5 for the blue team, and between #2 and #3 for the purple team.
- Changed starting build to 1
Faerie Charm, 3 sight wards, 2
Mana Potions, from the old build of 1
Faerie Charm, 2 sight wards, 4
Mana Potions.
- Moved
Heal up to Recommended Summoner Spells.
- Moved
Zeke's Harbinger to Good Item Choices, from Possible Item Choices.
- Added
Morello's Evil Tome and
Tear of the Goddess
(They used to be part of my core build when I started
Sona, at summoner level 15 or so.)




- Moved

- Moved

- Added


(They used to be part of my core build when I started

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