Sona Build Guide by potchewy
Champion Build: Sona
| Health | 2680 |
| Health Regen | 41.4 |
| Mana | 1075 |
| Mana Regen | 44.39 |
| Armor | 110.4 |
| Magic Resist | 122.06 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 400 |
| Gold Bonus | 13 |
| Attack Damage | 101 |
| Attack Speed | 0.896 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 20% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hi, fellow summoners, this is my guide for
Sona, The Maven of the Strings.
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
Sona guides over the internet, that were both old, and not suited for ranked play. From the time
Sona was released, she has gone through multiple changes, mostly nerfs. Updating for her newest playstyle is definitely important in a guide.
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
Pros:
- 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
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Gold 3 |
||||||||||||
I personally like
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
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
Masteries
Standard support masteries,
I only take
I take 3 points in
The only mastery that bears an explanation should be only 1 point in
1 point in
Why have 20 extra gold for nothing, than have a crucial point to max
This is how I play
Summoner Spells
Main summoner spells:
See that jungler coming to gank you? Quickly get to the brush and
I was SO wrong about this summoner spell. It can very well replace your
Possible other spells:
While
Not Recommended.
If those 4
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
Your AP ratios are lousy, and AD not enough for that boost in Attack Speed from
Oh, Improved
The only good use of
Even though the patch preview said that
Core Build Explanation
Starting Item Build
DON'T FORGET TO ALWAYS BUY WARDS!
Core Item Build
It is built from
Do not get this item if someone in your team already has it.
Other Item Choices
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).
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
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
Possible item, 5th item slot, get
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.
Sona's Skills
Passive:
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:
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:
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:
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.
Spell Combos: Basic Spells
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.
Spell Combos: Power Chord
Power Chord Usage
Blue
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
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
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.
Spell Combos: Ultimate
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.
Warding
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.
Clairvoyance Positioning
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.
Edits
- 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 Herald 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.)
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