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Sona Build Guide by fantaju1ce

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League of Legends Build Guide Author fantaju1ce

Sona - The Support Peel-er

fantaju1ce Last updated on September 5, 2016
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
14
Ability Key W
4
13
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 6

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 6



Threats to Sona with this build

Threat
Low
High
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Threat Champion Notes
10
Soraka Will negate everything you do. Bad pick against her.
Guide Top

Introduction


HOWEVER THE BUILD HAS BEEN KEPT UP TO DATE

Hey.
I am a silver scrub, but I just got here recently and I'm already at Silver 2.
Belay that, made to Gold 4 by S4 end. S5 promos with Sona to G4.
All of this was done by this build Sona (or Yasuo).

For those thinking: What was this guy thinking: I love doing damage. My ADC appreciates it (mostly) and lategame Sona is stronk as hell and her stun + heal + everything else makes her very viable in teamfights.


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PROS

+ Good Early -Mid and Lategame, as you can always dish out damage and heal your wounded teammates.
+ Possible Roaming Chance
+ Can outrun people (avoid maxing E when you're running away :P)
+ If fed, can delete enemy carries and damage their tanks, and slooooooow them.
+ Great support champ, having the ability to heal and give movement speed
+ Doesn't need a lot of time to know what her abilities do, still should check what they do.

CONS


+ No HP Earlygame
+ Wet Paper Squishy the whole game
+ If ADC sucks (a lot), you can't do much
+ Isn't great for solo lane botlane


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When To Pick Sona?

Uhm... Always.

Note: (It might not always be the best idea though, for example: You have no tanks, then pick Leona or Thresh or Nunu, Blitzcrank can be build by damage as well, there's a build out there on Mobafire.)


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Skills

Sona's Passive, Power Chord:

After 3 ability casts, Sona's next basic attack will deal 13 / 20 / 27 / 35 / 43 / 52 / 62 / 72 / 82 / 92 / 102 / 112 / 122 / 132 / 147 / 162 / 177 / 192 (+ 20% AP) bonus magic damage, with an additional effect depending on the last basic ability cast.

Using W Power Chord will give the enemy Damage Reduction for some seconds.
Using E Power Chord will give the enemy a slow.
Using Q Power Chord will give the enemy extra damage.
(Ultimate doesn't do anything with the passive)


Sona's Damage: Q. :

ACTIVE: Sona sends out bolts of sound that deal magic damage to the two nearest enemies within 650-range, prioritizing champions.
MAGIC DAMAGE: 40 / 80 / 120 / 160 / 200 (+ 50% AP)
AURA: Sona and allied champions tagged with Hymn of Valor's aura deal bonus magic damage on their next basic attack within 3 seconds.
ON-HIT MAGIC DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 25% AP) (+10 / 20 / 40)
POWER CHORD - STACCATO: If this spell was last cast when Power Chord is ready, Power Chord deals 50% bonus damage.

It's just basically Tons of Damage. It'll do of course more damage lategame than earlygame (around 400-500 DMG with 1 Q) and the Power Chord deals 50% more damage, meaning like.. ultra damage.


Sona's Heal: W. :

ACTIVE: Sona heals herself and a nearby allied champion with the lowest health percentage. The healing is increased by 1% for every 1% of the target's missing health.
HEAL: 25 / 45 / 65 / 85 / 105 (+ 20% AP)
MAXIMUM HEAL: 50 / 90 / 130 / 170 / 210 (+ 40% AP)
AURA: Sona and allied champions tagged with Aria of Perseverance's aura are shielded for up to 1.5 seconds.
SHIELD STRENGTH: 35 / 55 / 75 / 95 / 115 (+ 20% AP) (+10 / 20 / 40)
POWER CHORD - DIMINUENDO: If this spell was last cast when Power Chord is ready, Power Chord will also reduce the target's damage output by 20% (+ 2% per 100 AP) for 3 seconds.

This ability right here is what will keep YOU and YOUR teammates alive. Since it's recent buffs, the heal range has been extended and you can now heal people over the wall, BUT.
But now it has a range around you, that when teammates get into it, it will grant them a shield (it will grant you a shield as soon as you cast it).


Sona's Movement Speed Boost, E. :

ACTIVE: Sona gains a burst of bonus movement speed that decays down to the aura bonus over 3 seconds. The duration is increased by 0.5 seconds for each ally she tags with the aura.
SELF BONUS MOVEMENT SPEED: 13 / 14 / 15 / 16 / 17% (+ 7.5% per 100 AP) (+ 2% x Crescendo's rank)
AURA: Allied champions tagged with Song of Celerity's aura gain movement speed for 1.5 seconds.
AURA BONUS MOVEMENT SPEED: 10 / 11 / 12 / 13 / 14% (+ 3.5% per 100 AP) (+ 2% x Crescendo's rank)
POWER CHORD - TEMPO: If this spell was last cast when Power Chord is ready, Power Chord will also slow the target by 40% (+ 4% per 100 AP) for 2 seconds.

Your passive will work very well with this ability, giving the ability to chase people and slow them, allowing your team to catch up. Otherwise, it's a nifty movement speed boost for a few moments, also when your teammates are in the circle of boost or stuff, they will get a little movement speed boost for a few moments too.


Sona's Ultimate, R. :

PASSIVE: Each rank of Crescendo improves Sona's aura bonuses and Song of Celerity's self buff.
MAGIC DAMAGE: 150 / 250 / 350 (+ 50% AP)
ACTIVE: Sona plays an irresistible chord in a line, dealing magic damage to enemy champions and stunning them for 1.5 seconds, forcing them to dance.

This is your victory item right here. The stun will work on every enemy who's caught in the line-of-ultimate and allows your team to get in some pot-shots before they are re-awakened from the stun and attempt to run.
You can also use this Ult in 1 v 1 or an Escape.


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Early Game

Stay safe BUT poke as much as possible to make the enemy ADC's life unbearable.
You are as thin as paper, having very little health.
Though, with thought out movement and warded bushes, you can be closer to the enemies and poke them. (also at level 6 rekk them)
At level 1 Q is the finest pick as your heal was nerfed a little while ago and it takes too much mana to make it useful at level 1.


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Mid Game

This is where most likely, nobody will stay in their lane anymore.
In this time, you either stay with your ADC or roam mid and top.
In Mid-Game, if you haven't fallen behind, you will do damage, but it'll be much more useful if you don't give away free kills because you tried to get one.


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Late Game

This is where everything matters.
Having full build you can delete enemy non-tank champions just by stunning them, Q ing them and your passive. You'll deal just about 2k (1.5 or less now, the nerfs are real) dmg with that combo. And as the non-tank champion starts to run away from you, Simply: Faceroll.


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Team Fights

It's quite simple, yet for not the simple-minded people.

Stay with your team, if it's going to be a teamfight. Don't get caught because your ulti can be a gamechanger.
You will deal tons of damage, stun and give health to the people in need. Your W's shield can also save people, and the attack speed will help out your Basic attack relying teammates.


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For the end

Yes, I know this may be not fun to read (no pictures, a lot of text), but this is what got me out of Bronze and to Gold(4), so I thought I might share it.

Good luck with your games.