Masteries
| Masteries |
|
4/4
|
4/4
|
1/1
|
3/2
|
4/1
|
4/3
|
1/4
|
1/1
|
2/3
|
3/3
|
3/3
|
Through masteries we were able to fill in some of the gaps that
Sona was missing that she would need to do well, here we will amplify the stats sona has to turn her into a killer.
- A small boost to ability power, may not seem like much but early game every point into your stats makes a difference.
- A small cooldown reduction of 4%, as stated already these stats may not seem like much but they add up when look at as a whole.
- A great point well spent, 10% magic pen will increase all spell damage you do by ignoring 10% of the target total magic resistance, this will effect your ultimate, your Q and your passive's damage.
- Using a mix of both magical and physical damage despite being ability power based this is a great choice, it will increase all damage you pump out by 1.5% allowing for that extra bit of damage into every burst.
- With a slow climb of 1 ability power per level to a cap of 18 extra this is just a small boost to your maximum potential.
- This is the point you wanted the most from this build, ot provides 5% bonus to your maximum ability power, increasing all boosts already gained and will gain to allow you to reach a high amount of power. This will help out in both healing and damage.
- This gives you an extra 6% damage to targets below 40% health, if you can take an enemy off guard and get them to this point killing them off will be no problem.
- Increases mana gained by 20% from
Clarity and gives
Clairvoyance an extra 2 seconds in duration.
- A 7% decreasment to your total deathtime, as a support you are bount to be targeted sooner or later, why not shorten the time?
- With an extra 12 mana per level with will both boost your ability to cast but also stack into adding up into your
Archangel's Staff with a bonus of 216 mana.
- Provides you with a bonus 3 mana regeneration, this grants you with the ability for early casting potential by granting you mana over time.
Items
Core Items:
-
Archangel's Staff allows for
Sona's to keep casting due to the growing amount of mana and a mass amount of ability power gained through total mana.
-
Morello's Evil Tome has all the stats a support will need from ability power, mana regend and cooldowns.
Suggested build order:
X3 - These items to start off will give you the early mobility one needs to move in and out of combat and or range of an ally, it also makes it so you do not need to waste mana on healing yourself outside of combat.
- Due to
Sona's Natuarlly high burst damage one will not need to focus eary on into a high ability power item but more into an item used thoughout the game, getting
Tear of the Goddess will allow Sona to build up the mana stacks needed for later and will allow her to sustain lane through more constant healing and attacking.
- Given that Sona's abilities are not known for their short cooldowns but neither are they to long, but despite this cooldown reduction is needed along with the movement to escape unessassary damage.
- By this point Sona will need higher damage and healing and to gain this Rabadon's Deathcap is the best choice item since it will give the largest amount of easily gained ability power, it is also better to go for this item considering that in this point in time the bonus ap will be much greater than that gained from upgrading your
Tear of the Goddess.
- Even if your income is great this is the next item you should aquire, you had probably just spend all your gold on Rabadons and will need to gain money fast to finish your build. This item will also be upgraded later.
- by now your
Tear of the Goddess will have a large amount of bonus mana which is needed for a mass ability gain, for the time this is the next best choice.
- This item has great value for
Sona since you are already comboing your physical attacks with your spells to abuse your passive's damage this will add the extra boost needed to ensure that your target dies.
- You no longer have a need of the money gain from
Kage's Lucky Pick so it is time to upgrade it, this will provide cooldowns, mana regen and abilitypower.
The last item is left open for your own personal choice, depending on what you think will fit best depending on how the game is going.
Other possible items:
Situations+ability use (ultimate)
Counter to AD carrys eating your team mates would be to use your passive with the ability
Aria of Perseverance to both heal your ally and reduce damage they take, in addition to this the enemy deals less damage. If this does not work you can simply use your ultimate.
If you see your jungle coming in for a gank charge up your passive to two stacks then move into position and use your ultimate after your jungle enters lane, this gives them time to get in and deal some damage, if the enemy does not die activate your speed boost and slow them with your passive to ensure the kill for at least one of you.
Unexpected or unwanted teamfights can be turned around by holding back healing up your team and moving in to fire off attacks, then when the time arises activate your ult getting as many enemies into it as you can.