Sona Build Guide by Retribution
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| Health | 2600 |
| Health Regen | 51.4 |
| Mana | 2329 |
| Mana Regen | 61.39 |
| Armor | 130.4 |
| Magic Resist | 65 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 13 |
| Attack Damage | 101 |
| Attack Speed | 0.896 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 60 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 27.47% |
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Mastery Tree Is Outdated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
1.1: Introduction.
I consider
Sona to be one of the most viable supports in the game right now. Despite multiple nerfs, she is still one of the most widely picked supports, along with
Taric. She has a good amount of cc, huge poking damage for the laning phase, as well as the ability to support your team through buffs and heals.
I first tried out
Sona when I was around level 25. She was free that week, and I was playing a game where our team was lacking a support. At that point, I didn't really play any supports (At the time, I play AP Soraka mid and had no other supports), so I picked up
Sona. She is a champion that's fun to play. Despite having a higher skill cap than other supports, I learned her pretty quickly. (It's like the way how I've never managed to learn how to play
Master Yi: I'm weird like that :P) After buying
Sona (After a long period of delay from buying other champions), she has became one of my top support champions, along with
Janna and
Lux (Often played AP mid, but she's a good support too).
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These are my Season 2 stats as
Sona. Welp, might not be the best, but I don't always do that well. When I do do well though, my AD carry gets really fed. :D
Check out my other guides!
Lux: The Final Spark. A Comprehensive Guide.
Ezreal: A True Display of Skill. A Comprehensive Guide.
1.2: The role of Supporting.
The support is often the underplayed, and undesirable role. However, the support plays a vital part in your team. How? A good support will be able to keep your AD carry alive, and fed. As we all know, a fed ADC wins games. In that sense, the support is the most important player on the team, along with the Jungler, but is seldom recognized. Both teams will be like "OMG THAT
Ezreal IS SO FED QQ", but consider this: How did he get fed? It's either because he was laning against really, uhh, "bad" opponents, or he just had a good support that kept him alive and well.
As a support, you do not have damage output, like the other members of your team. You also do not have the tankiness of, well, tanks. However, you have a wide skill set, which can be used both offensively and defensively, as well as the game-changing cc in
Crescendo. A good support will be able to survive team fights without getting hit, while still being able to support your team. That comes from the knowledge of positioning: A skill that is easy to learn, but very hard to master.
While other members of your teams are either farming, fighting enemies, or something else, you are probably roaming the map, placing those valuable
Sight Wards all over the place. Those wards [b]save lives[/b]. Well, "If your opponent wants your head they'll come anyway" (Quote from M5), but having that extra vision allows you to be aware of when there might be trouble, and when to stay away from certain areas. Vision on vital buffs can also secure global objectives for your team.
Perhaps the undesirable part of playing a support is the lack of damage output (Hence why tanks are not popular in general), but they play a vital role in a team, and can secure victory in a game, if played correctly.
1.3: Pros and Cons.
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Pros
+AoE spells! +A lot of poke! + +Underestimated healing! +A speed boost! +Great for smartcasting! +/t /j. :P filler |
Cons
-REALLY squishy. -No mana regen unlike -Hard to master. -Mana-hungry early. -Role is hard to fill. |
2.1: Rune sets.
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Gold 3 |
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The above are standard runes that I find viable on support champions.
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| Runes | |||||||||||||||
Greater Mark of Hybrid Penetration 9 |
Greater Seal of Scaling Health 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Movement Speed 3 |
Greater Quintessence of Ability Power 3 |
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These are some other runes that I find viable on
greater seal of vitality gives us a huge amount of health late-game, which is vital, considering how squishy
2.2: Mastery Trees.
On
To help with buying wards,
2.3: Summoner Spells.
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For me, |
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This is rapidly becoming the spell of choice for support champions. |
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This used to be the support spell of choice, but it just doesn't fit in with the current meta anymore. This can be used to scout the map, important objectives, or to prevent ganks. It's nice to have at higher elo play, but spells like |
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Consider CLG NA's 3 |
2.4: Sona's skillset.
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This will be our main poking tool, and is your only spell other than your ultimate that does damage. I like to max this first. With this spell, you can deal significant damage to your laning opponents, harass your opponents hard while your partner farms, and provides an aura that gives nearby allies AD and AP. Usually, I sit in the bush, and when the enemy comes close to last-hit, I'll use this and
Note: I did not hit filler
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This spell grants us the ability to heal nearby allies, and provide them with a defensive aura, much like
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This spell grants us extra Move speed, allowing us to get from point A to point B faster. This won't be used much early game. Usually, you can activate it while you're heading back to your lane (Stacking up your tear of goddess in the process), or just roaming and warding. The speed bonus is more than one might think. It's also really nice for chasing down targets, because the
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Sona plays her ultimate chord, forcing enemy champions to dance (stun) for 1.5 seconds and take 150 / 250 / 350 (+80% of ability power) magic damage. |
This spell is the one that gives

2.5: Recommended skill sequence.
fillerAt level 1, I typically start out with
After that, I usually pick
At level 3, you have a few choices. Level up
After that, you will want to level up your skills situationally, unlike other items that have a set skill sequence. Prioritize
3.1: Starting items.
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This is my standard choice for starting a game as a support. This gives us some Mana Regen, which is nice for our mana consumption early game. This is the single cheapest non-consumable item that you can buy, meaning you'd enjoy the benefits while sparing plenty of gold for early game |
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This is another good idea to start the game. You get extra speed, and this will make the early laning phase a lot safer. However, you do not have the luxury of increased Mana Regen, nor the extra money for more |
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3.2: Choosing boots.
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This item is amazing for early game CDR, which works along the ideas that |
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These boots give us a tremendous amount of MS if we are out of combat. As a support, you will be roaming and placing |
*I consider the above boots to be the most viable on supports. Build situationally, and every pair of boots other than
3.3: Core item set.
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IMO, this is the most important item you can get on |
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This item builds from our early |
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This item grants us a good amount of health and armor, not to mention an aura of increased Health regen and an Active shield for all allies nearby. While the shield itself isn't so big, using this on your whole team essentially means your team gains over 1000 in terms of effective health. I almost always get this right after |
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3.4: Aura Items.
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This item gives us health and CDR, as well as a Unique Aura effect which grants AS and Life Steal. As the current meta dictates ADC bot, and bruisers in top lane and/or jungle, this item would often benefit your team well. I typically get this item if my team is AD-heavy, after |
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Essentially the AP Counterpart of |
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Since the nerfs to this item a while back, it is no longer as viable. However, it is still a nice choice for when your team is AP heavy. You'd likely get close enough to the enemy team to use the Aura when you use |
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We would get this item if the enemy team has a fed champion who relies on AS. From this, we get a good amount of armor, a bit of CDR, as well as a Unique Passive that has a chance to slow your attacker down if you are hit with basic attacks. We can use the Unique Active effect for the same purpose as well. This is essentially an |
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This item grants a massive amount of armor, and quite a lot of mana, as well as a whopping 20% CDR! We also have an Aura effect that reduces nearby enemies' AS, which works well in conjunction with |
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This item grants a significant amount of health, as well as an aura that gives Mana Regen and CDR. It's a nice item to have, and especially useful for just about any team composition, even more so if your team is more AP-orientated. This will usually be my replacement for |
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3.5: AP Items on Sona?
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This builds from our early |
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This item scales quite well with our passive, and the "spammability" of |
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This item is amazing. At less than 3k gold, you get a whopping 90 AP. Nothing under 3k gold will grant this much AP, except if you are stacking |
3.6: Mejai's Soulstealer?
While you are not a significant source of damage on your team, I consider this snowballing item to be amazing on not just
Sona, but any support that scales off AP.
First, you will be getting assists easily. This benefit is magnified on
Sona, as you can gain assists simply by standing near your teammates so that they'd receive your aura. Under these circumstances, you will be gaining stacks very quickly.
As a support, you will be in the back of your team, granting them auras, healing effects, and stunning the opponents with
Crescendo. As a support should be a good strategist, as well as having a good understanding on the concept of positioning, you should never be getting hit. You should not be killed by the enemy unless it is to save a teammate. If your opponent had any sense, they would not focus you when there are more prominent threats, which includes pretty much everyone else you may have on your team. Therefore, it's unlikely that you will have trouble maintaining your stacks.
Finally, if the opponents DO decide to focus you (A typical effect of purchasing a snowballing item), it's their loss. As a support, you do not have that much damage in team fights. Your team's damage output is entirely based on your teammates, and your job is to keep them alive. If you are being focused, it means your teammates are safe, and are (hopefully) destroying the enemy team.
If this item is stacked up, you gain a significant amount of AP, improving your abilities to support. This also works to mislead the enemy team, giving them a dilemma as to who to focus. If they decide to focus you because you have a fully stacked
Mejai's Soulstealer, the rest of your team can finish them off. If they ignore you, well, your AP scalings are actually pretty darn high. 70% on
Hymn of Valor, and 80% on
Crescendo, not to mention you have
Power Chord, and that you are capable of spamming your spells for maximum effect.
3.7: Bringing "Vision" to the World.
This item is our basic source of map vision. When this item is placed, it remains in the said location for 3 full minutes, providing a circle of vision, or in other words, seeing through the fog of war. The circle can be blocked by terrain, such as walls and bushes. The ward can see inside of a bush only if it is inside the said bush. They cost 75 gold apiece, and you can keep up to 5 in each inventory slot you have. This does not reveal stealthed targets, and is invisible to the enemy team.
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This is an upgraded version of the basic
Sight Ward, and reveals stealthed targets in the area, such as
Noxious Traps, enemy
Sight Wards and
Vision Wards, and
Evelynn. This item has the same vision radius of the normal
Sight Ward, and can also be blocked by terrain.
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This item is a consumable item that allows the user to see invisible targets around them. At 400 gold each, this is the most expensive consumable item you can buy, but the effects remain until death. Meaning, it will stay for the entire game if you don't die. You can use this to clear out enemy
Sight Wards. They take 3 auto attacks to destroy, and grant 25 gold each. This can also be used to break
Noxious Traps, but they give no gold. Consider this a mobile
Vision Ward.
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This summoner spell was once a favorite among supports. When used, this grants vision to an area for a few seconds, with the approximate range of a
Sight Ward, and reveals targets in a brush. The range is global, meaning the user doesn't have to be anywhere close to get vision. This is especially useful to scout key objectives like Dragon and Baron Nashor.
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As a general rule, you want to place
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Some of my favorite warding locations.
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Placing wards in the Tri-Bush grants you some vision of the river, as well as junglers that may be approaching from the Blue Jungle.filler
This ward grants me vision of a portion of the Purple Jungle, the river, as well as the Dragon. The downside to this is that you can't see inside the pit, but this is enough vision for someone like filler
This ward grants us vision of part of our jungle. Notice that we have vision of the Wraith camp as well. Paired with the Tri-Bush ward, it is impossible for the enemy to invade without getting seen.filler
Your jungler is now even safer than before.filler
This is a great ward for the mid lane. You can see if the enemy attempts to gank mid, or take the blue buff. Along with the Dragon ward and the Tribush ward, you will have the entire bottom half of the river covered.filler
This ward grants vision on the bottom half of the river, where you can see the enemy coming out of the Tribush as well as the River. You will have more time to escape if you put it here, as opposed to in the bush. It's not that far from the lane, either.filler

Warding the side bushes will make laning even safer, since many supports like to sit in the bushes, waiting for an opportunity. This can also prevent junglers' lane ganks, as well as allow filler
This ward gives you vision of the Purple Blue buff. It can tell you and your team if anyone is attempting to take it, as well as grant vision for that portion of the jungle.filler
I will not go into the other half of the map, as all you have to do is mirror the locations anyway. :P
4.1: The Early-Game.
The role "support" essentially means you have to "support" your team. In the early-game, it's mainly your AD carry you have to worry about. You want to keep him alive in lane, let him farm up, and possibly get him a few kills. A fed AD carry typically wins games. How might one feed your AD carry? There are various methods.
1. KEEP THEM ALIVE.
This is perhaps the most important objective you have to fill as a support. There's no point in trying to get your partner fed if he's dying every 5 minutes. As
Sona, you have multiple ways to do just that. First and foremost, you have a [b]healing[/b] ability.
Aria of Perseverance has low cooldown and a relatively low mana cost, unlike other heals such as
Astral Blessing and
Primal Surge. The spell is very much spammable once you purchase
Tear of the Goddess, as your mana supply will be huge. While the heal value isn't that high, you can use it often to make it up. Keep your AD carry as close to full health as possible, as you would never know when he'd need that extra 50 health.
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2. HELP YOUR AD CARRY EARN GOLD.
Essentially, getting a teammate fed is to allow them to have more gold than your opponents do, either through farming, objectives, or killing champions. As
Sona, you can help them with all of the above methods. How, though? Don't worry if your partner doesn't know how to last-hit properly. All you have to do is to make sure that the opponent has less CS. Your damage early game with
Hymn of Valor +
Power Chord is quite high, and will usually cause opponents to back off, making them lose cs. I recommend sitting at the edge of the bush, and attack the enemy every time they get close. (Be more careful when the opponents have CC, or if they have your bush warded.)
Your passive aura from
Hymn of Valor should make it a lot easier for your partner to last hit, and that will benefit him as well.
You can take down objectives quite quickly with your
Power Chord, and the AD bonuses from
Hymn of Valor.
Finally, you have many methods to kill an enemy champion. You can make them take serious damage with
Hymn of Valor, and stun them with
Crescendo. If the enemy decides to run, you can activate
Song of Celerity to catch up to them, allowing for an easy kill.
4.2: The Mid-Game.
This phase of the game will usually begin once a turret has been destroyed. It generally means that some players will begin roaming the map. During this time, you want to get the enemy's outer turret down as soon as possible. You are in a bigger risk of getting ganked during this time, so play with more caution.
1. DESTROY THE ENEMY'S TURRET.
This is your utmost objective throughout the game, because turrets win games. You can be up 30 kills, but if the opponent destroys your Nexus it's all over. If another turret in the game has been destroyed already, that adds to your need to gain that objective. The opponent in the said lane may begin to roam the map, making it more dangerous for you in lane. Make sure the rivers have vision with
Sight Wards, and get the enemy tower down as soon as possible. Getting your AD carry a few kills in the duration is also a good idea.
2. CLEAR OUT ENEMY WARDS.
By this point in the game, you can begin to buy an
Oracle's Elixir. This can be used to clear out enemy
Sight Wards and other invisible units. As long as you're not dying much, you are not losing money. Important objectives such as Baron, Dragon, and the jungle buffs will usually be warded, so focus those places when you're clearing. Don't go anywhere without vision! The
Oracle's Elixir costs 400 gold, so it's not cheap. Don't waste it!
3. ASSIST OTHER LANES.
At this time, your role not only goes to supporting your AD carry, it extends to the rest of your team. You will be roaming the map a lot by this time, so help out other lanes! Mostly the mid lane though, because the top lane is kind of far. Make your teams focus on taking down turrets rather than going for kills. As a support, you are the play-caller, and it is your duty to make sure the team knows what to do, and cooperate. At a lower-elo, that is not always possible, but just try your best. If there is a particular teammate that is harassing everyone, ignore them. It will make your life easier.
4.3: The Late-Game.
This is the point in the game where one team fight can determine the outcome of a game. With all the resources you've gained in the earlier phases, this is the part where they go to use. By now, you are supporting the entire team.
1. GAIN A VISION ADVANTAGE.
You still want to be clearing out enemy
Sight Wards with your
Oracle's Elixir, provided you didn't lose too many of them. You also should be placing those vital
Sight Wards all over the map, and providing your team with vision, so you know what the enemy team is doing. If the entire enemy team can sneak up on you, you'd probably lose the game.
2. ENGAGE TEAM FIGHTS.
Sona is one of the supports that can do just that. Basically, you want to fire
Crescendo when the enemy team is all clumped up. Sounds easy, right? Consider a few factors. First, you don't want to die to the opposing team before you get into range. Second, you want to make sure that your team can follow up quickly, as the stun isn't all that long. Finally, consider the health on your team. If your team mates are low on health from Baron, don't engage. You'll just waste the Baron buff.
3. SUPPORT YOUR TEAM.
During the fight,
Sona has a multitude of spells for this purpose. While her damage and healing effects aren't *That* significant, the aura effects can be game changing. Constantly switching between
Hymn of Valor and
Aria of Perseverance will allow your team to receive the full benefits
Sona has to offer. Usage of items will also help as well. Auras like
Aegis of the Legion will allow your team to gain an advantage against the enemy team. Using
Locket of the Iron Solari is a must during a fight, because it means your team gains around 1000 in effective health. After a fight, you can use
Shurelya's Reverie for chasing or disengaging.
AP Sona??
Don't ask why, ask "WHY NOT".
True, we almost never see AP
Sona mid. However, it's beneficial to know how to play
Sona in the mid lane, especially if you're in ELO hell, IMO. True, this is very unconventional. It's like the way how we almost never see
Zilean mid. However, you have to consider this: What if your mid laner is AFK? Provided your AD carry knows positioning well, he should be able to farm effectively under his tower, allowing you to take over the middle lane and not leave the enemy to free-farm. Even if you have a jungler like
Cho'Gath or
Fiddlesticks, it's better for them to keep jungling regardless because they don't have the second summoners for laning, and they will need to help the lanes more often to allow for a better chance to stay in the game.
Sona's AP ratios actually aren't half bad. 70% on
Hymn of Valor and 80% on
Crescendo, not to mention built-in sustain in
Aria of Perseverance and a speed boost from
Song of Celerity. These mechanics all benefit one in the laning phase, be it in a solo lane or a duo lane. I like to build AP
Sona with a typical
Karthus build, adding on a
Lich Bane. Why those items, though?
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As we will be spamming our spells often, CDR will benefit us a lot. You can also choose |
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This item is picked very often on mages that focus on sustained damage as opposed to burst damage. What |
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This is the most widely purchased AP item, because of the incredible bonuses this gives. Dubbed the |
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This works so well with |
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This item is amazing on any AP champion that uses auto attacks from time to time, such as |
For teh LOLz. ;D
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Having fun in a Ranked game supporting, had a team fight in the enemy's jungle, and I somehow ended up with a Triple. xD
Changes Log and To-Do List.
2012/12/03: Added in pictures!
2012/10/31: Fixed introduction (Hate the glitch). Updated Rune Set section.
2012/10/30: Updated runes, will edit text at a later date. (Hate typing on my phone :s)
2012/10/27: Guide published.
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-ARAM
-AD
-Coming up with a conclusion (I hate essays.)
-Laning opponents and partners list.
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