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Sona Build Guide by ImDoneWitU

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author ImDoneWitU

Support Carry Sona

ImDoneWitU Last updated on October 30, 2012
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Ability Sequence

1
3
7
9
12
Ability Key Q
2
5
8
10
13
Ability Key W
4
14
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 30


Guide Top

Introduction

Welcome to Support Carry Sona Guide, Sona can be one of the most influential champions in the match if played right... My name is ImDoneWitU and i hope u enjoy this guide/build as much as I did.


Guide Top

Runes

Runes

Greater Quintessence of Ability Power
3

Greater Seal of Mana Regeneration
9

Greater Glyph of Mana Regeneration
9

Greater Mark of Magic Penetration
9
There are many different opinions on what runes one "must" have as certain champs but in my opinion it varies with your game play. I for one use a lot of mana so taking Mana regen/5sec glyphs and seals make a big difference in early game play. Taking Magic pen marks helps deal that lil bit of extra damage to help your team down an enemy champ faster. I also take Flat AP Quintessences to help with early game as well. Feel free to try something different and dont be afraid to think outside the box...( i ran her with arm pen and attack spd and she still rocks)


Guide Top

Masteries

Masteries
1/5
3/5
3/1
1/1
4/1
3/5
1/5
4/1
2/5
4/5
3/1
1/
taking Greed + Wealth will help you pick up the extra ward in the beginning, and maintain a steady flow of gold. Scout helps let u know ahead of time when ganks are incoming as long as you pay attention to your mini map(which is vital). Good Hands and Improved Recall are nice for; returning to heal faster and avoiding death if they are getting close, and if you do die coming back sooner is always a plus. The CD reduction from Intelligence and Mastermind help bring your sustain and damage to its fullest


Guide Top

Items

CORE ITEMS



these three items will help keep your heals spamming without running out of mana as well as helping deal out some damage of your own.

Starting ITEMS


Faerie Charm, sight wardx2, Health Potionx3, Mana Potionx2
this starting build depends on you taking the Greed and Wealth masteries.
the Faerie Charm is cheap but effective and allows you to get philosopher's stone to help with your gold intake(because you wont be getting much to any from minions only when AD carry is gone). Having two sight ward helps you either maintain the ward in the river bush or you can use it to stop them from hiding in the bushes on the lane, which btw is annoying. HP and MP are self explanatory and can be intermixed with each other based upon how you play.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
trading off between ur Hymn of Valor and Aria of Perseverance will help maximize both your sustain and damage output for both your self and your team. Song of Celerity is useful but is more of a secondary need for your team it helps in later game more than early and mid. and of course get your Crescendo at every opportunity lvl 6/11/16


Guide Top

Summoner Spells

and
Clarity is useful to both your self and your team but not very good if your lane partner doesn't use mana, however most ad carries do. when in lane with a champ that doesn't use mana Teleport, Heal, Exhaust or Ignite are other choices

Flash is great for closing the distance for heals, buffs, or kills and also for creating a gap between you and an enemy champion.