Green Sona (Heal)
About Sona, Maven of the Strings
Sona Buvelle, Maven of the Strings
Sona is a AP Ranged Support who excels in having a lot of utility. She has poke, sustain, a speed boost, CC, a slow and a nuke. Basically, she is a jack-of-all-trades, allowing her to be very versatile. Her kit revolves around buffing her allies with her active and using her Crescendo to disrupt her enemies in teamfights. Since she is naturally squishy without much form of escape, she is best suited to stay behind and use her auras to aid her team. While Ability Power is important for her since she scales off raw AP, Cooldown Reduction is way more important because it allows her to continuously use her auras to aid her team, followed by mana regeneration so she can constantly keep up her auras. Ability Power comes after that.
DISCLAIMER: There are some low-brow dirty stuff in here. You have been warned.
If you find anything outdated, drop me a PM or comment and I'll fix it as soon as possible.
Will only cover major comparisons as opposed to every of them and will forego the obvious ones.
Fresh Blood vs Expose Weakness :
Early on, Fresh Blood wins hands down since it gives you an edge during poking while Expose Weakness forces you to rely on your teammate. If you're coordinated, Expose Weakness will always be better, especially later on since it's percentage-based damage.
Double-Edged Sword vs Battle Trance :
Since most porpular ADC nowadays come with their own poke ( Caitlyn, Miss Fortune, Jhin), taking Double-Edged Sword may be riskier as Sona is squishy to begin with. Battle Trance suits Sona more since she thrives under extended fight.
Merciless vs Meditation :
If you're going offensive, Merciless is the way to do since more damage. Meditation is much better if your facing another poking champion so you can heal up more often. If you're going for the heal Sona, Meditation is always better since you deal jack damage anyway.
Greenfather's Gift vs Bandit vs Dangerous Game :
Dangerous Game is good if you have a kill-orientated lane since you can heal up a minor bit and win trades harder. Greenfather's Gift for poking and Bandit for passive lane.
Precision vs Intelligence
Precision for poking, Intelligence for healing lane. This one is actually more of a personal preference, Intelligence does scale better late game compared to Precision but the 5% CDR doesn't really help much early on when compared to Precision
Thunderlord's Decree vs Windspeaker's Blessing :
Windspeaker's Blessing is more of a safe bet even with a more offensive build since your heal scales off AP anyway and it scales relatively well into late game. Only get Thunderlord's Decree if you're sure you can constantly proc it during pokes to deny them their farm.
||Argueable with Greater Mark of Magic Penetration. Hybrid Penetration is good for Sona because she needs to AA after she uses Hymn of Valor, making it better. If your enemy is the grabby kind, or you're not confident in proc-cing the Hymn of Valor buff, Magic penetration will be better.|
||Personal preference. If you're feeling lucky, the 1% crit chance can put you ahead of the enemy. Can be switched away if you don't like the chance.|
||Standard seals, since you need to deal with physical attacks, no matter what.|
||Since most teams have a fair balance of AP and AD. Having magic resistance is important, especially early on so you don't explode as fast.|
||Just some extra Ability Power for Sona as her abilities uses it.|
|The most preferred spell for Sona who lacks a reliable escape mechanism as it can be used to jump past walls. Also, Flash allows her to do the Flash- Crescendo combo. Finally, can be used to dodge skill-shots that will otherwise kill you (use it sparingly as it has a whooping 210 cooldown).|
|This might be better for Sona, especially if you lane is kill-orientated. Her early game damage coupled with Ignite can easily kill the enemy AD Carry or Support (if he/she is a squishy mage type). Also good to stop ******** healing and lifesteal.|
|A standard support spell. It is useful regardless of the phase of the game especially if the enemy team has a champion who can dish out a lot of damage in a short time. Also very helpful to win skirmishes. Always get this if your enemy have a snowbally champions, since Ignite will be useless against them when they give on your carry.|
||Hymn of Valor||
Your bread-and-butter skill for damage and poking. It deals amazing damage against your enemies during laning phase, especially when combined with your Power Chord. This skill is a non-targeted skill which will target the enemies closest to you, or champions if there are any present in the 850 range. During laning phase, remember to land an auto-attack with the aura buff to dish out more damage. Also, the aura could help you win early skirmishes when you buff your allies.
Combines with the Power Chord the damage can be used to shatter Morgana's Black Shield. However, the on-hit damage provided by the aura will not trigger on structures. Combined with Lich Bane, you can deal massive damage to a single target.
||Aria of Perseverance||
The sustain skill of Sona. Similar to Taric's Imbue, it allows Sona to heal her and the most injured ally witihin 1000 range. A very good skill to negate poke in the laning phase. However, the major drawback is it takes a lot of mana and shouldn't be used carelessly. Also, try not to use it when near a stealthed champion unless your other partner is more injured as the bolt will fly towards champions under stealth, giving away their position. Try to spread the aura to as many people as possible during teamfights to minimize damage taken, especially by AoE. With the reduced cooldown by her Crescendo and the increased heal by Redemption, her heal actually became a lot stronger, especially when you cap her CDR and get some mana regeneration.
||Aria of Perseverance||
Boosts the movement speed (MS) of Sona and her allies. A good spell for engaging or retreating. This skill is maxed last due to it being having the least impact in a fight. However, a level is taken at Level 3 or Level 4 as the boost can potentially secure a kill, whether by Power Chord or by boosting your allies' speed. A good skill when used together with Talisman of Ascension as it makes escaping nearly impossible.
||Aria of Perseverance||
Sona's ultimate. It is a really strong skill that stuns people within its range. Depending on when it is used, it can potentially break a team-fight or skirmish into your favor. Note that it does have a travel time and can be blocked by Yasuo's Wind Wall or Braum's Unbreakable, so cast it before they get to use those abilities or after they used it, but never when they are using it.
Also, try not to miss this skill.
Items - Blue Sona
As the name implies, this build revolves more around poking and zoning the enemy champions. To maximize this build, you need to be more aggressive. In the early game, you focus on poking the enemy, only going for guranteed kills. In the middle game, you can roam a bit if needed when your ADC backs since you have some damage. In the late game, stick with the team and just deal damage and heal when needed. Stack up your Athene's Unholy Grail.
Sightstone - Because spoilers are good, aren't they? How aggressive their jungler is and what support you're facing will dictate when you'll buy this. Get this as your first back if the jungler is roaming around often to watch out for ganks or to ward bushes if you're facing Blitzcrank or Thresh. No matter what, this will be your second item, latest.
Hextech Revolver - A cheap item that gives you extra damage when you poke. This is one of the best first small item pickup if needed. Coupled with Sheen, you can deal a lot of damage later on.
Lich Bane - A more offensive pickup. The AP boosts your heals and shields when giving you a very strong poke even with no other major AP items. It also caps your CDR with the 10% it gives and allows you to charge Athene's Unholy Grail more effectively.
Athene's Unholy Grail - The heal is really good. No matter how you look at it. In teamfights, you need to constantly poke enemies to get the Blood Charge to heal your allies. It gives you everything you need, but most importantly, it boosts your heal by a massive amount.
Rylai's Crystal Scepter - It gives AP and some HP. However, the selling point is the slow. Since Sona can easily spam her Hymn of Valor, it's easy to constantly apply the slow, especially against enemies weak to kite.
Luden's Echo - Are you high? No. Maybe. It gives some AP and extra poke for your Athene's Unholy Grail's Blood Charge, along with some movement speed, allowing you to reposition better. Since Sona is generally quite spammy, you can easily charge this up.
Hextech Gunblade - Not necessarily the one you build, you can easily swap it for Hextech Protobelt-01 if you want. However, I prefer this over the protobelt since it provides a minor slow you can use along with your Power Chord E. Matter of your preference.
Items - Green Sona
As opposed to the Blue Sona, this build revolves around your heal and shields. This is especially good if the enemy have a lot of sustained damage. All the items will mostly contribute shields and health or buff them. Early game, you'll be more passive due to the lack of damage pickup, but still poke if you can. Middle game, you should be able to win most skirmishes due to your heal. Late game, you're basically a heal bot with a hard CC and some poke.
Sightstone - Honestly, I don't like wards. But it win games. So... buy it.
Redemption - Gets a nerf, still broken. Never get this as your first major item since it scales with level. It's good as the second major item, after Athene's Unholy Grail but not as impactful as a first. Remember you can still use this when you're dead and it scales off the increase in health and shield as well as Windspeaker's Blessing .
Mercury's Treads - The only time you should stop healing is if you get CC-ed and to prevent that from happening you get Mercury's Treads. If you haven't cap your CDR, then might want to change for Ionian Boots of Lucidity.
Athene's Unholy Grail - Mentioned above. Same reason.
Control Ward - Always have one in your inventory and one on the map.
Locket of the Iron Solari - Good against enemies with AoE magic damage like Annie and Katarina. The active also grants them Windspeaker's Blessing so it's a good pick up if needed. Using this item at a critical moment can migate a lot damage off initiations or protect your ADC.
Guardian Angel - On the very weird 5% time when your enemy have a little magic damage or you're getting killed too fast to do your job, Guardian Angel can replace Locket of the Iron Solari, although this hardly happens.
Lich Bane - Mentioned above.
Mikael's Crucible - A really niche item for me. The active is still good, especially against roaming champions like Twisted Fate or champions like long duration soft CC Morgana. The problem is it offers nothing apart from cleanse, which relies a lot on your timing and regeneration don't stack with Athene's Unholy Grail.
Somewhat Small Tips on Doing Things
Overhauling for clarity and simplicity in progress...
Poking: When and How?
Poking can be a dangerous game, depending on who you're against and how you do it. As a rule of thumb, never over-extend to poke someone, unless you're sure you can zone them out without them fighting back. Make sure you have a clear idea of the range of your Q and your AA. You primarily want your Hymn of Valor-enhanced attack to hit the enemies. Also, know that your AA range is slightly shorter compared to your active so you would actually need to move closer to use it. (as seen in the picture). If their support is also a poke-based champion, try to adjust accordingly when they move backwards or are out of position. Also, never waste your Power Chord on winions if you somehow fail to proc it off when trading. Just keep it and wait for another chance.
Overextending, the Bane of Sona
No, I'm serious. Sona has little to none escaping potential and will most definitely get killed if you give the enemy a chance. Never overextend, no matter what. This kinds of happens when you want to proc off your AA and your enemy is running away from you. Chasing should not be done, especially if one of them is waiting around as they can potentially murder you. You're very squishy and can be easily killed early on, especially if they stun you and you get Exhausted. Generally, try to get in range of your AA before using your Hymn of Valor so they have less time to respond, which means you can proc your Power Chord easier and won't get shot down out of position.
Invasion, Let's Go!
A Level 1 Power Chord is not even a joke. Invasion is one of Sona's strongest options at the start of the game. Your Hymn of Valor not only buffs your attacks, but also your allies, which allows your team to deal stupid amounts of damage at a single target. Before any invasion, remember to get two or three stacks of your Hymn of Valor so you can proc Power Chord easily. During these invasions, even if you expect resistance or not, never, ever stand in the front. You'll most likely be the first one they kill as you're squishy (like your boobs, sorry can't help myself). The idea if that you'll cast your Hymn of Valor, getting the third stack as well as tagging as many of your allies as possible and try to burst someone down. Use your Exhaust if needed since it is very strong at this stage. Try not to waste your Flash unless it is the last hit and nobody seem to be able to get it.
Crescendo is so damn OP that Rito Games decided to make it hard to land, effectively. I remember when I first started playing Sona, I always assumed that Crescendo have no travel time and try to blast someone at the maximum range, which obviously doesn't work, making me waste my ultimate for nothing. When using your Crescendo, generally your maximum range is about 3/4 of the shown range as the renaming 1/4 range can be easily dodged due to the travel time, unless the target is not moving. Also, I feel that Sona players should learn to use Crescendo on quick cast as it can shorten the time you need to hit it. (Approximately 1 second). Another thing to be careful of is when enemies have abilities that can erase them from existence or warp around in short amount of times. ( Alpha Strike, Death Mark, Distortion etc.) For the case of Zed and Master Yi, try to hit them after they appear if you suspect they will use their skills (especially Master Yi. For LeBlanc's case, try to line your Crescendo to hit both zones, or wait until she returns to those zones.
Sona gets a lot of attention because she's a female with E-Cups (I think?) There are times when guys like Nasus and Yasuo and even girls like Irelia and Katarina decides to express their love to you by bashing your head in. Mainly because you're very squishy, especially early on, you tend to get focused a lot during ganks, especially if your ADC can easily escape. You'll be seen as an easy source of income for them and thus, getting killed. This is also especially true during teamfights as the ADC, Fighter or Mage last ditch effort to bring one more person down before dying themselves, or just because you're in a lower elo. To counter this, positioning will be the key, try not to leave yourself exposed, especially in the front and do not dive into the fray unless you can get away with it, without burning Flash.
Your teammate looks like a tank, feels like a tank, has items like a tank, and even smells like a tank. Let him tank. Many a times when I watch people play Sona, they tend to move far too close to the frontlines in an attempt to make the most out of her auras. This, however, is one of the worst mistakes that can be done. Mainly because, you can't tank, at all. Assuming you did walk in the front line, you can be easily busted down unless your burn Flash or waste Crescendo, both which aren't good at all. You should stand near the back lines and wait until the fight starts. Use Song of Celerity to move forward quickly to buff your allies, then move back again. Do not linger in the front lines too long, especially if the enemy has a lot of AoE damage.
Surprise sex is actually bad, but can be great in LoL. (Especially when there's many girls. Mm, that booty) Flanking is actually very good for Sona. Especially during mid game when 2 or 3 man ganks start happening, you can use your Song of Celerity to flank the enemy while someone else fights head on. At this stage, your damage would still be fairly damaging and your Crescendo and Power Chord - Tempo can easily allow your ally to catch up. However, only do this when you are sure there is no back-up for the enemy as you would be sandwiched between two people and would obviously, lead to your death.
Hymn of Valor is made for leashing, use that uber blue thing. (Insert dirty joke here, I ran out of them) Sona's Hymn of Valor is very good for leashing. Using it properly can easily allow the jungler to take down their first camp quickly. Whether you decide to use your Power Chord or not, you'll need to make sure you, the jungler and your ADC gets the Hymn of Valor buff. Try standing in a position which allows you to do that.
Life of Sona on the Field of Justice
Early Game: Level 1 - 9
- Stay with the carry
- Poke your enemy
- Zone your enemy
- Makes sure ADC don't die
At the start of the game, you would get your starting items and head to the lane. Remember to charge up your Power Chord to 2 stacks at the fountain before leaving the base. Leash the jungle at Ancient Golem or Gromp depending of which side you are. When the minions start clashing, always look for a chance to cast your Hymn of Valor on the enemy and auto-attack them after that to maximize your damage. Only go for the poke when it is favorable for you. If your enemy have stuns or Once you hit level 2, get your Aria of Perseverance for sustain or to get out of sticky situations. Put your Warding Totem or Control Ward down at one of the chock points so you don't get ganked (easily).
In the event of a gank, don't randomly spam buttons. Cast your Aria of Perseverance when the enemy projectile is coming to negate some damage and back up, using Song of Celerity if needed. Also, if needed, use your Exhaust. Once you back up to the tower, you should be save but prepare for the eventuality of them tower-diving, especially if you're low on hp.
In the event of a skirmish, where you decide that you and your ADC wants to kill them, remember to stack up your Power Chord. Deploy your heal when needed and continue to attack them with Hymn of Valor. Cast Exhaust on the champion whom you want to kill (hopefully the ADC) or use Power Chord - Tempo if it is up to secure a kill. If your jungler is present for a gank, it will be the same but will be much easier. Remember to ward up before doing this. Last thing you want is both of you getting baited and murdered by their jungler.
Middle Game: Level 9+ (when turrets start dropping and 2-3 man ganks are more often)
- You're still stitched to your ADC.
- Ward objectives, especially Dragon
- Keep your ADC alive.
At this phase, you'll be keeping an eye on the main objectives like Dragon and Baron Nashor . You'll be following your ADC most of the time, whether he wants to farm or roam. Remember to keep the map lighted up as getting ganked at the period is more fatal than earlier on. Remember to ward up the area if your team is going to push or take Dragon and especially, Baron Nashor because getting invaded while doing Baron is basically close to 5 free kills for the enemy.
In the event of pushing down a turret, remember to charge up your Power Chord - Staccato and use it on the turret as the bonus damage will apply. Remember to ward behind you, so you can react quicker if you do get ganked.
in the event of roaming or getting ganked, keep your wits with you and use your Aria of Perseverance and Hymn of Valor. Hit your Crescendo on the most important target so your team can kill them off. Try to hit as many targets as possible. It is okay if you hit only one, but never, ever completely miss everybody. Always Exhaust the main damage dealer. Use Song of Celerity and Mikael's Crucible as needed.
Late Game: Not indicated by level (when most champions have full items)
At this point of time, both teams will have nearly their full set of items, depending on the amount of farm they have. Keeping an eye on Baron Nashor is extremely important as the buff can easily turn the tide of a battle. At this time, most champions (maybe except the support) can take the dragon alone and will if you give them the chance. You should be moving with the team and stay near the back line but in range where you can still buff your team. Hit your Crescendo at the start to give your team an edge and use your items and spells accordingly. Alternatively, if your team does not have much peel, it is wiser to save your Crescendo for peeling, as this can save your ADC. You will just be moving along with your team whether they want to push or secure Baron Nashor . Remember to keep the wards up to prevent your team from being ambushed.
Note: Keep in mine that this is just a scenario, games will almost never go as smoothly as this, but this is a general idea of what you should be doing.
Conclusion + Thought about Patches + To-Do List
And with this, I'll end my Sona guide, Maven des Cordes. I would appreciate it a lot if you leave a vote and a comment on what could be better or how the guide was in overall or if I missed out on anything.
LilyPichu - TL;DR Sona Video
jhoijhoi - Formatting Guide
Latest Legend - For Proofreading this guide.
Nubtrain (from another website) - Tips on guide writing
Dr. D (from another website) - Formatting Guide
Corsair - For the punchlines.
ScrapComputer - Sona Tips
Owner of the Pictures - For the Pictures
You - For taking your time to read this guide
21.01.2017 - Overhauled items and some parts to fit update 7.1
2016 - Lots of small updates.
09.12.2015 - Major update. Clean-ups, simplifying and update to 5.24
- Edit the Small Things section for clarity.