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Sona Build Guide by Yasutsuna

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League of Legends Build Guide Author Yasutsuna

Tsuna's Guide to Support Sona

Yasutsuna Last updated on November 14, 2016
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Conventional

Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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Ability Key R


Threats to Sona with this build

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Threat Champion Notes
2
Janna Probably one of the easiest match ups. She has no harassing and is one of the more passive supports. However, she is great at disengaging so you will probably not be able to kill her. Just poke her and her ADC as often as possible. Do not tower dive her or she can just buff her turret to kill you.
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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.




Pros
  • Amazing Poke.
  • Hymn of Valor good for invading.
  • Versatile Kit
  • Synergies well with most ADCs.
  • Crescendo is very stronk.
  • Boobs! (and butt, apparently)
Cons
  • Very squishy.
  • Relies on good positioning.
  • Only CC is her ultimate.
  • Skills are non-targeted.
  • History of getting nerfed.


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Massive Pre-Season Change

Still testing now. Trying to pick between those masteries and her place in bot lane now. Should be ready soon.


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Masteries


Will only cover major comparisons as opposed to every of them.

Poke-Orietated Masteries:
Double-Edged Sword vs Expose Weakness - Expose Weakness is better as it can benefit your allies in later game. If you pick Double-Edged Sword , be sure to not get caught out or you'll die even faster.

Bounty Hunter vs Oppressor - Both aren't really that good for Sona since she has a lack of CC. However, since Bounty Hunter requires you to KS kills, it is a lot worst compared to Oppressor . It can also be backed up with allied CC.

Merciless vs Meditation - Mainly depending how good you can poke. If you're not that good, go for Meditation , since players tend be a lot more careful once they reach below 50%.

Dangerous Game vs Bandit - Depends how long you plan to stay in lane. If you're planning to wander around a lot due to your ADC being more passive, Dangerous Game is the way to go.

Intelligence vs Precision - More of a personal preference, Intelligence gives more CDR, which is good for Sona due to the nature of a kit. However, since she pokes too, Precision also works well. Your choice.

Keystone Section:
Stormraider's Surge - Kind of niche. If your enemy is really squishy, it can be good, especially if you get an early Sheen. Not really suitable in higher elo as people tend to have more defensive runes, making it harder to drop 30% of their health.

Thunderlord's Decree - Good if you're experience in proc-ing it. Normally, you'll AA, followed by a Hymn of Valor, immediately followed with a Power Chord, since having the 3rd count of Power Chord will reset your AA.

Windspeaker's Blessing - If you're very good at using Sona's combo, using this will be better as she can buff multiple people at the same time.

Heal-Orientated Masteries:
Precision vs Intelligence - Intelligence is always better as you'll most build items that buff your heals and shields.

Merciless vs Meditation - The mana regenration is better, especially early on since your Aria of Perseverance does chew up mana early on.

Recovery vs Unyielding - Mainly depending on enemy match-up and what you'll be building. If the enemy have a lot of burst, you'll tend to build more defenses, then the Unyielding will be better.

Explorer vs Tough Skin - Much more of a personal preference. If you do get Explorer , try to stick close to the bushes most of the time so you can use it when the enemy invades. If your enemy is a poke champion, Tough Skin may be better.


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Runes

Greater Mark of Hybrid Penetration
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.


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Summoner Spells







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.


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Skills



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Hymn of Valor
Sona sends out bolts of sound that deal 40/80/120/160/200 (+50% AP) magic damage to the two nearest enemies within 850-range, prioritizing champions. Sona and allied champions tagged with Hymn of Valor's aura deal 20/30/40/50/60 (+20% AP) bonus magic damage on their next basic attack within 3 seconds.


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 Sona heals herself and a nearby allied champion with the lowest health percentage for 30/50/70/90/110 (+20% AP) to a maximum of 45/75/105/135/165 (+30% AP). Sona and allied champions tagged with Aria of Perseverance's aura are granted a shield with a strength of 35/55/75/95/115 (+20% AP)


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 15% increase for heals and shields when you use Mikael's Crucible and Ardent Censar, her heal actually became a lot stronger, especially when you cap her CDR and get some mana regeneration.



Song of Celerity Sona gains a 13%/14%/15%/16%/17% (+7.5% per 100 AP) 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. Allied champions tagged with Song of Celerity's aura gain 10%/11%/12%/13%/14%/15% (+3.5% per 100 AP) movement speed for 1.5 seconds.


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.



Crescendo Sona plays an irresistible chord in a line, dealing 150/200/250 (+50% AP) magic damage to enemy champions and Stun icon stunning them for 1.5 seconds, forcing them to dance. Each rank of Crescendo improves Sona's aura's bonuses and Song of Celerity's self buff.


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.


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Items



Starting Items







Spellthief's Edge will help you deal more damage with poking as well as earn some gold. Health Potions are for lane sustain as you can't always rely on your Aria of Perseverance as it drains mana. Remember to grab Warding Totem to ward up.



Early Game







Your laning situation will always affect the first item you pick up. If your getting poked down a lot, get the Chalice of Harmony as it allows you to get more mana for healing. If your lane is getting ganked a lot, or your enemy jungler seems to visit other lanes a lot, get the Sightstone and try to get some deep wards. If your lane is going well and you're dominating the enemy, an early Sheen will allow you to push your advantage. If the enemy Blitzcrank is always trying to drag you to hell, a Boots of Speed, followed by a Chalice of Harmony will allow you to use your Song of Celerity to dodge. Always remember to get a Vision Ward if you don't have one out. Your choice of boots always boils down to personal preference. Boots of Swiftness if your enemy relies on slows, Sorcerer's Shoes if they're getting early magic resist, Mercury Threads if they rely heavily on CC that are not slows.



Situational








Ardent Censer and Mikael's Crucible both offer a passive that boosts Sona's shields and heals, which are really good. Get Arden tCenser if your team have a lot of attack speed reliant champions or if you're constantly pushing lanes as the attack speed can help a lot in destroying turrets. Mikael's Crucible is good if one of your teammate constantly screws up. It is also good if your enemy have a long-*** snare like Morgana as getting caught would always mean instant death. Alternatively, if you favor heal more, getting an Athene's Unholy Grail is good. However, due to the nature of the item, you need to constantly poke enemies to get the charge. It does offer good CDR, too. Lich Bane should come from your Sheen if you pick it up early. Coupled with some AP, you can easily shred turrets down. Get Locket of the Iron Solari if your enemy have a lot of AoE magic damage. If you're picking up a lot of actives, the Ruby Sightstone may be better if compared to the Eye of the Watchers as you will have your actives up more often.


Alternate Items

Refillable Potion & Corrupting Potion - Good if you're against a poke lane as you can save your gold from buying potions. When you upgrade it to a Corrupting Potion, you can use it in conjuction while poking so you can deal extra damage. Try to only activate when you need to regenerate so you don't waste the healing effect.

Iceborn Gauntlet - It's good if your team have a severe lack of CC or if you keep getting targetted. The extra mana is also welcomed, along with the CDR. Make sure you don't overcap it.

Dead Man's Plate - The armor and the health is good. The extra movement speed is good. While you won't get to use the slow when you attack, it is still relatively good if you roam a lot.

Ancient Coin - Good if you somehow picked Sona into a Blitzcrank and you don't trust yourself to dodge properly. This will allow you to gain gold without leaving you open to getting hooked.

Talisman of Ascension - If your team lacks chasing power, this will allow you to chase people easily, especially if your Song of Celerity in on cooldown.


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Somewhat Small Tips on Doing Things

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.

Hitting Crescendo


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.

Caught out


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.

Teamfight


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.

Assassination


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.

Leashin'


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
Objectives:
  • 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 Stealth 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)
Objectives:
  • 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)

Objectives:
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.


Guide Top

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.










Credits:
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

Changelog
09.12.2015 - Major update. Clean-ups, simplifying and update to 5.24

Older Changelogs


To-Do List:
- Add: AP Support
- Add / Link Warding Guide
- Add (Support): Nunu, Kennen, Volibear
- Add (ADC): Urgot, Varus, Tristana, Twitch