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Just had to point out that one flaw in your guide. Pretty sure that should be teammate :P
Great guide but one question
Why E instead of W in that first point? Sure E is nice for the movement to get there faster but I've found that having W seems to help more in those top fights. Being able to heal friends as they back off a bit is a lot of use.
+1 though.
Well, think about it. With enemies like tryndamere, who needs friends? :D Lol but you're right. I'll fix that immediately.
To answer your question, by the time you do reach top, the ambient exp will have gotten you to lvl 4 already, so you'll have your q, e, and w by the time you reach the windmill. The extra speed from your e benefits your team more, as w only affects you and one other player, whereas e affects your whole team.
So long as you have 2 points on q, one on w, and one on e by level 4, everything's gravy.
Thanks for commenting!
or healing an enemy in time to save them by the skin of their teeth
Just had to point out that one flaw in your guide. Pretty sure that should be teammate :P
Great guide but one question
Why E instead of W in that first point? Sure E is nice for the movement to get there faster but I've found that having W seems to help more in those top fights. Being able to heal friends as they back off a bit is a lot of use.
+1 though.
Just played with this and I thoroughly rocked. Only thing I'd change would be switching promote with clarity. Early game was fairly intense, and even with the pots I ran out of mana rather quickly. +1
Clarity is a wonderful skill, and it does have plenty of uses... in Summoner's Rift. Clarity in Dominion is good at first, but then its usefulness dwindles as the game progresses, and Dominion games go by fast. Therefore, the opportunity cost of taking Clarity over promote or even Flash (which I've been doing recently) is too high. Don't forget, the health packs give you mana, and that amount was increased in the latest patch, so those will help you maintain adequate mana levels in conjunction with your mana pots.
Thank you for your comment!
i actually use very similar techniques with sona, except in summoners rift instead of dominion. i feel the whole "swiss army knife" role fits well in it, and winning team battles is more important in summoners than dominion i think, so her support/burst role plays excellently. playing aggressively with sona is always fun, especially when the opposing team becomes visually scared of your bursts ^__^
again, great build xP
i would just like to suggest you fitting lich bane in there a little earlier, or at the least getting sheen in there nice and early as the combo from your Q and sheen proc + your power chord absolutely shreds squishy champs (even better with lich bane as your getting adding 100% of your AP as damage in that one pwer chord) with 1x Q and 1x power chord (with lichbane) you can hit around 1400 dmg just from lich/deathcap/prospectors - not including Mpen or the 5% AP buff in dominion. (also depends on their MR)
otherwise really nice descriptions - lots of good tips in there
I do agree with you on the Lichbane part. I might sometimes based on what my friend is playing change between grabbing Lichbane over Sweeper just to toy with people more. But the effectiveness on grabbing that last hit from Sweeper sometimes pays off.
otherwise really nice descriptions - lots of good tips in there
Love the games when people see Sona and think nothing of her. :) After playing Support Sona for so long, being able to put out some pretty nice damage is a great way to mix things up.
Lol you're so right. There's plenty of people, even on my team, that when I pick Sona, they say stuff like 'ugh, why?' and whatnot. 15 minutes and 17 kills later, the dialogue changes from reluctance to amazement. Even if you don't main Sona, this is a good build to get some laughs when Master Yi/GP thinks they can take you at half-health and then you obliterate them in two shots xD.
Oh, and thank you for being the first to post! :D