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Sona Build Guide by Hanjaro

Support master

[10.2] Hanjaro's Sona Supporting your way to Challenger.

By Hanjaro | Updated on January 23, 2020
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Hanjaro's Featured Video

Runes: General

1 2 3
Summon Aery
Manaflow Band
Absolute Focus

Biscuit Delivery
Cosmic Insight

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Support Role
Ranked #1 in
Support Role
Win 53%
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Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Hey guys! Hanjaro here!
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Sona?

Sona is one of the strongest enchanters currently, she has good lane harass, very good sustain, she has utility and a scaling Exhaust, an aoe stun, and she's great into poke compositions. All in all Sona is a very versatile and
strong pick, and she's able to be blind picked pretty safely.

If you enjoy playing, or want to learn more about Sona, you can read and discuss more over at

Summoner Spells Back to Top

Flash is taken as your primary escape summoner, making it easier to correct positional mistakes.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. Sona exerts good harass in lane, and can make it easier to follow up with a kill by taking Ignite.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Barrier is a defensive summoner, removing a bit of Sona's lane pressure, but the trade off is more survivability. She's one of the squishiest enchanter's, very low base HP and stats. Barrier makes it easier to stay alive, and can turn fights around, giving you a couple more seconds to heal up and turn the fight.

Runes Back to Top
Sorcery + Inspiration

Summon Aery is the go to keystone for Sona, providing her with extra poke in lane, and an extra shield for sustain, and can proc off auto attacks. Kleptomancy is another highly picked rune, but generally only taken for when you're vs immobile, melee laners where you can attack without much repercussion. It makes her more squishy, so only into laners such as Taric.

Manaflow Band is the only viable rune in this column for Sona, it helps with your mana regen - which can quickly ramp up when you're consistently casting your abilities in lane to defend your ally and poke the enemy - your heal is high mana cost, this rune helps negate that a bit.

Absolute Focus helps again with Sona's early lane harass, taken with Biscuit Delivery and your heal, you can generally keep yourself healthy enough to be over the threshold, benefitting from the extra ability power.
Transcendence is a decent choice, although it doesn't offer you anything early game, so you're trading off some of your lane potential for later game scaling.

Once again, focusing on an early lead in laning phase, Scorch is your go to rune. It helps give your ADC a little bit more breathing room when poking enemies down, and it's the best rune in this tier for early laning.
Gathering Storm is a good option as well, but it focuses more on post 20 minutes - if you have carries such as Ryze, Vayne and Kassadin, who scale high into late game, you might want to consider taking this over Scorch.

Biscuit Delivery is a great rune for sustain. It restores 10% of your missing health and mana, and increases your maximum mana by 50 anytime you consume or sell a biscuit. This is a great rune if you are facing a poke heavy opposition, and it also synergizes well with Manaflow Band.
Magical Footwear can be taken in place of biscuits, if you don't think you'll need the extra sustain, such as when going against passive laners, or laners you won't get engaged on.

Cosmic Insight grants 5% CD, increases your CD cap to 45%, as well as reduces the cool down of both active items and summoner spells by 5%. It's not hard to overcap on CDR, so the extra is not wasted and converted to AP. Good synergy with Transcendence.

- OR -

Generally the best choice in Resolve, it also helps when facing heavy engage comps, or bursty assassins. Can help you live if you get caught out mid - late game as Sona is the squishiest enchanter in the game.

Revitalize is another main reason for taking Resolve, it increases all our shielding and healing by 5%, and increases the heal on our Aria of Perseverance when our target is below 40% hp, by an extra 10%.

Itemization Back to Top




Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and has good synergy with Song of Celerity and Magical Footwear, enabling Sona to ward efficiently, and keep up with her team.

Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.

Ionian Boots of Lucidity > CDR
A good choice to take if you need to be getting out extra abilities, and need the extra CDR, although you do generally hit the CDR cap as support, so they do pair well with Transcendence for the extra AP.

Sorcerer's Shoes > DAMAGE
Useful if you're wanting to focus on Sona's damage a bit more, and if the enemy team are taking a lot of magic resist.

Sona focuses on using her Hymn of Valor for maximum damage output, making Athene's Unholy Grail a decent pickup if you need some extra sustain for your team. Has very good synergy with your Aria of Perseverance, increasing the heal immensely. You gain CDR and extra AP, giving you a little more damage, and helps with any mana problems.

Redemption offers an aoe heal in an area, adding another aoe health sustain for Sona's allies, a core pick up on her to increase her utility and sustain. Sona's aoe heal is only in a radius around her, so it offers a targeted area heal within 5500. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% healing power, which synergizes with your Summon Aery, Aria of Perseverance, and the shields granted by your aura's.

If you have a team comp that relies heavily on fast auto attacks such as Vayne, Twitch, Kog'Maw etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a bit more burst, a small bonus to your movement speed which helps roam to ward, mana sustain and 10% CDR.

A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, and 20% shielding power - good synergy with Summon Aery.

Locket of the Iron Solari > UTILITY/DAMAGE
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall survivability, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption increases. As Sona is going to be near her allies due to her abilities only in a radius around her, Locket of the Iron Solari is very easy to proc on multiple allies.

Seraph's Embrace > DAMAGE/UTILITY/MANA
Seraph's Embrace is a decent pickup on Sona lately as it offers a lot more mana, and mana sustain, along with extra CDR (great with Transcendence), and it also offers a large shield that helps with your survivability - much needed for squishy enchanters!

Lich Bane > DAMAGE
Lich Bane is mostly a pick up for AP carry Sona recently, but if you get ahead significantly in lane or game, you can consider this as a good damage boost item. It can be expensive, and you trade off utility items for it, so generally niche for Sona support.

A good pick up if you're needing some survivability, when you cast Crescendo, you ignite an aoe around you that slows enemies by 20% - meaning less chance to escape, (or helping you escape!) while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.

If the enemy team has a lot of healing such as a Soraka or Yuumi, you may want to rush Morellonomicon for the grievous wounds passive it applies. You gain 70 AP to add onto your damage, magic penetration which can help burst through tank threats with AP resist. This is a very niche pick on Sona as you generally want to leave it for the carries to get, but not all your teams will buy it!

A great item to help you chase down enemies faster with the slow, up to 40%, if you need a bit more self peel - or if you want vision of where enemies could be, helps you not to face check brushes or while taking objectives. You gain 70 AP, adding onto your burst damage window, 10% CDR and extra movement speed.

A really good defensive item against bursty assassins, or heavy engage comps. You'll be trading one of your utility items for this more defensive option, but you're no use to anyone if you're dead!

A really good defensive item against champions that have the ability to catch you out from a larger range, such as Malphite or Blitzcrank, as you can't proc Zhonya's Hourglass when you end up in a CC chain. Good vs heavy AP comps as well due to the high magic resist it grants.
Like Zhonya's Hourglass, you'll be trading a utility item for this, but staying alive is your MO!
Abilities Back to Top

Power Chord

Power Chord (Passive)

AURA: Sona's basic abilities each generate a unique aura for 3 seconds that empowers her and all allied champions who enter its radius, also incurring a 0.5 seconds period during which she cannot cast her other basic abilities.

POWER CHORD: After casting 3 basic abilities, Sona's next basic attack deals 20 − 240 (based on level) (+ 20% AP) Ability power bonus magic damage, with an additional effect depending on the last basic ability cast.

  • Power Chord resets Sona's basic attack timer.
  • Power Chord affects turrets, inhibitors, and the nexus, but Aria of Perseverance Diminuendo's damage debuff does not.
  • When Power Chord is ready, Sona gains a ring around her. This ring will have a different color depending on the last ability used.
  • AS OF 9.20 Added a resource bar so that it's easier for Sona to track her own passive (only visible to Sona)

Hymn of Valor

Hymn of Valor (Q)

COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 8 / 7.2 / 6 / 4.8
ACTIVE: Sona sends out two bolts of sound that deal magic damage to the nearest enemies, prioritizing champions.

AURA: Sona and tagged allied champions deal bonus magic damage on their next basic attack within 3 seconds.

Power Chord STACCATO: Power Chord deals 28 − 336 (based on level) (+ 28% AP) total magic damage.

  • Even if both bolts hit the same enemy they can only be damaged by one
  • Hymn of Valor will only target enemy units if Sona has sight of them.

Astral Infusion

Aria of Perseverance (W)

COST: 80 / 85 / 90 / 95 / 100
COOLDOWN: 10 / 9 / 7.5 / 6
ACTIVE: Sona heals herself and the most wounded nearby allied champion.

AURA: Sona and tagged allied champions receive a shield lasting up to 1.5 seconds.

Power Chord – DIMINUENDO: Power Chord reduces its target's damage output by 25% (+ 4% per 100 AP) for 3 seconds.
  • Aria of Perseverance can heal stealthed ally champions without revealing them, but the projectile will reveal their position on cast.
  • Diminuendo is like a scaling Exhaust, very good to use on enemies with high burst damage.

Song of Celerity

Song of Celerity (E)

COST: 65 mana
COOLDOWN: 12 / 10.8 / 9 / 7.2
ACTIVE: Sona gains bonus movement speed for 3 seconds, extended to up to 7 seconds if she doesn't take damage.

AURA: Tagged allied champions gain bonus movement speed for 3 seconds.

Power Chord – TEMPO: Power Chord slows its target by 40% (+ 4% per 100 AP) for 2 seconds.


Crescendo (R)

COST: 100
COOLDOWN: 140 / 120 / 100
PASSIVE: Reduces the basecooldown of Sona's basic abilities.

ACTIVE: After a 0.2-second delay, Sona plays an irresistible chord in the target direction, dealing magic damage to all enemy champions struck and stunning them for 1.5 seconds.
  • Crescendo has a short travel time, and enemies will be stunned and take damage as soon as it reaches them, but if a target moves out of range as it is cast, the target will be unaffected.

Gameplay Back to Top

Early Game

You're going to want to take Hymn of Valor first, giving you your first lot of damage. You can cast this three times between spawn and jungle camp spawning, giving you the Power Chord bonus to help leash the jungler quicker.
Sona's laning phase is pretty safe, using Hymn of Valor to poke down the opposing enemies from range, and sustaining yourself with Aria of Perseverance, although be aware that it has a high mana cost! The slow on Song of Celerity's Power Chord can help slow down an all-in, or a gank from the enemy jungle, you also gain movement speed, and grant the effect to an ally with your aura.
Aria of Perseverance's Power Chord is like a scaling Exhaust, so you can potentially change the tempo of a fight, even if you've taken Barrier or Ignite.

You can help push the wave with Hymn of Valor, granting your lane partner bonus damage.
You can go for an all-in at level 6, depending on what lane you're vs - you don't want to get bursted down by something like a Brand or Nautilus if you miss your Crescendo!

Keep your brushes warded, and try to take vision control of the drake pit, Sona is very squishy, along with most ADCs, so you want to keep good vision around your lane so you can see incoming ganks.
Sona is pretty good at outrunning enemies with low mobility,
but if she gets caught, she's very susceptible to burst damage.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of Warding Totem wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

You want to mostly take your focus from poke to healing during this stage of the game, even when ahead. You will want to focus peeling your ADC from the enemies main damage threat, reducing their damage with Power Chord Diminuendo, slowing their engage with Power Chord Tempo, or catching the enemies out with a well placed Crescendo.

Keep your team healthy with Redemption, and you can disrupt a teamfight, and enemy channels, with Crescendo - it's an aoe stun, use this to your advantage! You can stun an enemy that comes for an all-in, such as a Lee Sin with his Sonic Wave, and hope your team can burst him down before he's able to get out.
You want to be using your Aria of Perseverance as much as possible during a teamfight, granting your allies Ardent Censer buff, and shields, along with Summon Aery.

You can help damage the enemies when your heal is on CD, and speed up your allies with Song of Celerity to catch a fleeing enemy, or retreat safely. You'll want to be using Power Chord Diminuendo mostly, due to the Exhaust effect it provides, negating an enemies damage like Death Mark.

You can interrupt a Katarina's Death Lotus with Crescendo, removing a lot of her damage, stopping her ability to jump out, and hopefully netting your team an easy kill, and an easy teamfight win.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
Conclusion Back to Top
I hope you enjoyed, and learned enough from my Sona guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log Back to Top
  • 06/14/2019 - Published Guide.
  • 06/27/2019 - Reflected 9.13 nerfs.
  • 09/10/2019 - Reflected 9.20 change.
  • 11/23/2019 - Updated for 9.23.
League of Legends Build Guide Author Hanjaro
Hanjaro Sona Guide
[10.2] Hanjaro's Sona Supporting your way to Challenger.
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