Sona Build Guide by Hanjaro
[10.23] Hanjaro's Sona Supporting your way to Challenger.By Hanjaro | Updated on November 20, 2020
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Brand can do more damage than you, and you can't outsustain it because of your high mana costs. Avoid his spells, play passive, do not get close to him.
Leona has high damage, high base stats, and what feels like infinite CC. Don't get close to her when her engage tools are up, be careful of a flash all-in, poke her down when it's safe. One combo and you're dead!
As per usual, squishy enchanters vs hook champions is just a scary lane match to be in. Poke when their hook is on CD, be careful of a flash engage, don't get too close. Thresh is scary even with his hook on CD due to his flay.
As per usual, squishy enchanters vs hook champions is just a scary lane match to be in. Poke when their hook is on CD, be careful of a flash engage, don't get too close. Blitz is less tanky than others, so you can poke him down easier.
As per usual, squishy enchanters vs hook champions is just a scary lane match to be in. Poke when their hook is on CD, be careful of a flash engage, don't get too close. Pyke will heal most damage you do, so best to play passive as if you get caught by a stun, even without a hook, you're dead.
As per usual, squishy enchanters vs hook champions is just a scary lane match to be in. Poke when their hook is on CD, be careful of a flash engage, don't get too close. Naut is one of the scariest hook champs, with huge burst damage - it feels like you'll die from one auto! Play passive, do not underestimate his power.
A safe ADC with good chase, she has good poke with her Q, and you can help her farm with your lane harass, then buff her and keep her alive in late game.
Miss Fortune can combo her ult with Sona's ult, most often ending up in a kill or at least blown summoners.
Draven's high burst damage can be buffed by your Q, you can both harass very hard in lane, and with your power chord slow, can easily chase down enemies.
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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
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.
|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 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 better choice if you're against heavy poke, maximizing our ability haste, and we're finding it harder to build ability haste, so taking this rune will help reduce our basic ability cooldowns substantially, especially in teamfights.
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.
|Presence of Mind increases our mana regeneration when we damage an enemy champion for 4 seconds, and takedowns restore 15% of our maximum mana. Sona is extremely mana hungry, so we need as much regen as we can get.|
|With how minimal HP Sona has, Cut Down will help us do that bit more damage, especially if the enemy team is tanky.|
Boots of Mobility > MOVEMENT SPEED
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.
Moonstone Renewer > UTILITY/SUSTAIN
Sona's core item, providing us with a bit extra damage, ability haste and much needed mana regen. It also provides a smart heal to the lowest health ally when you affect champions with abilities while in combat. Each second spent in combat increases this healing effect up to 150%. This also empowers our other legendary items with 5 ability haste.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
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.
Ardent Censer > DAMAGE/UTILITY/CDR
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 and mana sustain.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
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 them a small heal.
Increases your Mana and HP regeneration, and 20% shielding power - good synergy with Summon Aery.
Staff of Flowing Water > UTILITY
If your team has many AP users, Staff of Flowing Water can be using for granting them up to 40 ability power, and bonus movement speed for 3 seconds after healing or shielding them. You also gain mana regen, ability power and heal and shield power.
Seraph's Embrace > DAMAGE/UTILITY/MANA
Seraph's Embrace can be a good pick up on Sona if you're ahead, but it doesn't grant us the shield we used to take it for previously, so it's dropped in popularity.
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.
Zhonya's Hourglass > DAMAGE/SURVIVABILITY
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!
Banshee's Veil > DAMAGE/SURVIVABILITY
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!
Power Chord (Passive)
EFFECT RADIUS: 400
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 (Q)
EFFECT RADIUS: 825
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.
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.
Song of Celerity (E)
EFFECT RADIUS: 430
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.
TARGET RANGE: 900
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.
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.
Outside of laning phase, you're going to want to be setting up a lot of Stealth Ward 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.
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!).
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