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Sona Build Guide by sundazed

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League of Legends Build Guide Author sundazed

Aggressive Support Sona Win Win

sundazed Last updated on October 29, 2012
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Ability Sequence

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

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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Hi Guys this is my first guide and I've decided to start with Sona as i really enjoy playing her, and i believe that her kit, although simple, can be utilized to demoralize the opposition into a early surrender, as well as a support/carry bottom lane role for even when your adc is a potato.

Sona is a strong support due to her passive being able to deal some insane damage as well as a movement speed steroid, heals, armor/magi resist buffs, slows and obviously her ultimate Crescendo.

I usually play Sona quite aggressively due to the fact that if u build all magi pene as i do, the enemy team will generally underestimate you, allowing for some solid poking and serious damage output.

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Rune build for Sona is probably slightly different from most. Ive gone for magi pene runes (to boost passive damage), armor seals (allowing you to trade better in bot lane), mana glyphs (to increase lane sustainability) and the typical gold/10 quintessences.

Feel free to toy a little with the runes, if i know i have a great carry for example i will substitute the gold/10 and armor for ability power to have a greater early game dominance.

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As shown above masteries are almost the regular AP support build, but focus on that little bit of magic penetration to boost your early and late game damage.

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I mostly build Sona much differently than what most people expect from a support. I start with the Meki Pendant, 1 ward and 1 health pot. This seems a little unorthodox however i find the sustain in mana regen + your heal from W will often sustain you in lane up until level 8-9.

The only reason to go back before levels 8-9 is if you die, or if the enemy jungler is a little over-zealous and you need some more ward coverage. Otherwise i sit in the top bush and act as the ward myself whilst supporting the ADC.

Once im up to a few k gold (which is the case 95% of the time) i go back and either complete a Chalice of Harmony (if we are getting harassed and i need the mana/magi resist) or the Fiendish Code ( if its easy streets and we are winning the lane) and go straight for some Sorcerer's Shoes. Also make sure to grab as many wards as possible so that you have great map awareness.

Next trip back aim straight for the Haunting Guise (this leads to more solid magi pene health and AP) as well as converting your Chalice of Harmony or Fiendish Code into Athene's Unholy Grail. At this stage you should be doing quiet well.

If you find the opposition to be either AD or AP heavy i build an Abyssal Mask or a Zhonya's Hourglass for a little more survival.

The main point of this build is to increase your magic penetration due to your AP scaling being quiet low. Normally i will have 49~ magi pene + 10% magic pene (plus 20 if you have built the Abyssal Scepter).

At this point you can diverge to what ever suits your play style or the games situation.

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Skill Sequence

I Always start by picking my Hymn of Valor for the early game damage + poke. It also serves as quiet helpful to start golems with your carry (remember to activate it 2 times whilst on the platform before u leave for passive damage on golems or enemy carry).

Then i focus on the Aria of Perseverance or Song of Celerity depending on how aggressive the enemy lane is or how often their jungler comes.

So usually it would go Hymn of Valor, Aria of Perseverance, Song of Celerity, Hymn of Valor, Aria of Perseverance, Crescendo, Hymn of Valor,etc etc.

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Summoner Spells

Flash on Sona is essentially a must due to her lack of escape mechanisms. I generally always take Clarity with me also to boast the lane sustain, keep the heals up and allow the carry to do a lot more poking.

I suppose you could also bring Exhaust as an alternative to Flash however i feel that with your W passive and E passive its generally unnecessary.

Clarity is a must to help your lane sustain and avoid wasting gold on the gold/10 items most supports buy. As i stated before with your heavy poke and heals generally you should be able to stay in lane and secure a kill within the first 10 minutes of the game. Very rarely have i been shut out of lane with a reasonable carry.