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Sona Build Guide by Lightning_Ranger221100

Middle Alchemically Advanced AP Sona

Middle Alchemically Advanced AP Sona

Updated on November 25, 2022
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League of Legends Build Guide Author Lightning_Ranger221100 Build Guide By Lightning_Ranger221100 14 3 32,791 Views 0 Comments
14 3 32,791 Views 0 Comments League of Legends Build Guide Author Lightning_Ranger221100 Sona Build Guide By Lightning_Ranger221100 Updated on November 25, 2022
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Runes: Basic Runes (For poke)

1 2 3 4 5 6 7
Arcane Comet
Manaflow Band

Taste of Blood
Ultimate Hunter

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


1 2 3 4 5
For most games
LoL Summoner Spell: Barrier


LoL Summoner Spell: Flash


Threats & Synergies

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

Champion Build Guide

Alchemically Advanced AP Sona

By Lightning_Ranger221100
Table of Contents


    Who am I?
    What is Alchemically Advanced AP Sona (A.A.A.S)?
    Why Normal AP Sona builds aren't the best.
    How does it work?
    Pros and Cons

Things to know before

    Summoner Spells

In Game Info


Game Tactics

    Early Game
    Mid Game
    Late Game
Who am I?

Who am I?

Hi! My name is Brandon221100, as my username implies.
I'm a guy who started playing League around July when spirit blossom was out. I'm a guy who doesn't one-trick a lot of champions, and I primarily try to find my main. I have now realized that I'm not the best when it comes to the meta.

However, I've found a new Playstyle that really speaks to me on a different level. Off-meta builds. I've always thought of how fun it was to pick builds like full attack speed Udyr and AA my enemies to death in 1-second or on-hit Pantheon so that I can press W once and shred my opponent. Or maybe even a build that allows me to play as a mid-lane that can give roaming and pressure while also giving my team the advantage anywhere I am, which is what today's build is about.

I'm not the greatest at league (I'm unranked because ranked is full of sweaty-*****es), so my advice should be taken with a pinch of salt.
What Is A.A.A.S?

Alchemically Advanced Ap Sona

Now we move on to the meat and gravy of this guide. What is Alchemically Accurate AP Sona (A.A.A.S)? A.A.A.S tries to take the roots of AP Sona and support Sona, combining their best elements. With this, we can have the same poke pressure as an ordinary poke mage like Lux, Vel'Koz, or even Xerath. However, we can also have the same assist ability and sustain as an enchanter such as Janna or Lulu.
This also takes advantage of her ability haste passive and allows us to become a problem to the enemies anywhere we go.

Now I know what many of you may ask. "Why don't I just play full-AP Sona instead? Shotgun- Sona has been famous for many seasons so it must be good right?" While I do think Shotgun- Sona is a pretty cool build and can definitely work. I feel as though it isn't the best way to build Sona mid and may, in fact, be a bit underdeveloped in the thought process. Let me explain why...
The Problem with AP Sona

'Shotgun Sona'

Some of you may be slightly confused when I say AP Sona, as you might think this build is all about that. Well, I'll explain. Full-Ap Sona, or 'Shotgun- Sona', as it is referred to, is a build which involves many full AP items such as Luden's Tempest, Rabadon's Deathcap, Void Staff, etc. This build focuses on getting Sona to high amounts of damage with these expensive AP items. Do you see the first problem? They are expensive.

Sona can't CS in lane well and never has been able to. Even if you built specific items or runes that help you CS/gain gold, you'd always be lesser gold than your opponent.

Let me list some problems so you can get the point I'm trying to make.
1. Sona, can't CS/gain gold well.
2. She has terrible AP scaling (like they're trash)
3. While some AP items give mana, they still don't help her low mana problem.
4. Sona has two damaging moves in total (her Crescendo and Hymn of Valor). Not very great for burst.

Going full-ap items, though it can be fun, doesn't allow Sona to use her true potential as she is stuck having to wait for the right moments to burst enemies down. And even before she can do that, she'll have to survive her landing by CS'ing so she can buy these items that cause more than gasoline.

So instead of just going full AP monkey mode. Let's try to put our brains together and come up with something that takes advantage of all of Sona's abilities.
How does A.A.A.S work?

Why A.A.A.S?

With Alchemically Advanced AP Sona, you can function as both the mid-laner and the support without losing pressure from both. With this build, we take advantage of Sona's Ability haste from her passive and her support features while also being able to dish out hard damage.

However, this isn't the only feature of playing Sona mid. Her one key feature is the ability to render the opponent mid-laner useless. You see, in actuality, mid-laners don't actually have much going for them. Apart from their roam potential, and their lane is right dab in the middle, they can't do much if they're behind. This is what A.A.A.S takes advantage of.

Since Sona can sustain and poke better than almost any champ in the game, she can keep a safe distance from enemies while also lowering them and making them vulnerable to ganks.

The main primary focus of the build isn't to be the carry but rather to support your team so well that you make up the loss for a hyper-carry. While hyper-carries can 1v9 games when fed, they are usually what can lose a game for you too. Hyper-carries have selfish builds that take up a slot in the team so that they can go out and fight. Many Midlanders have this same complex.

For example, a Yasuo would soak up lots of gold so that they could 1v9 the enemy and probably die in the process. Many Hyper-carries think they are gods and will often take up all of the team's resources so THEY can play better. This is where their comp falls, and ours shine.

With A.A.A.S, we can give everyone in our team a chance to shine; that way, everyone can act like a hyper-carry without being selfish. While you might say, "But I love being able to run into the enemy base and one-shot my enemies with one button." I agree that the hyper-carry playstyle is fun. However, when you think about it, hyper-carries make your team less powerful as you'll treat yourself as the main character rather than a collective team, and as we all know, League is a team game. While you can solo kill, having a team is a reason many of us strive.
Pros and Cons

Pros and Cons


+ Has an excellent poke that can rarely miss.
+ Has sustain and can outlast most opponents in lane.
+ Hard to catch
+ Can backline if behind and still be useful
+ If ahead can deal massive damage.
+ When paired with another strong champ, she can devastate team fights.
+ Low Ability CD and high mana regen allow her to spam abilities.
+ Good roaming potential
+ Since you are a support in the mid lane, many stupid ****ing idiots will come and gank you. You can make them waste their time if you're smart.
+ Can stall very well.
+ Scales decently
+ Your Crescendo can decide a team-fight
+ Amazing team-fighting overall even without Crescendo


- More prone to running out of mana early game.
- While she can be good behind, it still is hard to catch up.
- Very, and I mean VERY hard to farm.
- Will usually have less items than opponents
- If you **** up, your entire team is in shambles.
- Missing Crescendo could be detrimental
- Cannot 1v1 well, must usually have teammate.

Primary Runes

Go-To Rune
Arcane Comet is a great rune. It allows Sona to do great damage when she pokes enemies. While you might argue that Summon Aery allows you to shield your teammates, so it is better, it doesn't do as much damage as Arcane Comet. With Comet, you can trade better than most mid-laners can to you and heal off with your Aria of Perseverance. This can also be useful in team fights as many clump up together, so you can hit multiple targets, something Aery can't do.

Other rune options
First Strike allows Sona to scale fast and do massive damage. While not as much as Arcane Comet, this rune can help dish out some damage, especially when combo'ed with Power Chord, Hymn of Valor, and Crescendo. Plus, it gives money! Something Sona is very desperately in need of. You can easily rake in money with Hymn of Valor since it rarely misses. The downside to this rune is that it takes pretty long to come back up, and getting damaged resets your cooldown.

Many are familiar with High-risk, High-Reward, and this rune is just that (except the reward is medium and the risk is High). Electrocute is a fun rune to play if you don't entirely care about winning and want to see people explode. Do note that this is the second worst rune on Sona, and you will remove your utility for burst, reverting to the ways of Shotgun-Monke Sona. I don't particularly hate this build, but other runes are better.

I take back what I said about Electrocute. This is a build I don't recommend unless you don't care about winning. Predator is practically a troll build. It doesn't have much utility, doesn't do much damage, and doesn't help her terrible cs problem. BUT I WOULD BE LYING IF I DIDN'T SAY IT WAS FUNNY. The only reason it's here is that it's hilarious for a Sona to run at 325,000 mach speed directly to an opponent. If you want lots of fun with your team, pick this. But if you want to win games, don't. For the love of God, don't.

Secondary Runes

Best Secondary Runes
Manaflow Band has to be one of the most useful secondary runes apart from Transcendence. It helps take care of her usual mana problems and lets her get something out of pokes. Without this rune, you may as well perch yourself on a cliff and wait to die since you'll have no mana. It is literally the only rune that works for the first row of Sorcery Secondary Runes.

Transcendence is the other rune that is very important to Sona. While not as completely dire as Manaflow Band, Sona really needs ability haste. While her passive gives some of that, this rune makes her even stronger. Plus, I don't think the other runes in the second row of the rune tree are that great compared to this.

While not as good as the other runes, Scorch still offers some good utility. While many might take Gathering Storm instead, I think that the extra burn damage is better for Sona since she already scales decently. Scorch helps her poke better, making her enemies less likely to scale into monsters later.

Sona has good sustain with Aria of Perseverance; however, she still needs another healing factor without using too much mana. This is exactly what Taste of Blood is for. It allows for her to get even more value from poking, something she's already good at. Plus, her Hymn of Valor doesn't miss if next to a target, so you can get easy damage and healing without having to think too much.

When it comes to A.A.A.S, your Crescendo is an amazing tool. It can do tons of damage, help your team position, and can disrupt enemies. Unfortunately, it takes a long time to get it off cooldown, which is why you need Ultimate Hunter. Since this rune works on assists, and you are going to get a lot of them, equipping this rune makes your games much easier since you can have one of your most useful tools up many times.

Other Secondary Runes you could go
I talked about it before but let's bring it up again. Gathering Storm is not a bad rune. It can be incredibly useful when it comes to late-game champs. The problem is it's only good in the late game. For a build like this, you basically are missing one rune until it scales into its usefulness, which takes too long. It's better to take Scorch since you can poke well and force enemies into bad situations. However, if you don't feel confident about your early game, get Gathering Storm.

A common message you'll hear is that Sona relies on mana, so Presence of Mind is a great rune for her. When combined with Manaflow Band, you can almost never run out of mana. You usually take this rune if you think that you'll have to use abilities a lot in the lane.

As you might know from my persistent teachings, Sona isn't very good at Cs'ing, which is why Minion Dematerializer can be very good for her. It allows her to take CS that she normally can't. If you feel like you'll suffer from gold problems and need a way to grab those canons without getting *** blasted by the enemy team, go for it.
Summoner Spells

Summoner Spells

Flash is the most useful spell in the game. You can escape with it, have extra movement options, secure kills, bait, and so much more. Flash should be taken into every game no matter what, unless you hate yourself.

The problem with playing AP champs is that usually, you are a glass cannon. So, what better way to circumvent this weakness than with Barrier. Barrier allows you to defend yourself from looming threats. You can also use it to bait a dive when you're low. Overall a great spell that I recommend taking into most games.

While Sona has a great poke, she can't burst most opponents down unless she has her Crescendo up, which is why you need Ignite. Ignite gives you more DPS and can help you win trades you usually can't. Do note that you should only take this into enemies that can't quickly decimate you without landing shots in a 1v1 like Aurelion Sol or Veigar.

Assassins can be a pain in the ***(***ins), and even when we get spells like Barrier, a single one with a considerable burst could run at us at 50km/h, and one shot us like Rengar or Zed. That's why, when it comes to a dominating diver, Exhaust can save the day. It forces the diver to do less damage and move slower, allowing you and your team to collapse on the stupid idiot who decided to jump you today.

We all know how painful it can be when the enemy Morgana lands a Dark Binding on you, and then an Ornn proceeds to Call of the Forge Gods your ***. Then a Blitzcrank Rocket Grabs you, and you get the idea. This is why Cleanse can sometimes be a lifesaver. If you know the enemy has too much cc, get this.

I don't have much to say about Ghost. It's just a rune that helps you roam faster. I recommend not taking this unless you use the Predator rune set. Not the best, but it might be fun, I'm not sure.

Abilities and what to know

Power Chord

Accelerando: Sona gains 0.5 ability haste permanently for her basic abilities as she uses her abilities well, which doesn't include her ultimate, up to a cap of 60 ability haste. Beyond that cap, further successful uses reduce her ultimate's remaining cooldown by 1.5 seconds each time instead.

Power Chord: Every three spell casts, Sona's next attack will deal 20−240 (+20% of ability power) bonus magic damage in addition to an additional effect depending on what kind of basic ability Sona last activated.

On patch V11.16, Sona was given the passive Accelerando, which gives her ability haste when she uses Hymn of Valor or Aria of Perseverance and hits an ally or enemy. This new passive lets her use her abilities more, which is very helpful since Sona needs to spam abilities later in the game. It also cooldown her ult by a few seconds when fully charged, which can be very useful.

The second part of this ability allows her to basically get a free Lich Bane with different effects. If you used Hymn of Valor, you could do massive damage. Using Aria of Perseverance can reduce damage and even negate bursts. And with Song of Celerity, enemies are less likely to rush towards you and run you down, and you can even help secure kills for your or your team. Be sure to save this passive up for a fight, and use the suitable ability to get the correct passive. Using this passive correctly can win the game.

Hymn of Valor

Range: 825
Cooldown: 8 Cost: 50 / 55 / 60 / 65 / 70
Active: Sona deals 50 / 80 / 110 / 140 / 170 (+40% of ability power) magic damage to the nearest two enemies, prioritizing champions. She then begins a new Melody. Gain a stack of Accelerando for every champion you damage with this.

Melody: Sona gains an aura for a few seconds, granting allied champions an additional 10 / 15 / 20 / 25 / 30 (+20% of ability power) magic damage on their next attack within 5 seconds.

Power Chord - Staccato: Power Chord deals 28−336 (+28% of ability power) bonus damage.

Hymn of Valor is Sona's 'bread and butter'. It is an essential tool in her kit and is one of the sole reasons she can even stand her own in the lane. It allows her to do immense damage and poke enemies very well. While it doesn't scale that well with AP, building an item like Luden's Tempest lets her do insane damage, coupled with her ability never to miss this attack. Use this ability to get your enemy to low health. You can also use this to boost your team when attacking enemies or Towers.

Aria of Perseverance

Range: 1000
Cooldown: 10 Cost: 80 / 85 / 90 / 95 / 100
Active: Sona restores 30 / 50 / 70 / 90 / 110 (+20% of ability power) health to herself and a nearby allied champion, prioritizing the most wounded. She then begins a new Melody.

Melody: Sona gains an aura for a few seconds, granting allied champions a 25 / 50 / 75 / 100 / 125 (+30% of ability power) shield for the next 1.5 seconds. Gain a stack of Accelerando whenever you heal another injured ally and every time you protect another ally from at least damage with this shield.

Power Chord - Diminuendo: Power Chord also reduces physical and magic damage dealt by the target by 25% (+4% per 100 ability power) for 3 seconds.

Aria of Perseverance gives you needed sustain in lane. It helps you outlast many mid-laners as they don't have a natural way of healing (apart from life-steal champs). With this, you could force the enemy into backing even if they wanted to stay in lane for cs.

After laning phase, you should use this ability to heal and shield your team as much as you can. You can try helping out those in need, or stick to the strongest member in your team and make sure they rip and tear through the enemies like they're Doomguy.

Song of Celerity

Range: 400
Cooldown: 14 Cost: 65
Active: Sona begins a new Melody and grants herself 20% (+2% per 100 ability power) movement speed for 3 seconds, extended to up to 7 seconds if she doesn't take damage.

Melody: Sona gains an aura for seconds that grants allied champions 10 / 11 / 12 / 13 / 14% (+2% per 100 ability power) movement speed for 3 seconds.

Power Chord - Tempo: Power Chord - Tempo: Power Chord also slows the target by 50% (+4% per 100 ability power) for 2 seconds.

Most casters are usually immobile, having little to no movement options. This becomes a lingering problem with the meta now that almost every champion has a dash (like, seriously, what the **** is Yone and Bel'Veth). Even though most casters fall to this meta, Sona has still managed to slightly stay relevant with Song of Celerity.

This move gives her some much-needed move speed and also grants it to her teammates. You can use this ability to dodge skill shots or roam faster. It can also be helpful when trying to move your team. This ability can be beneficial, and it's also one of her most minor mana-costing abilities, so it can be spammed frequently, making your team very fast.


Range: 1000
Cooldown: 140 / 120 / 100 Cost: 100
Active: Sona strikes an irresistible chord, stunning any enemy it passes through for the next 1.5 seconds and dealing 150 / 250 / 350 (+50% of ability power) magic damage.

Finally, we move on to Sona's Magnum Opus, otherwise known as her ult. Crescendo is a very powerful ability. It does good damage, and its stun is very good. With this ability, you can either use it to give your team a free collapse or use it yourself for your 'Perish Song Combo'.

The 'Perish Song Combo' is when you chain Sona's Crescendo, her Hymn of Valor, and Power Chord's Hymn of Valor Passive. This combination of abilities leads to a large amount of damage, especially since the enemy you're using it on should already be low health from you poking them so much. You can also use the 'Perish Song Combo' with your team and do some crazy damage.


Starting Item
Doran's Ring is the item you should always start with. While many might argue that it's better to go for Tear of the Goddess first since you can stack mana faster, I'd argue that Doran's Ring is way better to start as it gives you mana from damaging champions, like Presence of Mind. Sona is already very good at damaging champions, so this item will benefit you well, and you won't run out of mana very fast. Even though you need to stack your Tear, you can wait for your first back to buy it, as it isn't detrimental.

I have said numerous amounts of times that Sona needs ability haste. In the late game, your only purpose is to spam your abilities to assist your team. Ionian Boots of Lucidity is very useful in this case. It gives Sona the much-needed ability haste she needs, and paired up with Transcendence, can allow Sona to spam abilities as much as she pleases.

Sorcerer's Shoes are great for damage. The magic penetration allows Sona to do more significant damage than she already can. However, this item has less utility than Ionian Boots of Lucidity. Another negative is that Sona has only two abilities that do damage, so you won't get much use out of this item. I recommend going for these if you are going for damage builds like Electrocute or First Strike.

Mythic Items
Sona's Hymn of Valor is already one of the best poke abilities in the game as it can't miss once it finds its target. However, while it does some solid damage slightly early, it gets out scaled later in the game. So, what if we had an item that gave Sona's already unmissable Hymn of Valor an even greater burst of damage.

Introducing Luden's Tempest. This item is what you should usually take into games where you need more damage and the enemy can't ****ing instant transmission to you (I'm looking at you Zed Mains). With this, no one can approach you without taking considerable damage; if they do, they'll wish they didn't.

Let's take a quick moment to thank the Riot Balancing team for this not-game-breaking item. Alright, moment over, let's talk about this broken ****ing item.

Crown of the Shattered Queen, AKA, "Damage, what's that?". This item, no matter the nerfs, is incredibly strong. It makes half of the assassins with only one burst completely useless. Sure it has a forty-second cooldown, but you take no damage from bursts. If a really powerful assassin is on the enemy team, take Crown of the Shattered Queen.

Sometimes, we don't do that well in lane, and that's okay. We don't always need to do well early. However, the solution to that problem is what we can do in the late game. Since we'll mostly find our use later when we join more team fights, Rod of Ages can really help us in times of need like this.

If you ever feel like you are suffering in lane or you think that you'll only do better in later stages of the game, Rod of Ages is your perfect item since it gives you bonus stats as the game goes on. Plus, you heal from spending more mana with this item, so that's neat.

Main AP Items
Sona is very good at stacking Tear of the Goddess since she can stack it by using abilities on both allies and enemies. This is why having Archangel's Staff can be pretty valuable for you and your team.

Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. Before the preseason hit, (or rather, patch 12.22), Archangel's Staff used to give bonus ability haste based on your mana, which benefited Sona well. Now, it instead gives bonus AP based on your mana, which isn't awful by any means, but it isn't as beneficial to Sona as ability haste was. Still, it isn't a bad item and it even has a new passive that heals us based on the amount of mana we spend, so that's a nice bonus! I recommend rushing this item if your Tear of the Goddess is already stacked over 100 mana.

Lich Bane can reach insane damage especially when paired with Sona's Power Chord. This item also helps circumvent Sona's weak Auto Attacks. It helps her CS better, and she can also do more damage without having to wait for Power Chord first. However, when you do have Power Chord with the Hymn of Valor bonus plus Lich Bane, it can be a very deadly combo.

Though grievous wounds have been nerfed, it is still a handy thing to have on any team, especially since most champions will have sustain in the late game. Some might opt for Morellonomicon since it gives tons of damage; however, if you think about it more, Chemtech Putrifier is a much better item.

You see, since all of your abilities accept Crescendo put an aura around you that affects teammates, Chemtech Putrifier's passive will be applied to them. This makes your team all be able to apply grievous wounds. If you stay alive during a team fight, your team has a free, extra anti-healing item.

5th item
This is the item you should take if the enemy team can't get to you so quickly or you need additional ways to secure kills. Rylai's Crystal Scepter slows down any enemy you have damaged, making it hard for enemies to run to or away from you.

To make it stronger, you can use Power Chord's Song of Celerity passive and get an incredibly long slow, making enemies wish they just went down to their kitchen and cooked dinner instead of deciding to fight you.

If there is a fed AP champ on the enemy team (for example, a Lux or LeBlanc, this item is perfect for you. Banshee's Veil gives Magic Resist and a free spell shield making AP abilities weaker on you. Take this if the enemy has strong AP champs.

I don't really recommend this item unless the enemy has an incredibly strong AD champ since Zhonya's Hourglass makes you immobile for a few seconds of invulnerability, which is good in some cases, but as Sona, your purpose is to spam abilities. Having an item that stops you from doing that kind of defeats the purpose. Do take it if you really can't handle the enemy AD champ (like Zed or Rengar).
Early Game

Early Game tactics and laning

During the laning phase, your job is to ensure the enemy mid-laner doesn't become strong. Use your Hymn of Valor to poke and if you have Power Chord, use it on either important CS or the enemy mid-laner. Make sure not to over-spam your abilities during laning phase since you don't have as much mana as later. If you get the chance to, auto attack the enemy champion to get mana off your Doran's Ring. Keep pressuring them until they become low and recall back to base.

If the enemy is also good at poking, try to take poke trades that you know you can win. If you are low, use Aria of Perseverance and heal up without over-using your mana. If they try to all-in, stick to your turret's range and try to bait them into it.

If the enemy mid-laner roams, follow them carefully. Remember, your job is to ensure they don't get fed. Help out your teammates if they are in trouble. If you fully know they can't be saved, don't go in. Make sure to pressure off the enemy mid-laner so they don't get any kills.

Do not die, you're trying to ensure the enemy can't scale well, so dying would defeat the purpose of your game plan. If you have low CS, don't fret too much, it's normal. Try to get the CS that is possible; your job is not to get fed but to make it, so your team is, and the enemies aren't.

If you do want to go for kills, wait for your jungler or an easy kill. Do not over-extend too far if you are not sure about you can confirm the kill. If your jungler wants to gank your lane, try to bait the enemy. Usually, mid-laners are dumb enough to waste everything to try to kill a Sona mid-lane for some reason.
Mid Game

Mid Game Tactics and skirmishes

This is the time when you can start to roam. If you see your team in trouble, run to them and help out as much as possible. Make sure not to take fights where the enemy has an advantage.

If your team wants to take an objective, you are the lookout since you barely damage the objectives. Use your Song of Celerity to scan the perimeter of enemies. If someone is around that range, try to scare them off with Hymn of Valor and other tactics.

When you have Crescendo up, try to find an enemy to collapse on with your team. You can also try to scout objectives and lanes to scout for enemies. You're the eyes of your team, and if anyone tries to object you while you're doing your job, try your best to stall for team or full-blast them if you know you can fight them.

During this phase, it's always best to be next to someone, you never want to be caught alone as most champions in this phase can fight very well. Always look for opportunities and try not to overdo anything. Remember, you can spam abilities, so if your team wants a fight that you might win, try your best to help out as much as you can without getting into harm.

The other best tactic is to follow the strongest member on your team (like a 16/1 Master Yi or a 7/0 Darius). Tanks are also very good as they never die when you are healing and shielding them. If you stick next to someone fed, chances are that your team will do very well. Do note that this tactic is also a bit risky, as you will only usually be supporting one member of your team and not everyone, meaning it's usually a 2v5.
Late Game

Late Game Tactics and Teamfights

Late Games usually consist of team fights. Always stick to your team and support them. If your team wants a fight, use Crescendo to catch enemies you want to kill or save your teammate.

If the enemy team is going for objectives, use your Song of Celerity to speed boost all of you to your point of interest. Do not over-extend the fight if it's going bad. You can use Crescendo to disengage if it's getting rough.

During late game, you must ALWAYS be next to someone. If you want to help out your team, spam abilities during the right moments. For example, when a teammate is low, keep using Aria of Perseverance until your team is at suitable health or use it during battles to make use of the shield passive. Use Hymn of Valor to lower the health of enemies, making it easy for your team to fight. Always stay away from enemies that are coming too close.

Take advantage of the fact that most enemies don't aim for you since you usually aren't fed in these fights. This plays perfectly in your hands since all you need to do now is just position right and spam abilities. However, don't get too cocky. Just because most people don't attack Sonas doesn't mean everyone doesn't. Some smart people will get rid of you first. Remember to stay behind your team and use them as cover. It is okay for them to take damage as they are usually tankier than you, and you can heal them up anyways.


In terms of off-meta builds, A.A.A.S has to be the one that makes me the happiest, seeing as it is one of my most unique and original builds on a champion. I really do hope that other people can pick up this build and use it successfully too. It fills my heart with joy when I see myself actually doing well in lane with a ******* Sona mid.

While definitely not the strongest build, it definitely has the potential to make enemies suffer and give you a great time. I mean, just the sheer ecstasy you get from watching your Hymn of Valor for 700 damage makes this build worthwhile.

I hope you enjoyed this build and my guide. I'm sorry if the guide seems a bit poorly made. I'm not good at doing things like this. I'd rather just play them in-game and have fun there. If you feel like informing me about anything you found, please let me know in the comments.

With that said, I hope you have a good day, and I hope you enjoyed...


My social links
Btw here are my Social Media links/league account if you're interested -3-

Riot ID - Brandon221100#2937 (I play League, Valorant, LoR, Wild Rift)
Reddit - U/Lightning_ranger
Youtube - BrandOn Toast
Discord - Brandon221100#9590
Gmail -
Update Log
- Patch 12.22:
Added Rod of Ages to the Items guide path and description. Also updated a bit of Archangel's Staff's item description.

*New Item!* Rod of Ages added to Item descriptions + a new item build path

Archangel's Staff
Before: Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. One more bonus on top of the already great features is that Archangel's Staff gives you ability haste based on your max mana, which paired with Transcendence and Manaflow Band allows you to get massive amounts of ability haste. I recommend rushing this item if your Tear of the Goddess is already stacked over 100 mana.

After: Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. Before the preseason hit, (or rather, patch 12.22), Archangel's Staff used to give bonus ability haste based on your mana, which benefited Sona well. Now, it instead gives bonus AP based on your mana, which isn't awful by any means, but it isn't as beneficial to Sona as ability haste was. Still, it isn't a bad item and it even has a new passive that heals us based on the amount of mana we spend, so that's a nice bonus! I recommend rushing this item if your Tear of the Goddess is already stacked over 100 mana.

- Patch 12.19:
Updated/Buffed Sona's numbers on her Hymn of Valor and her Song of Celerity

Hymn of Valor:
Before: Hymn of Valor - Active: Sona deals 40 / 70 / 100 / 130 / 160 (+40% of ability power) magic damage to the nearest two enemies, prioritizing champions.
After: Hymn of Valor - Active: Sona deals 50 / 80 / 110 / 140 / 170 (+40% of ability power) magic damage to the nearest two enemies, prioritizing champions.

Song of Celerity:
Before: Power Chord - Tempo: Power Chord also slows the target by 40% (+4% per 100 ability power) for 2 seconds.
After: Power Chord - Tempo: Power Chord also slows the target by 50% (+4% per 100 ability power) for 2 seconds.

League of Legends Champions:

Teamfight Tactics Guide