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Choose Champion Build:
Spells:
Ghost
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Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction

Sona's always been pretty awesome. But the recent buff she got concerning her damage potential makes her one of the most aggresive support characters in Lol. That, and she has a sideways harp!

Now, a lot of the support characters' roles changed in the shift into Dominion. They went from side-liners and back-players in Summoner's Rift to being magical Swiss Army knives to fill roles other... most characters can't dream of doing right, let alone well.
Whereas characters like



Im not claiming to be a Dominion expert, or a

Here's Proof. I'll post more later :D.


Many people scoff when they see Sona as my first Dominion choice, and I understand why. Squishy, slow at first and just all-around supporty. What they don't realize is that Sona's potential as an AP Burst Beast is second only to characters that are originally meant to be Burst Beasts, like
.
So as
Sona, you're basically playing the aforementioned Swiss Army knife role. Excellent burst damage with low CD, a speed boost and slow, an AOE stun, and Heals (albeit nerfed.)
Primarily, though, your role is to double as a capturer and disruptor. Your
Song of Celerity, even at level one, is enough to move you fast through the map to capture unattended CPs, or to get there in time to assist your team to defend it.
Your
Hymn of Valor, aside from being your main poking/assassinating tool, is perfect for disrupting Capturing attempts when there's more than one player involved.(But more on that later)

So as

Primarily, though, your role is to double as a capturer and disruptor. Your

Your

Pros:
•Incredible Burst damage with


•High Mobility in mid-late Dominion
•AoE Stun? Really?!?!? <3
•Really Team-worthy. All spells affect more than one player.
•Slows, damage mitigation, and other nifty CC tricks.
Cons:
•2-second Global cooldown sucks
•Really squishy when playing full-on AP
•Very prone to being focused.
•Semi-team reliant late game (more so than most)
Main Picks:








But clever players know better than that. The

So you give the opposite team a choice.

And you're right. The opponents are a team and can try and defend both. But you've got friends to, guy/girl. Use them wisely.











The runes are standard AP burst mage runes, but with per level AP runes instead of Flat AP ones. The quick leveling in dominion
really
lets per level runes be taken advantage of, and

For the two last build up top, you'll notice that they use Flat AP runes rather than the Ap/lvl ones. This is due to the fact that these build would need more straight up burst damage than the first, since you'll be building harder burst with items.
Mastery-wise, you want to get 9/0/21 as shown above. The
Sorcery and
Intelligence
CDR masteries replace the need for cdr runes, and the
Archaic Knowledge
magic pen lets you postpone items like
Abyssal Mask or
Void Staff.The Mana regen is always nice, seeing as you'll run into the mana problem early on. But you need the burst!





My Usual Sequence is as Follows:














Your Core Build:



It is important you build these items first. with the aforementioned masteries and these items, you will be fast enough to pace the map quickly and your CD will be low enough that your EWQ cycle is ready to begin again by the time you blow out your

Notice that in the top three builds,


Hextech Sweeper's Unique passive is particularly useful, because when you hit someone with


Raw DPS






The best thing about this build is that it's relatively inexpensive and easy to complete fast, letting you get


The Next items you choose are, of course, situational. If all conditions are good, in other words, your Kill-death ratio is acceptable and your opponents aren't building MR, finish your


Cry Me A River?
Some people feel that getting a





But I Digress...
If the opposing team has plenty of MR, or you've fallen behind on gold a bit (which I find hard to do, actually), you may want to build




Players don't start building MR until they see your AP burst is legit, so take this into consideration when finishing your build.



As per survivabilty, it's really unnecessary in Dominion. It sounds noobish to say, but truly, as a good Sona you won't be dying often and if you do, the damage you did before your death makes sure it wasn't for nothing. If it's popping your ult and devastating the enemy team or healing an ally in time to save them by the skin of their teeth, chances are that every time you die, it'll hurt you opponent more than it hurt you.
HOWEVER, should you feel in a position where the enemy team is hellbent on making sure your input is void, in other words, they make sure you're always the first to die by any means necessary, here are my recommendations.
Survival














The cool thing about this is that many of

Super Sona Surprise! In Several Simple Steps
These are a few things to remember about how to fight with

Your

Your


Therefore, ALWAYS cast W


If your're smart, you'll use your





The difference is that the first one changes your aura to





In battle, you should always be cycling through your spells, charging up your passive. Naturally, we want to do lots and lots of damage.
So usually, it'll be like this:





Remember that your W


IN COMBAT
, you always want to make sure that you are farther away from minions than you are from your target. Your Q attacks the nearest two targets, and it sucks to think that you're about to do some major ***-kicking, but then your Q attacks the wrong thing. For
Also, your Ultimate charges your

Therefore, you can








By the time you get your




More things to remember:
Distance between you and your enemy is automatically an advantage to you. Since none of your spells besides your ult stop your movement,


~EDIT~ Another thing to take into consideration is that the damage from


The main problems for Sona are few, but constant. Melee DPS with some form of CC can be a pain to get away from, especially if theyre building tanky. the worst two are
Blitzcrank and
Tryndamere, but
Talon and Xin Shao are also annoying.
Another problem is her defense. When left by CPs by herself, especially late-game, she's susceptible to assassins and 3+ ganks. If a
Sona is smart, she will allow the enemies to "take" the tower while harassing with Q and her ult.
The range for both spells is slightly greater than the diameter of the CPs, so if an enemy decides to try and attack her, she can easily waltz away. Unless of course, youre baiting assassins like
LeBlanc or
Akali, which will pretty much tear you to ribbons. :P



Another problem is her defense. When left by CPs by herself, especially late-game, she's susceptible to assassins and 3+ ganks. If a

The range for both spells is slightly greater than the diameter of the CPs, so if an enemy decides to try and attack her, she can easily waltz away. Unless of course, youre baiting assassins like


This is a short section because truly, if you do not understand the concept of teamwork, you shouldn't be playing team-based games to begin with.
That said, it is important to always have teammates, not with you, but in close proximity.
Sona is good at baiting, as most characters are overly confident about being able to kill her. However, their lifebars can disappear fast when she's allowed to cycle through her E>W>Q>
Power Chord Combo.
Therefore, it is important to always have an ally near you, especially when defending CPs. You will bring the guillotine down on their health, and your teamate will more likely than not mop them up, resulting in double/triple kills for you or your ally.
I found this and it highlights my point exactly. Your burst is amazing, but you need teamwork to be effective as any champ.
Whenever you and a teamate want to capture CPs, make sure that you, as Sona, get the one closer to the enemy base. This allows you to inevitably call attention to yourself, and therefore kite stupid enemies right into the jaws of your hungry team. You probably won't get to fully take the CP, but you buy your ally enough time so that he/she takes theirs, and your team gets a kill out of silly little kited DPS's dumb enough to follow you around.
That said, it is important to always have teammates, not with you, but in close proximity.


Therefore, it is important to always have an ally near you, especially when defending CPs. You will bring the guillotine down on their health, and your teamate will more likely than not mop them up, resulting in double/triple kills for you or your ally.
I found this and it highlights my point exactly. Your burst is amazing, but you need teamwork to be effective as any champ.
Whenever you and a teamate want to capture CPs, make sure that you, as Sona, get the one closer to the enemy base. This allows you to inevitably call attention to yourself, and therefore kite stupid enemies right into the jaws of your hungry team. You probably won't get to fully take the CP, but you buy your ally enough time so that he/she takes theirs, and your team gets a kill out of silly little kited DPS's dumb enough to follow you around.
All in all,
Sona is that magical Swiss Army Knife ready to stab through the enemy team. Once you figure out all of her tricks, you become a primary contributor to your team's domination.
Just remember:
You're a burst mage.

Thank you for reading! Please comment and vote! <3

Just remember:
You're a burst mage.
Distance is your best defense.
You've got a mother f___ing harp!

Thank you for reading! Please comment and vote! <3
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