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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction
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- 8/1/2013
+ Changed runes
+ AddedRylai's Crystal Scepter as an optional item
+ Added Barrier as optional Summoner Spell
+ Removed Purchase order image from Items chapter
+ Changed guide skin
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Yes. She is.
Well Just hear me out.
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Well Just hear me out.
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PROS
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CONS
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To look more in depth on the masteries I've selected; each is picked mainly to increase Sona's overall damage output and, (to a lesser degree), her sustain. We max each mastery that ups her ability power in the Offensive skill tree, taking
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We take these runes to make up Sona's naturally low defenses. While many champs share the same magic resist as Sona, she has some of the lowest base health in game and the MR runes will help to keep her alive. The AP quints give you a healthy boost during the early phase of the game while the magic pen runes help to further shred any magic resistance your opponents may buy to counter the magic penetration in your build.
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Even if we are using a damage based build, Sona is still a support. Taking heal will guarantee your teamfight presence and keep yourself or your teammates alive in a sticky situation when (W) ![]() . . . |
Taking flash will give Sona the escape tactic that she desperately needs. If you find yourself caught off guard checking a bush or corner, flash will help you to make that instant getaway. It works great when paired with your ultimate, (R) ![]() |
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NOTE 2* If you want to focus on being purely headstrong offensive, take
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There is a lot of information to take in about each of Sona's abilities. I'll go over each of them here in detail then wrapping them up in a quick summary. If you are already aware of what Sona's abilities do, than I suggest going onto the next part, as this just review.
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NOTE 3*Sona is one of only two champions that uses "stances", or persisting auras based on the last spell she cast. The other being
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(Innate): After casting 3 spells, Sona's next attack deals an extra
13 / 20 / 27 / 35 / 43 / 52 / 62 / 72 / 82 / 92 / 102 / 112 / 122 / 132 / 147 / 162 / 177 / 192
magic damage in addition to a bonus effect depending on which ability was cast last.
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Additionally, Sona's Auras persist for 1 second after deactivating and set off a 0.5 second global cool down.
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What this means is that casting spells grants Sona's auto attacks extra damage. This damage increases with each level meaning that Sona can only get stronger as she levels up. But do be weary. As I've said before and as it's restated hear; casting spells forces a short cool down on your other spells, so don't just mash your keyboard when strolling into a team fight.
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(Q)
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(Stance) – Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power while the aura remains active.
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- Aura Diameter: 2000
- Attack Damage & Ability Power: 4 / 8 / 12 / 16 / 20
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(Active): Sona fires bolts of sound, dealing magic damage to the nearest two enemies (prioritizes champions).
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- Cooldown: 7 seconds
- Targeting Diameter: 1400
- Cost: 45 / 50 / 55 / 60 / 65 mana
- Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.7 per ability power)
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(Power Chord) – Staccato: Deals double Power Chord damage.
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In short, this ability will target the two nearest enemies and deal a burst of damage. While the stance is active, it will boost the ad and ap of yourself and nearby allies. If this is the last spell cast before activating your passive,
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(W)
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(Stance) – Persistent Aura: Sona plays the Aria of Perseverance, increasing nearby allied champions' Armor and Magic Resist while the aura remains active.
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- Aura Diameter: 2000
- Armor & Magic Resist: 6 / 7 / 8 / 9 / 10
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(Active): Sona sends out healing melodies, healing Sona and the most wounded nearby allied champion and inspiring them to receive additional Armor and Magic Resist for 3 seconds.
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- Cool down: 7 seconds
- Targeting Diameter: 2000
- Cost: 60 / 65 / 70 / 75 / 80 mana
- Heal: 40 / 60 / 80 / 100 / 120 (+0.25 per ability power)
- Bonus Armor & Magic Resist: 6 / 7 / 8 / 9 / 10
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(Power Chord) – Diminuendo: Reduces the target's total damage output by 20% for 3 seconds.
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In short, this ability heals the nearest ally with the most damage and grants bonus armor and magic resistance for a brief time. It does not have to be aimed. Its
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(E)
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(Stance) – Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus movement speed while the aura remains active.
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- Aura Diameter: 2000
- Movement Speed: 4 / 8 / 12 / 16 / 20
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(Active): Sona energizes nearby allies, granting them increased movement speed for 1.5 seconds.
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- Cost: 65 mana
- Cooldown: 7 seconds
- Targeting Diameter: 2000
- Bonus Movement Speed: 6 / 8 / 10 / 12 / 14 %
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(Power Chord) – Tempo: Slows the target by 40% for 2 seconds.
In short, this ability will speed up all nearby allies. It's
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(R)
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(Active): Sona plays her ultimate chord, forcing enemy champions in a line in front of her to dance for 1.5 seconds and take magic damage upon impact.
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- Range: 1000
- Cost: 100 / 150 / 200 mana
- Cooldown: 140 / 120 / 100 seconds
- Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
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In short, this ability does damage to enemies in an area and stuns them for a short time. It does not trigger any
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Now that the details of each of Sona's abilities and their effects are fresh in your memory; I'll go over each final item as they come up in the build order. I'll cover what stats they give, why we put them on Sona and what good they'll do for her in the long run.
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Stats . - +80 ability power - +250 mana - +5% movement speed - Unique Passive – Spellblade: After using an ability, your next basic attack deals bonus magic damage equal to 50 + 75% of your ability power. 2 second cooldown. . - Item cost: 3000g . Why this item? As any one of us who have had to play against a ![]() ![]() ![]() ![]() ![]() ![]() |
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Stats . - +15 magic penration - Unique Passive – Enhanced Movement: +45 movement speed. - Item cost 1100g . Why this item? We get this item in the build for much of the same reason as any other mage gets it; to cut through the opponent's magic resistance and maximize the damage output from Sona's magic damage. The movement speed buff is just a given necessity of course, which is great consiering the 5% movent speed buff from ![]() ![]() |
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Stats for ![]() . - +80 ability power - +250 health - Unique Passive: +20% cooldown reduction - Unique Passive - Eyes of Pain: +15 magic penetration - Unique Passive: Your spells burn for an additional 3.5% of the target champion's maximum health in magic damage over 2 seconds. Each second burned consumes a charge. Up to 18 charges are generated when not in use. - Item cost 3770g . Why this item? In grabbing ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Stats for ![]() . - +80 ability power - +500 health - Unique Passive: Dealing spell damage slows the target's movement speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells). - Item cost: 2900g . Why this item? This item grants you the same ability power as ![]() ![]() |
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Stats . - +250 mana - +60 ability power - +10 mana regen per 5 seconds - Unique Passive – Insight: Gain ability power equal to 3% of your maximum mana. - Unique Passive – Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (occurs up to 2 times every 8 seconds). - Item cost: 2700g . Transforms into Seraph's Embrace at +750 mana. (listed below) . ![]() Stats . - +1000 mana - +60 ability power - +10 mana regen per 5 seconds - Unique Passive - Insight: Gain ability power equal to 3% of your maximum mana. - Unique Active - Mana Shield: Drains 20% of your current mana to shield yourself for an equal amount plus 150 for 3 seconds (120 second cooldown). . Why this item? This item is crucial for sustaining Sona's mana. Since she is usually spamming her abilities, it would be no problem to fully stack your ![]() ![]() ![]() . . NOTE 4* ![]() . |
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Stats . - +100 ability power - +40 Armor - Passive Unique: +25% ability power - Active Unique: Places your champion into stasis for 2.5 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cool down. - Item cost: 3500g . Why this item? This item is very situational. It's passive grants you a healthy chunk of extra ability power late game and it's armor bonus allows you a bit of late game survivability when enemy carries or bruisers are stacking damage. Remember. Even though you are carrying, YOU ARE STILL A SUPPORT. Timing this item's active when initiating a team fight is very crucial to yourself and your team. While enemies are focusing their abilities on you, you can activate it to prevent yourself prom taking this damage. This will also allow your allies to begin attacking without having to take the initial bursts of heavy damage. Using it in conjunction with your ultimate, ![]() ![]() ![]() |
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During the earliest phase of your 3v3 game, Sona should try your best to farm from a distance. Your low health and defense make you a very easy kill early on in the game. I recommend that unless your team organizes an early team gank, do not pass these areas without your team to help defend you until you've reached level six.
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NOTE 3* Don't forget to cast
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As long as all of your lane opponents are in vision, use the range on your auto attacks and
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During the late game, focus your attacks and passives on prime targets, such as carries or casters with little defense, but high damage. Speaking of her passives, let's go over them again and review the best situations to use each one.
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Staccoto will deal double your ![]() ![]() ![]() |
Diminuendo will reduce the targeted enemies damage output by 25% for 3 seconds. I find that it is most usefull to use against hyper carries with a great amount of attack speed, such as ![]() ![]() |
Tempo will slow the target enemy by 40% for two seconds. This is a power gap closer or kiting tool as the huge drop in movement speed for the enemy and sudden burst in speed for your nearby allies will allow for a great amount of secured kills and prevented deaths. |
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Advanced Ability and Passive Tactics
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We will start with different uses for
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If enemies try to hide behind creep waves to avoid your ability, counter that by standing just behind your own creeps so your enemy is just in range of your ability.
Hymn of Valor will prioritize champions as long as they are in range and will pass over creeps, harming the enemy instead, allowing you to poke from a safe distance and forcing your enemy to stay further back to avoid damage and thus, lose farm.
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When taking a tower, don't forget to activate
Hymn of Valor. It will grant you and your allies extra attack damage to take the tower faster. It should also be noted that your passive,
Power Chord and the passive from
Lich Bane work on towers. This means that with the right combo, you can take down full health towers in a matter of seconds.
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As stated before, combining
Hymn of Valor's
Power Chord with the passive from
Lich Bane can do insane amount of damage. IDEALLY, at maximum ap with this build including altars, runes, masteries and passives:
Hymn of Valor will deal 747 magic damage on hit. If this is the ability used to charge
Power Chord, your next auto attack will deal 384 magic damage PLUS 567 magic damage from your
Lich Bane for a grand total of approximately 1698 magic damage!
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And now we move onto
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Make sure you are within range of allies that need the heal the most. Aria of Perseverance targets your ally with the lowest percentage of health so try to get others out of range if someone with more health needs healing more urgently.
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Remember that
Aria of Perseverance's
Power Chord will reduce an enemies damage output by 20%. Be sure to aim this ability at carries or even super minions attacking towers and inhibitors in an effort to save them.
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You can use Aria of Perseverance to bait enemies by letting them attack teammates or yourself and healing to turn the battle around quickly. Be sure your teammates know that you are going to do this, or the lack of communication could ruin the plan altogether.
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Now
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The passive movement speed buff also applies to minions. Use this to push your lanes or get minions from spawn to lane quicker.
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And finally
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Use
Crescendo during team fights to lock down the entire enemy team, giving yourself a moment to lock your attacks onto specific targets, or escape the fight altogether.
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Crescendo does not always have to used offensively. Decide when it is necessary to use defensively, to help allies escape or lock down certain areas.
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Because
Crescendo doesn't force the .5 second cool down on your other abilities, you can cast one while the wave from Crescendo is still traveling. For example: Casting
Hymn of Valor during
Crescendo to maximize your damage output and shortening the cool down for your next cast.
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One very effective offensive combo for
Crescendo is to flash over a wall and use your ability on an unsuspecting enemy.
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This is a great example of where to use this combo. These lanes are vital chase points on ![](/images/spacer.png)
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Because
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One very effective offensive combo for
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Thanks for checking out this guide. I hope it helps you to play a great, offensive Sona. If you have any questions or something you think I should change, go ahead and leave a comment, and don't forget to up vote if it helps. And if you down vote, tell me why so I can fix my horrible...horrible errors. :D
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-Barennoso
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-Barennoso
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