Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Sona Build Guide by moon827


55K
Views
2
Comments
7
Votes
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author moon827

AP Sona Support (When your ADC needs carrying) (Preseason)

moon827 Last updated on December 14, 2017
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

AP Sona Support

Sona Build

Sorcery
LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Absolute Focus
Absolute Focus
LoL Rune: Waterwalking
Waterwalking

Inspiration
LoL Path: Inspiration
LoL Rune: Future's Market
Future's Market
LoL Rune: Cosmic Insight
Cosmic Insight
Bonus:

+15 Attack Damage or +25 Ability Power (Adaptive)

Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
12
13
14
Ability Key W
4
10
15
17
18
Ability Key E
6
11
16
Ability Key R


Threats to Sona with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Ivern If you see an ivern support, which i highly doubt you will, you should have a near free laning phase against him, due to the fact he is near useless.
1
Ziggs Ziggs ADC was a weird time for league, but every now and then I still see people taking it. If you do come across one, which will be pretty rare,the only thing you need to watch out for is if you see a tanky support with a lot of cc, such as taric or leona. If you let ziggs push tower, then he will more than likely be able to take tower a lot quicker than you and your adc can. Otherwise, you will have a free lane. Synergy with Sona - 0/10
Guide Top

Moon's Guide to AP Sona Support


Guide Top

About the Author

Hey guys, im moon, and I've been playing Sona for a little over a year.I made this guide to share my 150,000 mastery points of knowledge and experience of AP Sona with you. This build came about because one of my friends, who was the person who recommended I try sona, because he was a Sona main at the time, gave me the wrong build, which ended up being a mix of his Sona build, and his Ahri build. I personally modified it a little, but this guide, and all of my experience would not have existed, if it wasn't for him getting me into League, or introducing me to becoming a Sona main.

I have been working hard on this guide for a little over 3 months, so any feedback you can give, positive or negative, would be appreciated.


Guide Top

Introduction

Sona Is one of the strongest supports in the meta right now. She has the perfect kit, with amazing poke, a strong heal (that comes with a shield if you are in her aura), damage reduction, a movement speed buff, a slow, and a stun.


Guide Top

Spells

Flash - Flash is the best Summoner Spell in the game by far (This means you should take flash in every game). It is extremely useful for getting out of situations where your Song of Celerity either isn't available, or will not get you away quick enough, such as a Lux that uses her ultimate, Final Spark before you have more than one point in the ability. Sona can also use flash to engage by combining it with her Crescendo, which allows for your team to deal big damage onto your stunned enemies.

Exhaust - Exhaust is a very viable pick for Sona's 2nd summoner spell, if not the most viable option. Exhaust targets an enemy champion, reducing their damage dealt by 40% and slows them by 30% for 2.5 seconds. This allows for you and your adc to either catch up to an enemy that is running away, or mitigate some of the damage that an enemy champion can deal out. Exhaust is best used on a juggernaut type champion, such as Darius, due to his heavy burst, so that you can stop him from destroying your team super quickly, and your team can burst him before he can do anything that will get your entire team killed.

Heal - Heal is a very optimal summoner spell for supports to take in the current meta, with the ADC tending to take barrier. It Heals the you and the allied champion nearest to the your cursor (or the most wounded ally if no target is near the cursor) for 90-345 health, and gives affected champions +30% movement speed for 1 second. Heal is nice for if you don't have mana and you just got into a little skirmish with the enemy bot lane, and both you and your ADC are kind of low. You could just pop Heal, and it would give you the edge over the enemies, and potentially give you enough health to engage again, and pick up a kill or 2.

Ignite - Ignite is a semi viable option,targeting an enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and applying Grievous Wounds to them for the duration. In my opinion, it is kind of useless, due to the fact that Sona has burst already, and ignite could be replaced by exhaust, which would let your adc to get fed, instead of getting you fed, however it could be useful in situations where you can burst quickly, but need the little bit of extra damage to finish the enemy off.


Guide Top

Abilities

Passive - Power Chord - After 3 ability casts, Sona's next basic attack will deal 15-235 (at levels 1-18) (+20% of ability power) bonus magic damage, with an additional effect depending on the last basic ability cast.

This is what makes Sona strong throughout the mid and late game. It gives the ability to do lots of damage, while also having a strong effect depending on what ability you used last.

If you combo her Power Chord with her Hymn of Valor, it does 40% bonus damage, which is extremely useful for bursting down your enemies, so that either you or one of your carries can get the kill.

If you combo her Power Chord with her Aria of Perseverance, it reduces the targeted enemy's damage by 25% (+4% per 100 AP) for 3 seconds. This can be used to mitigate some of the damage that comes from high burst champs, such as Olaf or Master Yi, due to the fact that you can not slow them.

If you combo her Power Chord with her Song of Celerity, it will slow your enemy by 25% (+4% per 100 AP) for 2 seconds. This is useful when you are against extremely fast champs that do not have any way to block cc, such as Warwick, Garen, or Rammus.




Q - Hymn of Valor - Sona sends out bolts of sound that deal 40 / 70 / 100 / 130 / 160 (+60% of ability power) magic damage to the two nearest enemies within 700-range, prioritizing champions. Her aura gives a damage buff for 40 / 50 / 60 / 70 / 80 (+20% of ability power) magic damage on their next auto attack.

This is a great form of poke, or heavy burst if your Power Chord is available to you. I consistently find myself more than the other power chord empowered abilities, due to how heavy it bursts, which in turn will normally make your enemy back off of the fight, so you have a bit of time to heal up your adc, and be ready for the next little fight that occurs.




W - Aria of Perseverance - Sona heals herself and a nearby allied champion for 35 / 55 / 75 / 95 / 115 (+25% of ability power). Her aura gives a shield for 30 / 55 / 80 / 105 / 130 (+30% of ability power) up to 1.5 seconds.

When you only have 1-2 points in her heal, it seems like it is useless, but it scales extremely well once you get 3 points in it. You will find yourself consistently healing your ally for large chunks of their missing health after getting a few points in it. Late game this will be a very important ability to have, due to the amount of healing you can dish out to your team so quickly.





E - Song of Celerity - Sona gains 10 / 11 / 12 / 13 / 14% (+8% per 100 ability power) movement speed for 3 seconds. The buff lasts for an additional 4 seconds while Sona is out of combat. Her aura gives allies in it a movement speed buff for 10 / 11 / 12 / 13 / 14% (+6% per 100 ability power) movement speed for 3 seconds.

This is Sona's best form of peel. It allows for you to easily get yourself and allies out of fights quickly, and if Power Chord is available, it pretty much guarantees a free escape from your enemies, barring they don't have a targetable ability that moves them on to you, such as Nocturne.




R - Crescendo - Sona forces enemy champions to dance (stun) for 1.5 seconds and take 150 / 250 / 350 (+50% of ability power) magic damage. The passive on this ability reduces Sona's basic ability cooldowns by 10 / 25 / 40% with each point in your ult.

This is the playmaker when you are playing Sona. Her Flash ult combo is one of the strongest support combos in the game, if you can land it right. Its not hard to land, but it does make a huge impact. I personally have had games turned around by 1 flash ult play, that we would not have won. Here's an example of a really good Sona ult, by everyone's favorite 100 Thieves support, Aphromoo


Guide Top

Runes (Preseason 8)

Runes Option 1 (More Damage Based) :




Sorcery



Arcane Comet - After you hit an enemy champion with an ability, a comet attacks the enemy. This is useful for your poke, allowing you to have a bit more poke, although Sona's poke is already good.

Manaflow Band - This lets you cast 1 ability per 60 seconds for free, and it restores 8% of your missing mana. This is extremely helpful for Sona, due to the fact that sona takes up so much mana in the early game, before she gets Rod of Ages.

Absolute Focus - This gives you extra damage when above 70% health. This is useful for Sona by giving her extra burst when initiating into a fight early game, and giving her lots of damage late game, when she can spam her Aria of Perseverance, and keep her entire team healed.

Waterwalking - This one of the most underrated runes out there in my opinion. It is extremely beneficial in teamfights revolving around Baron Nashor , and dragon. This could potentially be the peel that you need to get your team out if you are losing, or the damage you need to win the teamfight.

Inspiration




Future's Market - This is one of the most unique runes i have seen, and it is something that i personally have wanted for a long time. This rune lets you go into debt in the shop. This is super beneficial for Sona, allowing her to get an item earlier than normal. For example, i have gotten a Rod of Ages at the 10:30 mark, instead of the normal 12-13 minute mark.

Cosmic Insight - This is one of the most useful runes in the game right now, giving you 5% CDR (cooldown reduction) across the board.



Runes Option 2(More support based):




Inspiration




Kleptomancy - This rune reminds me of the Bandit mastery, which will allow you to get large amounts of gold for your build, which is extremely beneficial due to how expensive it is. This is also insanely strong for laning phase, allowing for you to stay in lane for a while receiving a buffed version of the Health Potion, Mana Potions (thank riot for bringing back the blue juice), and potions that give buffs such as tenacity, magic penetration, and much more.

Biscuit Delivery - Similar to Secret Stash , Biscuit delivery gives you a Total Biscuit of Everlasting Will every 3 minutes, up to 12 minutes. It is different from the old mastery due to the fact that the Total Biscuit of Everlasting Will is not purchasable, but given to you periodically. This helps keep Sona's mana up, allowing for you to keeps your poke and heals more consistent.

Future's Market - This is one of the most unique runes I have seen, and it is something that I personally have wanted for a long time. This rune lets you go into debt in the shop. This is super beneficial for Sona, allowing her to get an item earlier than normal. For example, i have gotten a Rod of Ages at the 10:30 mark, instead of the normal 12-13 minute mark. Here is a game I had pretty recently, where I got fed early game, so i got Rod of Ages pre 10 minutes, but even without getting any gold from kills, it still allows you to get an early Rod of Ages.


Cosmic Insight - This is one of the most useful runes in the game right now, giving you 5% CDR (cooldown reduction) across the board.


Sorcery




Manaflow Band - This lets you cast 1 ability per 60 seconds for free, and it restores 8% of your missing mana. This is extremely helpful for Sona, due to the fact that sona takes up so much mana in the early game, before she gets Rod of Ages.

Absolute Focus - This gives you extra damage when above 70% health. This is useful for Sona by giving her extra burst when initiating into a fight early game, and giving her lots of damage late game, when she can spam her Aria of Perseverance, and keep her entire team healed.


Guide Top

Ability Tree

Skilling Order



> > >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
Q
E
Q
R
Q
E
Q
W
R
W
W
W
E
R
E
E


Guide Top

Items

Rod of Ages - This is a great early game item, due to the fact that it gives you a good amount of mana, and its passive becomes better over time, so it is probably better that you get it first item over 3rd or 4th, especially due to the fact that Lich Bane, which is the third item in this build, scales better with the more AP you have.

Frost Queen's Claim - This is the optimal choice for your starter item, unless the enemy team has a Teemo, if they do, then build Eye of the Watchers, and get an Oracle Alteration. Otherwise, Frost Queen's Claim is the way to go. It gives you a little bit of AP, with the Blasting Wand in the build, and its active, which will target and slow the 2 closest enemies. The slow is a stronger slow than Sona's Power Chord empowered e, so it could be useful for chasing down an enemy because it has a longer range, and is stronger than the Power Chord e.

Lich Bane - This is where most of Sona's burst comes from, due to lich bane's passive, spellblade, which deals 75% base AD (+ 50% AP) on-hit bonus magic damage (1.5 second cooldown). This will combo with Power Chord, which allows for an insane amount of burst in such a short time, allowing for some insane one shot potential, if you use her Power Chord with her q, Hymn of Valor. Doing this boosts the amount of damage the empowered auto attack will do in the first place, not including the lich bane, but with it, you are going to be doing roughly 1.5x the amount you would have been without it.

Boots of Swiftness - Boots of swiftness are my go to pick for boots, due to the slow resist they give you, and they do have the fastest consistent movement speed buff, out of all the boots, but 2nd in movement speed if you are not in combat and have Boots of Mobility.

Redemption - This is probably the most important item in the build, due to the fact that you are still the support, not the mid laner. From my experience, teams who do not have somebody with a Redemption on the team tend to lose more often than not. Redemption is what is going to prolong team fights, it can heal your team if your heal, Aria of Perseverance, is on cooldown, which is not necessarily going to be an issue due to the amount of cdr you are going to end up with, and it can heal your entire team if everybody is low, and your team wants to take baron, or another objective. This will make it easier for you to prepare your entire team for taking it.

Rabadon's Deathcap - This is my personal preference for the last item in my build. It scales all of the AP you had by 35%, giving you much more AP then you had before buying it, and this item is why Sona can still one shot (or burst down) people late game. While using rabadons, you should be ending with 520 AP, which is more than enough ap for any support.

Luden's Echo - This is a good alternative instead of rabadon's, but I personally prefer rabadon's, for the AP scaling by 35%, but ludens is also a good option. It gives you the runic echoes passive, which is similar to the Statikk Shiv passive, but is more for mages, then for champs that work with attack speed.

Archangel's Staff / Seraph's Embrace - This is be a viable option, but it would require you to build Tear of the Goddess early on in the game. I personally prefer to build item by item, without building items in between, but if you want to, that's your call, but to make it effective, and deal damage, then you would have to build it early. If you do build Tear of the Goddess early, then you will have a good amount of ap at the end of the game, not as much as Rabadon's Deathcap, but it will also give you a shield, using 20% of your mana.

Hextech Protobelt-01 - This is something I played around with a little bit when i was ~100k mastery. My reasoning for using it was to get better engage for your flash ult combo. It would be something like this:
Hextech Protobelt-01 --> Flash --> Crescendo
or
Flash --> Hextech Protobelt-01 --> Crescendo.
It gives you a little extra range before you cast your ult, which if used correctly, could be the way you can get the entire enemy team stunned.

Hextech GLP-800 -