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Sona Build Guide by millysenpai

Support AP Support Sona

Support AP Support Sona

Updated on August 8, 2021
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League of Legends Build Guide Author millysenpai Build Guide By millysenpai 6 1 26,267 Views 0 Comments
6 1 26,267 Views 0 Comments League of Legends Build Guide Author millysenpai Sona Build Guide By millysenpai Updated on August 8, 2021
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Runes: Standard

Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Precision
Presence of Mind
Cut Down
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Summoner Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Support Role
Ranked #1 in
Support Role
Win 54%
Get More Stats
Support Role Ranked #1 in
Support Role
Win 54%
More Sona Runes
>

Threats & Synergies

Threats Synergies
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Extreme Threats
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Champion Build Guide

AP Support Sona

By millysenpai
.
Hi my name is Milly. I'm 25 and British born Chinese. Currently just working as I have graduated University in Travel and Tourism Mangement in 2019. On the side from studying and working; I also stream on Twitch on the side, listed below. I also enjoy making cosplays with family, travelling and playing games! ❤
~Also streaming most days a week on Twitch, so feel free to stop by and ask questions if you're unsure about anything!

I started playing League in Season 4 and I've been Platinum since Season 6.

If this guide goes well I hope to make more guides soon :x
If this guide has helped you in any way please Vote up & Share! :)
❥ Also if you didn't know I have a Soraka Guide >here!<
❥ AP Lux Guide >here!<
❥ AP Lulu Support >here!<


Feel free to check some of my other links below ヅ

❥ Twitch ~ Twitch
❥ Facebook ~ Facebook
❥ Instagram ~ Instagram
❥ Tiktok ~ Tiktok
❥ Twitter ~ Twitter
❥ Patreon ~ Patreon
❥ Youtube ~ Youtube

❥ Discord Server (Twitch Community) ~ Discord
Introduction
Sona was actually one of the first support's I started playing with and have more mastery points than my OTP Soraka (feels bad man).

Also with this guide I have made seperate chapter titles so its easier to find information. As well as adding hyperlinks to items, champion's and highlighting text to make it more colourful or easier to read instead of it all as default font. And have added a range of threats and synergy champions that I have come across.
Pros & Cons
I have conducted a pros and cons list of playing Sona so I hope this helps!

Pros
    ❣ Can heal with (W)
    ❣ Goes well with most ADC's for poke with (Q)
    ❣ Good sustain in lane

Cons
    ❣ Main focus in team fights :(
    ❣ Squishy target for assassins or so
    ❣ Can be poked out of lane to do any pressure
Abilities
Power Chord (Passive): This is Sona's passive, after each ability that you cast will give a charge, max charges Sona hold's is 3 and when it is active it will deal bonus magic damage to opponent's.
Hymn of Valor (Q): Send's out two bolts to the nearest opponents but prioritizing champions over minions. Allied champion's that are in range of this ability can deal bonus magic damage for their next AA within 3 seconds. Sona also regains 30 mana the first time she tags an ally.
Aria of Perseverance (W): This is used to heal Sona herself and allies in range, it prioritizes allies with the lowest HP and also shields allies. Sona also gains 30 mana just like her Q ability, if using Sona passive with her W it will reduce the targets damage output by 25% for 3 seconds.
Song of Celerity (E): Sona gains 20% movement speed for 3 seconds when active, then additional 4 seconds when Sona is out of combat. If there are ally champions in the aura of this ability gain a small % of ability power and movement speed for 3 seconds; as well as gaining 30 mana the first time she tags an ally in range with the cast. If this ability is used when Sona passive charge is full then used on a target will slow them by 40 for 2 seconds.
Crescendo (R): Anyone in range of her ult will be stunned for 1.5 seconds and also take 150/250/350 magic damage depending the level upgraded.
Summoner Spells
❥ I pick Flash on D and Barrier on F as others may choose the other way around, I don't have much of a reason to it but I feel more comfortable playing with the spells on D and F.

❥ I choose Flash for Sona's get away or escape, I choose Barrier over Ignite or Exhaust as in team fights or laning phase I tend to get focused or the opponents try to dive under tower. Having Barrier also gives a small amount of shield or so to survive from ignite or last hits.

Heal can be an alternative to Barrier/Exhaust or Ignite if you want to take extra heals or the ADC may take Barrier or Exhaust incase. For example you may have a Yasuo ADC that may take Flash & Exhaust. Or if your ADC takes Barrier then be expected to take Heal.

Ignite might be good early depending on how your ADC is, for example if you have an aggressive ADC and want to win early in lane it would be ideal for flash & ignite. But it also depends if you can use ignite during fights in hopes it gets someone.

Exhaustis okay but it wouldn't be my ideal pick as in some team fights if they have a Tryndamere or Olaf, Exhaust has no real effect when they are in Ult, it may be useful for other champions but personally I prefer Barrier or Heal over other spells. Exhaust is standard or requested by other team mates as it slows the targetted champion by 30% and reduces their damage output by 40%.
Runes
Summon Aery: I choose Aery for all because her Q procs Aery as well as offering damage and shields.
Manaflow Band: I thought Manaflow Band was a good choice for Sona as she requires health and mana to restore health to allies. With more mana = more possible healing to allies; as stated after reaching 250 bonus mana it will restore 1% of the missing mana ever 5 seconds.
Transcendence: I often choose transendence as its better for poking opponents as well as increasing the CDR/haste on her. Lower haste means able to spam abilities more and not having to buy time before fights. Higher CDR early also gives an advantage for your team, being able to spam her Q or W in lane as well as roaming would be useful.
Scorch: The last rune is scorch which allows the next damaging ability hit sets champions on fire for 15-35 bonus magic damage based on level with a 10 second cooldown. So using Hymn of Valor will effectively deal magic damage.
Presence Of Mind: I chose this rune as damage an enemy champion for 4 seconds, it can increase mana regen which is incredibly helpful when you want to spam abilities and not be waiting for mana. Takedowns also restore 15% of her maximum mana.
Cut Down: This rune is chosen to provide bonus damage vs other champions that have more HP than you. Deals between 5-15% bonus damage, this can be extremely helpful if the other team has tanky champions.
Offense x2 + Defense x1: 1st Diamond for +9 Adaptive Power over attack speed and cooldown reduction. 2nd Diamond over Armour and Magic Resist. Last rune is +6 Armour just for a little Defense and much more useful over Health but consider taking the circle for +8 Magic Resist if you find yourself up against a mage duo botlane or so.


Optional Runes for Sorcery


❥ I have put additional rune below with explanation that you can also take instead of Scorch.
Gathering Storm: This rune is chosen quite often for Sona as it provides AP (Ability Power) scaling and this can be handy if the game is dragged out. Gathering storm scales better over time which means more AP (Ability Power) for healing team mates.
Item Build
Spellthief's Edge should be a standard first item for Sona and 2 Health Potion, Spellthief Edge will be transformed to Frostfang and then into Shard of True Ice. This item needs to gather stacks before it can be transformed, the 1st upgrade will provide wards to help you ward around the map for vision. Each upgrade increases AP, Gold generation, Health and increased base Mana regen.

Moonstone Renewer as a first item as well as it being Sona mystic item. This gives healing, ability haste/cd and 100% mana regen when fully completed. In my opinion its quite OP and have been building it first in almost every ranked game I've been in, when in combat the passive is proc'ed to increase healing by 12.5% which can be stacked up to 4 times. Late game with Moonstone Renewer is buff, most likely your team will never die because you'd keep them topped up with HP. But you may also be a focus during combat so becareful!
Since Moonstone renewer has received a nerf, I've been building this item here and there depending on the team comp/matchup. The passive empowers or protects ally champions nearby, it will grant you and them 25% bonus movement speed for 1.5 seconds which can be quite useful if you are starting a fight but also chasing after targets running away. The active when used will grant you and nerby allies 60% movement speed that decats of 4 seconds. This is also a Mythic item and this empowers allies other legendary items they have with 5 ability haste.
Sorcerer's Shoes commonly built on Sona, these boots provide 18 magic penetration and additional movement speed. If you build AP damage dealing items then these boots will suit as well as if the enemy team has AP users.
Consider buying Ardent Censer as it provides +10% bonus healing and shielding power. It increases Sona abilities and boosts your ADC attack speed and shielding them. This item helps proc Summon Aery which also makes it a good team buff team fighting. This is also a good early item for ADCs if you're worried about them taking too much damage/harass from the enemy botlane.
Redemption grants health with a small delay upon casting. You can use Redemption during team fights and whether you're alive or dead. The radius range is 5500 when hovering over it and will show you whats in range and whats not in.
This has 50 AP, 10% Heal and Shield power as well as 100% Base Mana Regen, every time you use it on a ally it grants you and them an additional 15% movement speed and a small 20-40 AP for 3 seconds. The 20-40 depends on what level the ally is and this item is useful if you have AP users on your team comp. I personally don't build this item as in my games as we only have one AP or so and its not worth in my opinion as there are more helpful items to build. If you have a APC as your ADC then this item would also be ideal for a advantage in lane.
This item is basically the summoner spell Cleanse and it also consists of 15 Haste/CD, 20% healing and shielding. 50 Magic Resist and 100% mana regen. This item is extremely useful for removing CC for one ally as well as providing a small heal to the target. Very useful against champions abilities, for example Ashe's Enchanted Crystal Arrow, Leona's Shield of Daybreak or Solar Flare, Morgana's Dark Binding, Skarner's Impale and so on.
Personal preference on this item, but early game you don't need to upgrade to Mejai's straight away with it being Dark Seal is fine as you can start stacking stacks. Provides a small amount of health and AP for Dark Seal, after upgrading it, it will have an increased amount of health and AP. You gain 4 stacks for every champion killed and 2 stacks for assists, you can gather up to 25 stacks but upon dying you lose 10 stacks, also gain 5 AP for ever stack and added 10% bonus movement speed if you have at least 10 stacks. This item is commonly used for roaming champions, If you decide to build this item try not to get caught and lose the stacks gathered as late game your allies might question why you have it if you cannot stack it as its pointless.


~ So these next items listed can be the can be used in the final build. I have listed a few depending on the matchup.
Chemtech Putrifier this item can deal magic damage to enemy champions and inflicts them with 40% grievous wounds for 3 seconds. Healing or shielding allied champions empower you and their next instance of samage against enemy champions within 5 seconds to apply 60% grievous wounds for 3 seconds. This item can be used for the whole team and used for anti healing, contains 20 ability haste, AP and 100% base mana regen.
Locket of the Iron Solari as it grants Armour and Magic Resist, with 20 haste/CD ; it also grants a decaying shield to nearby allied champions and yourself for 2.5 seconds. Most used to prevent damage in a smaller area. Locket is now a Mythic item as well, so if you build this you will not be able to get Moonstone Renewer, so consider your team matchup and which you think will be better for late game.
Warmog's Armor is good but consider buying more health items as it can activate its passive and upgrading it to Warmog's Heart (3000 maximum health). More health = more healing provided for the team, especially warmogs heart restores 25% of maximum health every 5 seconds if damage hasnt been taken in 6 seconds.
Spirit Visage may be built depending on your enemy team comp, as it offers 10% cooldown reduction, 100% base health regen, 55 Magic Resist and on top of that this items passive increases all healing, regeneration and drain effects on yourself by 30%. I choose this because of the passive and increased healing is really good on Sona as her main goal is to keep her team alive through the fight!
Zhonya's Hourglass upgraded version of Stopwatch which you can use more than once with a timer, this provides ability power, armour and 10% cooldown reduction. A better choice over Banshee's Veil and useful against champion ults such as Zed, Kayn, Fizz, etc.
Rylai's Crystal Scepter may also seem like a troll or annoying to play against, this item provides 90 AP as well as additional 350 HP. The passive damages and slow affected enemies by 30% for one second, this can be triggered by abilities or autos casted by Sona.
Seraph's Embrace may be bought as it provides 65 AP and 860 mana, you may see people build Tear of the Goddess which provides mana and deal bonus physical damage to minions. This may be built if you're quite mana hungry and like spamming abilities and not wanting to worry about having no mana left; increases your max mana by 5% (+2.5% per 100 AP). This item is called Archangel's Staff before it's upgraded to Seraph's Embrace, you need to use 450 Mana to transform it.
Banshee's Veil as it grants a spell shield that blocks the next enemy ability and is refreshed after no damage is taken from enemy champions for 40 seconds.
Useful against a champion like Malphite or Blitzcrank.
Lich Bane may be bought for Sona for additional damage, it has 70 AP and 10% movement speed on the item. This item may be built early which would give an advantage to your lane as well as roaming purposes, the passive actually grants magic damage after casting an ability on a target.
Ionian Boots of Lucidity instead of taking Sorcerer's Shoes you may take the haste/CDR boots. You may find these boots helpful so you can spam more abilities due to having a high CDR, it can be helpful in early laning phase.
Mobility Boots may be used depending on the matchup, its quite handy for roaming as well. The boots passive increase to 115 movement speed when you are out of combat for 5 seconds.
Boots of Swiftness is ideal as the passive reduces the effectiveness of slows by 25% which is extremely helpful if the enemy team has a lot of CC champions. These boots also provide an additional 60 movement speed.
Mercury's Treads these boots may be built if the enemy comp has AP dealing users as these boots provide 25 magic resist, 45 movement speed and 30 Tenacity. These boots are similar to Plated Steelcaps but for MR.
Plated Steelcaps was also known as Ninja Tabis, the opposite to Mercury's Treads, if you want to be a bit more defensive or survive a little longer then these boots would be suitable, or if you want to be less squishy early game then these can help. If the other team is mainly AD users then these boots would be ideal, as these provide 20 armour, 45 movement speed and the passive reduces incoming damage from all AA by 12%.
Change Log / Updated
02/06/2021 - Added "Shurelya's Blessing" and "Chemtech Putrifier" to Item Build & 5 upvotes ❤
04/05/2021 - 10k milestone~
04/03/2021 - Smol 3k views & 3 upvotes c:
27/02/2021 - Thanks for 2500 views!! ♡
22/02/2021 - 1500 views :3
21/02/2021 - Added information for "Boots of Swiftness" and changes to "Abilities" // 1.2k+ views
20/02/2021 - Updated "To Do List" & 1k+ views yay <3
19/20/2021 - Edited Pros & Cons // ty 950 views!
17/02/2021 - Ty for 750 views! // Added multiple sections listed below;
~Changed guide title from [11.3] Chonky Sona (WIP) to [11.3] AP Support Sona (S11 WIP)
~Added remaining runes with missing information
~Added multiple information for item build
~Added new item "Seraph's Embrace"
~Added more synergies with information
~Updated To Do List
15/02/2021 - Added multiple sections listed below // 500 views!
~Added information on "Abilities"
~Added information on rune for Transcendence
12/02/2021 - Added multiple items with information // ty for 250 views & 2 upvotes:)
~Added small detail to "Introduction" chapter
11/02/2021 - Added a few sections listed;
~Added "About Me" with details
~Added "Pros and Cons" with details
~Added "Summoner Spells" with details
~Added ability icons // adding information soon
~Added Runes used for sona (will add detail soon)
10/02/2021 - Created Sona Guide [11.3]
~Added Rune Page
~Added Summoner Spell option pages
~Added Items for starter, standard build, situational items and boots
~Added some Threats with a sentence or so
To Do List
- Show ranked sona match histories

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