Sona Build Guide by baginthecup
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Runes: Normal Build
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order Normal Build path
Threats & Synergies
Sona likes to space herself and look for fights where her power chord is up but Lucian can choose fights whenever he wants with his dash and is also able to gun you down from a million miles away.
Basically dodge. You will get 2-3 shot once he gets his first back and there's not much you can do about it. He's basically a better Lucian in Sona's POV.
Though you can win this match-up depending on Vayne's support and your ADC, her ability to get an auto reset off is really hard to deal with when your primary goal is to trade one auto for a power chord.
This match-up sucks. Ashe will pretty much always have the push and pokes you and your AD down. You won't be able to get fast power chord trades because she has a slow. Once she hits level 6, you basically are a free kill for her.
You lose this lane because Soraka does a better job at controlling the lane than you do. You can quietly win by making more money than Soraka using klepto and q double procs when you aren't at risk of getting Soraka combo-d but there's low chance of killing Soraka and you probably won't out trade her either.
Did you enjoy laning? Nope not anymore. You won't ever be able to walk up to Brand and you won't win trades or poke or all-ins. Look to scale or dodge.
Good luck getting close to her without getting auto-d down like a degenerate. She half healths you with ultimate later.
She can't do shit to you if you don't get hit with isolated Q.
Impossible to trade with as she insta-shoves wave and hits you with her huge range AOE rockets. If you get hit with zap or chomper's you are dead.
She can kill you if you misposition but she also gets absolutely fucked by power chord trades. Post 6, it's dangerous because she can just throw somebody on you but you can also just ultimate her back and she can't really do much.
Post 6, you will get one shot if you come close. You can try to bully him early but he has good range. Q/E are dangerous as well to get close to.
This match-up is somewhat hard as Tristana can blow you up fast post 6 but you can also do the same to her, so don't be afraid to trade kills a lot.
free cash. may die if you greed too hard for cash -- don't greed.
Hard to deal with. You have control of the wave so try to let it stand in the middle or pushing towards you. Don't get combo-d ever. If your ADC gets combo-d, drop your shit on their ADC.
Pretty freelo. He gets absolutely fucked by your sustain and trades. Flash away when he flashes on you and don't get hooked.
Try to win level 1 and 2. Run away after.
You win as long as you space correctly and don't get flayed -> hooked. Also be careful of lantern ganks.
Dodge bubbles and this match-up is free cash. You don't win trades but you easily make way more money and outscale.
Wombo combo! You guys both take similiar trades in lane so there's a lot of synergy in that department. The only problem is that there's few situations that you guys win when you guys get engaged.
Varus can follow up on your trades with his Q and can make them more effective by cutting enemy healing with his E. Once you are both 6, you can basically one shot somebody with your ability rotations.
Wombo Combo at 6! You guys both take klepto and like to take short trades or poke. Ezreal tends to get outtraded easily or poked down so sustain really helps him. Only problem is that if you both get pushed in, neither of you really offer much to counterplay.
Caitlyn wants a support to zone or set-up for her. Sona sucks ass at this.
It works OK but Draven doesn't need Sona to win trades for him. He needs protection or set-up neither of which Sona provides.
Jinx wants a support to zone or set-up for her. Sona sucks ass at this.
Kalista needs set-up CC but this combo ends up ok because she has problems trading and sustaining which Sona helps with.
She has 0 potential to follow up on your trades. You help her live through lane and that's it.
Lucian needs set-up CC but this combo ends up ok because he has problems trading and sustaining which Sona helps with.
Champion Build Guide
Ignite you take for lane pressure. Even if you don't necessarily win a lane, you should take ignite anyway to have more pressure in 2v2, 3v3 situations.
You could take Flash + Barrier if the enemy team has a heavy dive assassin comp. You give up lane pressure for it though so make sure you don't think you can win lane before you even think about this.
Example enemy comp you would take this against:
On first back, look to upgrade Frostfang, grab Refillable Potion and a Control Ward or two. Later, you want to back on 900~ gold to get another Control Ward + Aether Wisp towards your Ardent Censer. If lane is hard vs AP you can go Chalice of Harmony -> Athene's Unholy Grail instead. If you back on low amounts of gold, Faerie Charms and Dark Seal are good options as well.
Your first item should pretty much always be Ardent Censer. If you are in an extremely difficult lane without a traditional adc ( Jhin/ Ezreal), you can sometimes take Athene's Unholy Grail first item. This item has a lot less synergy with Sona but the early Chalice of Harmony component helps you survive laning phase.
For boots you have a lot of options. Generally just default to Sorcerer's Shoes unless you are in an extremely hard lane like Draven or Lucian and need the Ninja Tabi.
After Eye of the Watchers + Ardent/Athene's, you generally want to build Redemption. This item is ridiculously good for so many reasons. You can use it in the middle of a teamfight. You can use it after a teamfight. You can use it half-way across map to help your team! It's so good, just do it!
Afterwards, you can make the choice between Mikael's Crucible or Locket of the Iron Solari. Crucible is generally the better choice even if there isn't a cleansable ability because the 20% shield/heal power is so damn good. Locket is a good choice as well especially if you are getting focused in teamfights and need some extra defensive items without being as selfish as Zhonya's Hourglass.
Tear of the Goddess: this is super greedy. Sona doesn't have mana problems at all after her first back. Take this once you've finished ardent if your team is worthless enough to not build Redemption for and your AD doesn't need Mikael's Crucible.
Zhonya's Hourglass: Take this if the enemy team has a Rengar, Zed or Talon that is really trying to make your life hell.
Other than that just make sure to stock up on Control Wards!
Magical Footwear is the generic best option in row 2. Sona doesn't really have an extremely useful boots upgrade so she can either go Boots of Mobility like the generic support or she can just sit on a free boots upgrade until she has completed her first item. Perfect Timing is a good alternative as well but Sona's game is usually decided before minute ten anyway.
Biscuit Delivery is easily the best option in 3rd row. Future's Market is quite useless as enchanter supports don't really have great component spikes. Minion Dematerializer would tilt the **** out of your adc more than you stealing cs with q accidentally already does.
Cosmic Insight is another obvious one. Approach Velocity is useless for obvious reasons. Time Warp Tonic is an option but you should be topping yourself off on Sona anyway since she is so squishy and has a heal in her kit.
Sorcery second is the obvious choice. Sona has mana problems so Manaflow Band is a must. The 2nd one is a bit of preference as all of Absolute Focus, Scorch and Gathering Storm are fine plays. Transcendence is generally a bad play because Sona doesn't really rely on ability rotation so cdr is not really that useful. Furthermore supports don't hit level 10 until very very late so Transcendence might come into play for like 5% of the total game time. Abs focus is a bit of a bad play imo. Sona is primarily a trade champion so she usually stays at about 60-80% health in lane trying to get max value out of her heals. This means that Absolute Focus is generally not activated. Scorch is meh for the same reason. It's best used on high uptime poke supports like Soraka but Sona's poke is rather *** and so I take gathering storm most games for higher value mid-late game.
As we all know, Sona's base defensive stats are rather lacking so we take armor and health to try to make up for that instead of taking more adaptive offense when Sona already has mediocre scaling ratios. Armor of course can be exchanged for MR depending on the match-up.
Take this build when you are against a difficult match-up where you cannot really get auto attacks off easily such as Xerath, Brand, Leona, etc...
Aery is self-explanatorily the best keystone for enchanter supports. Manaflow Band was explained in the previous build. We take Absolute Focus this time as Sona's focus is on safe laning meaning she will stay topped off on health more consistently. Scorch or Gathering Storm in this situation is optional. I take Scorch in this build because we are already in a poor match-up and having the extra oomph on poke helps make life a bit easier.
Resolve is the obvious second choice. Revitalize has huge synergy with Sona. The other options are rather personal preference as well. I take Conditioning to help Sona's weak mid-game defense. Bone Plating is also a good option as well as Demolish but both are rather situational use whereas Conditioning is flat consistent benefit after 10 minutes.
In lane, walk up and get the Hymn of Valor->auto trade which is basically unbeatable. You can look to get the 2nd Kleptomancy auto attack but this is in general greedy as you have stepped up and don't want to take extra minion damage or get counter-traded.
With this initial won trade, you and your ADC should be to get the wave pushing. Help your ADC push the wave by auto attacking minions but be careful not to steal any or make it difficult for them to CS.
Though you push for level 2 to get lane pressure, Sona's level 2 is quite weak as her Aria of Perseverance doesn't really change much about her power so continue looking for Q->auto attack trades. Once you have the heal you can look to try to get double Kleptomancy procs since you can sustain a bad trade up.
If you weren't able to get the lane pushing either because you messed up the initial trade or something else went wrong, look to get high value trades from Power Chord or double [Hymn of Valor hits to maximize gold gain from Spellthief's Edge.
Don't be afraid to get low HP on Sona. Everytime you take a trade, remember that you are probably winning the trade either through Klepto gold or through Spellthief's Edge gold. You can be very liberal with pot usage early game for this reason. You also have Total Biscuit of Rejuvenation coming in later into the lane to help you sustain.
This is where you want to ward generally.
At level 3, if the lane is passive, take Song of Celerity in the event that a jungler ganks and you need the escape speed.
Otherwise, if you are controlling the lane and are somewhat low on mana (<50%), take Hymn of Valor level 3 and Aria of Perseverance level 4 to prevent wasting mana through Song of Celerity casts.
Once you get past these initial levels, in general Sona becomes weaker and weaker as the laning phase extends. Once it seems like you aren't able to control the lane anymore, play a bit safer and look to get higher value trades instead of greeding for Kleptomancy procs.
At 6, Sona is briefly quite strong depending on her ADC and can look to burst people with Power Chord + Hymn of Valor+ Ignite + Crescendo. Don't be afraid to commit ultimate and Ignite early as you can usually blow Flashes or Heals which have longer cool downs than your abilities.
Aria of Perseverance: Reduces targeted enemy damage output by 25% for 3 seconds. This is an extremely important ability. Use this when your ADC or mid gets dove by a bruiser, fighter or assassin. I cannot stress how important this is.
Song of Celerity : Slows target by 40%. This is helpful for running down targets who are trying to escape.
How do I consistently keep track of which one is my 3rd Power Chord? In general you should keep a counter in your head of which power chord stack you are on. If you lose track, the counter is found in your buffs/debuffs bar above your health.
Personally, I try to keep track of the 0 counter state and just rotate my spells such that the desired power chord is on my 3rd spell cast.
Song of Celerity is in general used to cycle Power Chords as it is often the least useful chord early game. Mid-late game, this is still true but Hymn of Valor's chord also becomes less useful. So while early game you can get away with spamming damage [power chord], you should try to use your later Power Chords more intelligently.