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Choose Champion Build:
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Classic Build
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Modern Build
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Threats & Synergies
Cassiopeia
Suicide. Just farm and play as safe as possible. She has better poke then you, and a much better all in than you. Anything you can do, she can do better. Try and get your jungler to gank for you. It'll be needed.
Introduction
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Magic damage 40 / 80 / 120 / 160 / 200 (+ 50% AP)
Aura: Sona and allied champions tagged with
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On-hit magic damage: 20 / 30 / 40 / 50 / 60 (+ 25% AP)
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This may be Sona's only offensive spell, but it's a great one at that. It's extremely easy to poke with, and can be used to last hit several minions at a time. In teamfights, it allows damage to multiple targets making you able to focus down your own target, while still helping out your team with the others. Its
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- Your primary poke in lane should be to use
Hymn of Valor straight into a basic attack, especially if you have
Power Chord up.
- Sometimes you don't want to have extended trades with your opponent, or have issues getting in range. When this is the case, you can use
Hymn of Valor to last hit minions and then simply use the auto attack bonus to harass. This also works the other way around.
- The
Power Chord Staccato deals extra damage. Use this
Power Chord primarily, whether it is to poke, push waves, take objectives or to help in bursting down primary targets.
- Harassing with
Hymn of Valor is easy, but should never been done at the cost of cs. At times when you want to poke, but a minion is low on health you can actually position yourself to do both using
Hymn of Valor as it fires two bolts towards the closet enemies. (Takes some practice to do correctly)
- Using
Hymn of Valor can help when you need to last hit multiple minions at the same time. Just be cautious that this doesn't queue up your
Power Chord when you can't harass the opposing laner.
Hymn of Valor may not seem like it, but it requires you to have vision of your target for it to deal damage. This is easy (at least for me) to forget, so just make sure if someone is going into a bush, you wait until you can see them again to use it.
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Heal: 25 / 45 / 65 / 85 / 105 (+ 20% AP)
Max heal: 50 / 90 / 130 / 170 / 210 (+ 40% AP)
Aura: Sona and allied champions tagged with Aria of Perseverance's aura are shielded for up to 1.5 seconds.
Shield strength: 35 / 55 / 75 / 95 / 115 (+ 20% AP)
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Very useful spell all throughout the game. Most mid lane champions do not have a built in sustain, which makes Sona a really good sustaining champion despite her early mana issues. This spell is what makes her poking ability so strong. She needs to be close to poke, which means you almost always take return damage. That return damage becomes something you'll completely ignore when you can simply heal it all back. That's where Sona shines. Whittling down the opponent, while keeping herself in the game. Later on in the game, Sona will have so much mana that you can spam
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- Use this to constantly heal up to an even or higher health level than your opponent. Do not queue up a
Power Chord with it during laning, though. You want to wait to use that for
Hymn of Valor.
- Activating this ability right before taking damage will allow your shield to absorb most of it for you! However, the shield isn't the largest and spamming this every time you're being poked will run you out of mana quickly.
- In tough match ups, or when you're against champions who out trade you, use
Aria of Perseverance twice to heal up as much as you can, while not fully stacking
Power Chord. Then go in with your harassing combo.
- In the later game, make sure you remember that it isn't just you who gets healed.
Aria of Perseverance is great at keeping any team mate alive during many situations.
- The
Power Chord Diminuendo, is good for when you can't peel someone off of you or a team mate, and against heavy burst champions when they all in someone. Otherwise, I rarely use it as the damage reduction simply isn't great enough to warrant doing less damage.
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Personal bonus MS: 13 / 14 / 15 / 16 / 17% (+ 7.5% per 100 AP) (+ 2% x
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Aura: Allied champions tagged with Song of Celerity's aura gain movement speed for 1.5 seconds.
Aura bonus MS: 10 / 11 / 12 / 13 / 14% (+ 3.5% per 100 AP) (+ 2% x
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Useless in the early game, but my god is this a wonderful utility spell later on! It can give your entire team a massive speed boost, and you can spam it quite often. Having a team that can maneuver more quickly around the map than your opponents is a great advantage. The
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- Use the
Power Chord Tempo to peel for the ADC if you come across them needing it.
- When receiving a gank, a
Power Chord of Tempo can be very useful in locking the opposing laner down, but it takes away from your damage output. If your jungler has no cc, or needs you to engage for the gank use Tempo. If they have high cc or get a good jump on the enemy, us Staccato.
- Tempo is great for kiting enemies, as Sona doesn't really have any other way to kite early on. It's also useful for securing an ally's escape, or keeping an enemy from fleeing.
- Use
Song of Celerity to get back to lane faster. It wont be a game changing difference early on, but it helps.
- When you are going anywhere in the mid to late game, make sure you use
Song of Celerity to get there more quickly. Provided that you aren't low on mana, of course.
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Magic damage: 150 / 250 / 350 (+ 50% AP)
Need I even comment on this one? My god. So much power. During the laning phase, this will net you easy kills. During team fights, you'll want to save it for the perfect time so you can completely change the pace of battle. It's most common, and possibly greatest use is as a counter engage. Sometimes you can even find a time to use it to engage yourself, although that can easily lead to you being bursted down afterwards with how close you must be to use it effectively. If you have to use this to peel people off of you, then that's horrid. It shouldn't be used for peeling off an enemy, unless there are three plus people needing to be peeled. I do get into games where no one peels for the carries, however. And it's perfectly fine to use it then, just understand that it's potential is far greater than that.
- This abilities stun duration is great, and nets you easy kills in lane with a simple combo. That combo is to
Crescendo into
Hymn of Valor, fire a
Power Chord and then
Ignite them. This is no 100 to 0 burst, though. So be careful when you use it.
- If you have an enemy who has a strong ultimate that requires channeling, (e.g.
Katarina,
Galio, etc.) then try and save
Crescendo to counter their ultimate.
- If you are using this ability on a singular opponent that has an ability that can dodge
Crescendo (e.g.
Ahri,
Fizz, etc.) you should try and get them to use it beforehand. Rushing such a powerful ability and missing will put you at a serious disadvantage.
- If your
Crescendo kill combo seems difficult to pull off because your opponent is skittish, then you can usually wait for them to be in range of a
Flash. Using
Flash into your ultimate always catches the opponent off guard, and allows for easy kills in lane.
- While it may seem like an AoE ability at first,
Crescendo is actually considered a projectile. That means it has travel time and can be blocked by
Yasuo's
Wind Wall and
Braum's
Unbreakable.
Sona's skill sequence is something tricky to explain. It changes quite heavily game to game based on your matchup. Ideally you want to be using the sequence above to maximize your damage output as early as possible, but a lot of the time Sona needs more sustain than that. This makes for a very situational leveling of your skills. You should try and focus on getting ![]() ![]() ![]() ![]() ![]() ![]() |
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I do not recommend ever using, and I do not feel the need to comment on anything else. If you have questions about another summoner spell, feel free to leave a comment and I'll get back to you. I may even put it into this guide if I feel it necessary.
Core Items
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My personal favorite boots on Sona. These boots give you very useful early cooldown reduction. Sona loves to spam her abilities, and being able to help out your cooldown reduction without having to build a large item helps a ton. You may miss some magic penetration, but being able to queue up your ![]() ![]() ![]() |
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Sona is squishy and mana dependent, mix that with her having to be in relatively close range during fights means ![]() ![]() |
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This is where all your core offense comes from. This baby is a power house on Sona as she primarily relies on auto attacks empowered with ![]() ![]() ![]() ![]() ![]() ![]() |
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This is a very useful item, but should always be finished last on your core (unless you are behind and the defensive item is necessary). You love to spam abilities as Sona, and this item lets you do just that. You have to get a ![]() ![]() ![]() ![]() ![]() |
Offensive Items
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Do I need to say anything here? It is a very simple item. Hard, raw ability power. This item makes everything you do so much more meaningful. And it isn't just your damage that receives an increase! It increases your heals, shields, movement speed buff, and through ![]() ![]() |
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Not much in the way of magic penetration in this build, so grabbing a ![]() ![]() |
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This item is situational, but very useful. It gives a huge cooldown reduction boost that Sona loves, some ability power and a healing debuff that is surprisingly strong. Take this if you really feel you need to have greatly decreased cooldowns, or you are facing someone with crazy healing power (e.g. ![]() ![]() |
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Defensive Items
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What's that? Your having issues with an enemy that deals magic damage, but you don't like the other two items because they have no offensive power? Well then buy this. ![]() |
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Sona seriously lacks range, which means it’ll be near impossible for you to harass your opponent without taking some return damage. While there may be plenty of champions that can out damage Sona in early game trades, few share her ability to heal up afterwards. Sona’s
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Before you get a point in
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When you are against high ranged or skittish opponents you may need to use
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When laning against a champion that pushes heavily you may need to use
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If you are being dove when you have your ultimate, look and see if you can’t turn the fight. Sona’s long stun duration from
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On the Topic of Ganks
When your jungler shows up to help out your lane, there are several ways you two can go about it. Depending on the situation, you may need to engage the gank yourself so that your jungler can follow up for the kill. You can go about this two ways. The first way to engage is to simply use
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Most often you wont be needing to engage the gank as the jungler has some way of doing it themselves. If this is the case, do everything in your power to follow up on their initiation, dealing as much damage as you can. In select cases you’ll still want to use Tempo instead of Staccato. This is only if you have a jungler that can dish out serious damage, and you are somewhat behind or believe the enemy would get away if you didn’t slow them. Also, make sure you always stack up a
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Don’t forget to tag your jungler with your auras!
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When the enemy jungler shows up in an attempt to kill you, you’ll want to immediately use
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Roaming
Roaming is a very powerful tool when used correctly. It can be used to further push an advantage you have, get you caught up if you’ve been put behind, or allow you to do something useful when your lane is at a standstill. You also do these various things while directly helping out your teammates too.
Sona has issues with being able to roam. Her poor pushing power, and sustaining play style makes it hard to set up a good time to roam. You normally want to push out the wave before going to gank, but Sona’s lack of wave clear makes that difficult. The other option is to force someone out of lane before roaming, which Sona can actually do fairly easily due to her afore mentioned sustaining play style. The only issue is that it normally takes time and uses up a lot of your mana to do so, especially if you want to push the lane out on top of it.
Sona’s other issue with roaming is that she somewhat relies on having
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If you get in a position to roam then you should take the chance to do so. Sona can gank really well if she gets the opportunity. If you have your ultimate up it’ll lead to an easy kill. The long stun duration and added damage makes it quite hard for most foes to escape. Just look for a time to engage with your full combo, or wait until your ally laner has initiated to do it. Either way, they should die easily.
If you do not have
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Option two only works that well if the lane your trying to gank has been really pushed to your side, and/or your friendly laner has a high damage output. What you do in this situation is run up to the lane as fast as you can with
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Try and use
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In the late game fights, you should be spamming your abilities and firing off auto attacks in between them to make use of
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If you are behind, not doing damage and just dying too easily, then sometimes it's best to transition Sona into more of a support role. Peeling for your ADC and keeping your team alive via utility instead of trying to be the main damage source can turn the tides of battle. With this being said, I wouldn't recommend building any support items. It's too late to focus on that, as you'll already have too many mage items to change out now. It'll still work just fine.
If a team fight is lost and you must retreat, spam
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If a team fight is won, and you must chase down fleeing enemies, you should use the same method of spamming your abilities as often as possible, but try and keep
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This is nowhere near close to being done, and will be an always evolving section. I apologize for how empty it is currently, but i just don't have the information to fill this section yet. If you see any of the matchups with the label N/A then that means it hasn't been thoroughly tested, and is just a theory I've made up. So use that information with caution. The coloration of the label remains the same, which is green for favorable, yellow for neutral and red for difficult.
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I don't expect anyone I have just thanked to EVER see this. But I felt it necessary regardless.
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