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Spells:
Clairvoyance
Flash
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction to Sona








So,












The only skills that









The full support




PROS:
|
CONS:
|
The masteries I get are:













The 6 points in the defence tree is gotten for the 6 points of Armour and MR that very slightly improve your survivability in-game. This is essential, especially in the early game, because

In the utility tree, all the masteries that help out with her supporting (mana, mana regen and CDR) are taken. These masteries make it easier for her to fulfill her role in the team. Also, since supports are usually the ones warding their lanes or important map objectives,









Some players would say that








Also, for players attempting to head for a more offensive build, I recommend taking all 6 points from the defensive tree, the 1 point in


















The reason why I do not choose


The

Other notable runes:





Greater Glyph of Regeneration: These runes can be used to grant extra mana regeneration during the laning phase for your harrassing and sustaining your carry. It is only recommended for newer players because the extra mana regen is usually not needed unless you use your skills excessively. Also, getting these runes means you are sacrificing a little bit of defences for it. Also, getting 2 of such runes may be possible if you plan on topping off your CDR with 7








The two optimal summoner spells for supports are










However, due to the nerf on























































This is the skill you will be using in the early game to harrass and zone out your opponents in the maining phase. When your


Late game, this skill and its




Early game, this skill's heals will heal decent amounts of health, and due to it being quite spammable, will fill up your ally's HP very quickly. Be a little more conservative when using a Level 1 (or 2)

Late game, this skill's heals will not be very noticeable or significant, but because of the amount of CDR and mana regen you will be getting, alternating between this skill and



This skill's activation bonus is one of the ways in which you will become very tanky for a support, since the doubled Armour and MR bonus will always be on you when you cast the skill.

This skill is mainly used for the activation bonus, when your team is heading out to push or to kite or chase enemies in a teamfight. Level 1


This skill is also why you don't really benefit from



The




Also, this skill's activation effect works on allied minions, so it helps greatly in pushing lanes too.

If it was not clear enough in the description, this skill is a skillshot AoE stun (dance means stun, just that the champions are made to do their /dance poses). This is really useful in interrupting certain channeled ultimates (looks at











Early to mid game, this skill can be used to gank or to counter gank. In lane phase, coordinate with your partner with your









This is the range of




Proof of



However, that is only



Screenshots:


Proof of the range of




Here's proof that






Also, all of


Here are the proof:


*These screenshots are taken from custom games that I have made with my friends just for the purpose of taking these screenshots, so they do not mirror any actual gameplay (just look at my item build).*

Level 2:

This is what I usually get at the start of a game.








After a level 1 teamfight, or just by knowing who your lane partners are, you would be able to determine whether to take a more offensive or defensive build with







A note is that since




Offensive Build:
Level 3:

Level 4:

Level 5:

Level 6:

Level 7:

Level 8:

Level 9:

Level 10:

Level 11:

Level 12:

Level 13:

Level 14:

Level 15:

Level 16:

Level 17:

Level 18:








Before the nerf to









NOTE: An alternative build is to have


This build is also the build that I have placed into the skill sequence at the top of the guide.
Defensive Build:
Level 3:

Level 4:

Level 5:

Level 6:

Level 7:

Level 8:

Level 9:

Level 10:

Level 11:

Level 12:

Level 13:

Level 14:

Level 15:

Level 16:

Level 17:

Level 18:

Even on the defensive build,











These items give you a ton of mana regen (from both









The items also provide a lot of gold generation to help with ward purchases (


Here's some stats of the core build:
2220 Health, 1075 Mana
44 Health Regen per 5 seconds
38 to 77 Mana Regen per 5 seconds (due to

101 AD
81 Armour
79 MR
36% CDR
4970 Gold
With



Also, if you are able to keep both




This is the standard starting purchase for any support.




Note: If you have the






Philosopher's StoneSight Ward[695 Gold]
As soon as you have about 680 gold, start recalling. While recalling, you should be able to earn the last 15 gold needed to purchase these two items. Getting your Philosopher's Stone now would increase your gold generation. The Sight Ward allows you to ward. If you think that you do not have enough mana, you might want to wait till you can purchase a


As with before, when you have enough gold to purchase these items, start recalling, purchase the items then pop back to lane. As with the previous recall, you might want to wait till you can purchase a

Note: From this point on, whenever you need Sight Wards,


The remaining items should be purchased in this order:





The thing to note about purchasing these items is that unless you can purchase the component that I listed, do not purchase any of the sub-items needed to build it. Often, the stats given by the sub-items are not worth making the investment first over buying a few more wards. Also, try to maintain a stack of about 3 Sight Wards as you go about supporting your team. Once you have purchased your






Here is a list of viable aura items:

This is an aura item that provides 8 AD, 12 Armour and 15 MR to all of your teammates. When combined with Sona's






The




The





The







The



The












Remember to constantly ward at least your lane. Ward the bush just above the bottom lane every 3 minutes. I usually place a new ward there when the old ward has just 20 seconds or so more left. Why? This enables me to be able to safely walk over to the bush to ward as there is still vision being granted by the ward. If you are in a good position or getting quite a number of dragons or assists, it may be possible to afford to ward the dragon and the mid bush for your mid. Your main priority though, is to ward the lane for your carry. Your jungler can and should be helping you ward dragon (and top and mid lanes should ward at least one side of their lane constantly).
*Remember to cast





**It has been pointed out that charging your









A note about her harrassing: in early game, her



When you get









Do not recall unless necessary at this point. Try to stay around your teammates in pushes and be ever ready for teamfights. Supplement your team with your auras and alternate the appropriate auras in the different situations:










Whenever your team splits up to split push or when your jungler is going to help another member of your team to grab a buff, you should always follow and stick to your carry. Your job is mostly to babysit and support your carry while he or she gets farmed and fat and can carry your team at endgame/lategame. Do not ever compromise your carry's safety, life or farm. Sacrifice yourself if it would save your carries from death. Just do not jump in to try and save your carry when it is impossible to do so for your carry.

17/12/2011 - Added the skill ranges section as well as did some minor changes to some text in many parts of the guide (like improving the gameplay sections for both earlygame and midgame to lategame/endgame). Also added a new section, "Thoughts for the Future".
15/12/2011 - Added an alternative skill build for the offensive build (in the form of an extra note), an extra paragraph detailing a 9/0/21 mastery build for an offensive

10/12/2011 - Added in an alternative on

25/11/2011 - Published the first version of the guide.
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