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Sona Build Guide by aimez

Support _.-*º§ona_.-*º*-._R3m!xº*-._

By aimez | Updated on December 5, 2019
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Runes: Runes::

1 2
Sorcery
Summon Aery
Manaflow Band
Transcendence
Waterwalking

Inspiration
Future's Market
Cosmic Insight
Bonus:

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

Spells:

1 2
Spells::
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #1 in
Support Role
Win 54%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

_.-*º§ona_.-*º*-._R3m!xº*-._

By aimez
ABOUT ME::
Hello my name is Aimez and I've been playing since 2013 or so! I'm not very well versed in the Rift aspect of the game but my one strengths is I've always been an reliable support no matter the game. I enjoy playing leisurely but recently I've been trying to expand and start playing on the Rift! At the moment I am not ranked but I'll be doing my placements. SO i bring to you for now my Sona guide! I'm an aggressive support but first and foremost I make sure the team is alive! So please enjoy my very first guide! :) This guide will also have warding and routes added, wanted to show a bit of everything! :)

Sona Skins:: Back to Top
ABOUT SONA:: Back to Top
Sona is my go to champion for support . Sona is one of the strongest support champions 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.
PRO's/CON's:: Back to Top
PROS::
======
★ Very High Sustain
★ Strong Crowd Control
★ Great Poke Damage
★ High AoE Movement Speed


CONS::
======
★ Squishy
★ Mana Reliant
SUMMONER SPELLS:: Back to Top
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 constantly 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.

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.
SUPPORT RUNES:: Back to Top
SORCERY::
Summon Aery - Damaging an enemy champion signals Aery to dash to them, dealing 15 - 40 (based on level) (10% of Ability Power) (15% of Bonus Attack Damage) Adaptive damage. Abilities targeted at allied champions signal Aery to dash to them, shielding them for 30 - 80 (based on level) (25% of Ability Power) (40% of Bonus Attack Damage). Aery is one of the best runes out right now, for both supports, and mid laners. Sona Benefits from this especially, due to the aura on her Aria of Perseverance, giving a bit more shield then it normally would.

Manaflow Band - Hitting enemy champions with a spell grants 25 maximum mana, up to 250 mana. Cooldown: 15 seconds; Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.

Transcendence - Gain 10% cooldown reduction at level 10. Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.

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.

RESOLVE::
Bone Plating - If you are going against a more poke heavy lane, such as Ashe / Janna, then bone plating is going to be a good option for you to keep a little bit more health in small trades, giving you a better chance of winning longer skirmishes, maybe forcing a back out of the enemy, due to their lack of sustain.

Revitalize - This rune is very strong once you get Athene's Unholy Grail, due to the increased healing from poking your enemy, with the rune giving you another 5% (15% if the person you are healing is under 40% health), giving you a massive heal if you have max stacks on grail.
The new runes are pretty interchangeable, but for normal support i like to use CDR, Adaptive force (or armor depending on the matchup), and health.

OTHER SUB RUNE OPTION::
=======================

The remaining points are put in the Resolve tree, this will grant you alot more healing and safety.

We choose Shield Bash because whenever you use Aria of Perseverance you will gain upto 10 Armor and MR, in addition right after using Aria of Perseverance you have two seconds to deal a bunch of damage with your auto's due to the solid amount of shield scaling.

We choose Revitalize because your heals/shields will be stronger, even more so when allies are below 40% hp.

Rune Stats::
==========
We choose 9 Adaptive Force (9 AP) in the first row because it's a flat amount (level 1), attack speed won't help us, the CDR scales way too slow.

We choose 9 Adaptive Force (9 AP) in the second row because it's another flat amount (level 1), the armor and MR are not as valuable (about a third amount less).

We choose 15-90 HP scaling based on level in the third row, the break even point is at level 8 and 10. It becomes almost twice as valuable as the armor and MR options. Choose the armor or MR option when against 4-5 AD or AP champions respectively to have a safer early game.
SUPPORT RUNES:: Back to Top
SUMMONER ITEMS:: Back to Top
Athene's Unholy Grail - This item allows you to gain stacks for poking (100 - 250 {based on level}). Healing or shielding another ally consumes charges equal to 100% of the heal or shield, to heal them, up to the original effect amount. Sonais too good without this item not to take it. It gives her an insane amount of extra healing power, which is extremely good for teamfights, allowing you to heal your squishy allies for much more health than you would normally be able to.

Eye of the Watchers - 35 Ability Power, 10% Cooldown Reduction, 2 Gold Generation, 200 Health, 50% Base Mana Regeneration; UNIQUE Passive: Tribute: Spells and basic attacks against champions or buildings deal 18 additional damage and grant 20 Gold. This can occur up to three times every 30 seconds. Tribute charges can only proc once every 1.25 seconds. UNIQUE Active: Sightstone: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop. You may only be in possession of 1 Gold Income item. A player may only have 3 Stealth Wards on the map at one time.

Ardent Censer - Heals and shields on allied champions (excluding yourself) enhance you and them with +10% - 30% (based on target's level) attack speed and 5 - 20 (based on target's level) bonus on-hit magic damage. Ardent is a good support item all around, but it is especially good on Sona, due to its passive getting activated by her auras on her abilities. Most of the items you build on Sona are based on teamfighting, which means that most of your team is going to be grouped up, allowing you to proc the passive easier.

Redemption - Allies within the area are healed for 30 - 370 (based on target's level), which is increased by 3 times your Heal Power, while enemy champions take 10% of maximum health true damage and enemy minions take 250 true damage. Everything else in the itemization is kind of interchangeable, but YOU NEED Redemption NO MATTER WHAT. This item is the most influential in teamfights if you can use it correctly, healing your team up for a good amount, which can change the direction the fight is going in. When this item was released, literally every support took it, and most still do. I can't stress how important teamfights are for Sona, and how influential she is in them.

Ionian Boots of Lucidity - The CDR is nice for the early / mid game, but you can switch them out for Boots of Mobility later on if you want to.

Locket of the Iron Solari - Grants a decaying shield to nearby allied champions and yourself for up to 2.5 seconds, absorbing up to 45 - 300 (based on highest level between target and caster) (+ 20% of caster's bonus health) damage . With the meta leaning towards protecting the ADC, this item is very strong, even after the nerf in patch 8.7. This will allow for your ADC to not get completely deleted, if they are someone like a Tristana, who can all in, and can get one shot easily.

Morellonomicon - This item is extremely situational, I personally take it when the enemy team has a Soraka, due to its passive negating some of the amount of healing which she can put out.

Mikael's Crucible - This item is a solid choice on Sona, if the enemy team has a lot of cc, such as a Braum, a Morgana or a Zyra. The item's active is used most effectively during teamfights, due to the fact that you can be sneaky with it, removing cc from someone when the fight gets a bit chaotic.

Frozen Heart - If the enemy team is very AD and AS based, you could build this item to stop something like a Vayne, who deals a lot of damage, and can auto you very quickly.

Luden's Echo - Although this item is better in a situation where you build more AP, but it is still effective with a support build. If you want more insight on this item, you can read above, where I talked about it in an AP build.

Zeke's Convergence - Although this item works better on supports like Rakan and Thresh, it can still be used effectively by Sona, if she is paired with the right adc, such as a Miss Fortune or a Kog'Maw. The passive of this item synergizes well with their ultimates, due to the positioning required for them to use their ults

Rylai's Crystal Scepter - If the enemy team is super mobile, and have champions like Warwick, Garen and Aurelion Sol, then rylai's is going to be a good call, giving you a slow on your Q, R, and auto attack if it is empowered by Power Chord.

Zhonya's Hourglass - I tend to take this item if the enemy team has heavy burst damage that you can get one shot by, such as a Darius for when he uses Noxian Guillotine, which will kill you almost 100% of the time.

Abyssal Mask - Although abyssal is meant for solo laners, it is a semi viable option one Sona if you need the MR that badly. I personally do not take it very often if ever, but if i do, its because the enemy team has an AP champ that can one shot you, such as a Diana, or a Veigar.

Twin Shadows - After Riot removed Frost Queen's Claim, they gave us this item in place of it, because they knew that FQC was a very common choice, due to its active ability alone. The little bit of AP and MS it gives is an added bonus, but is not the reason that the item works so well on Sona. The active has strong synergy with her Song of Celerity empowered Power Chord, giving at least an 80% slow if you can get both off, and more if you have Rylai's Crystal Scepter.

Shurelya's Reverie - On the other side of the spectrum from Twin Shadows, shurelya's replaced Talisman of Ascension, speeding you and your team up, allowing for your team to chase multiple targets, instead of catching 1 or 2 enemies out. If you pair this with Song of Celerity, your team will get a 54% movement speed buff, which is huge, due to how good her movement speed already is without the item.

Knight's Vow - If you need and your ADC need a little tankiness, if you are facing an enemy adc that can do a lot of damage, such as a Miss Fortune or a Caitlyn, then Knight's Vow might be a good choice, giving you and whoever you use the active on (I mostly use it on my adc or mid laner, sometimes jungler if they're squishy), giving you both some armor and movement speed.

Spellbinder - Spellbinder is a strong option if your team is very aggressive, and is going to be looking to go all in during a team fight. A good team for this item would be something like a Sivir adc, an Akali mid, and an assassin jungler like Kha'Zix.

Lich Bane - This is where most of Sona's burst comes from, due to lich bane's passive, Moonflair 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.

Rabadon's Deathcap - This is my personal preference for the last item in my build. It scales all of the AP you had by 40%, 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.

Liandry's Torment - This item is very situational on Sona. It could be effective if the enemy team has a tankier team composition, such as a Nautilus support, a Poppy top, and a Galio mid lane. It gives you a little bit of damage over time, which could be useful.

Mejai's Soulstealer - Mejai's is extremely situational on Sona, and i personally would only recommend it mid lane. However, if your adc disconnects, or you are extremely far ahead, then mejai's is an option. It does give you a lot of AP, but only if you have a lot of kills/ assists without dying. If you are able to stay alive for a long portion of the game, and you want all of the AP, by all means, go for it, but it is not something i would personally recommend if you are playing Sona support.

Morellonomicon - This item's passive is very good, applying grievous wounds to any enemies you hit with an ability. This could help mitigate the healing from champs that can just spam heals, such as a Soraka.

Void Staff - This item is a very solid item choice, if the enemy team decides to build lots of magic resist. This item ignores 40% of it, so that your Hymn of Valor + Power Chord combo will still do lots of damage.

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.

Sorcerer's Shoes - I usually finish this item third, but if you don't have enough money to finish one of the two items before and your have 800 gold to spend. Finish you boots. Magic pen is really nice and movement speed helps a lot your roaming potential early in the game.

Rod of Ages - Hp, Ap and mana another nice item for Sona if you are building her as Ap. Get this early so you can get the stacks on RoA as soon as possible.

Flash -The generic spell that should always be taken on Sona. No questions need to be asked here, just take it, IT IS ESSENTIAL!

Ignite -This is one of the summoner spells I run other than flash. This is due to the fact that it helps give Sona early kill potential so that you can start scaling quickly. If you manage to kill someone with it, then you also can set them behind, which also helps to beat your opponent down even further.

Exhaust - Is a good spell versus assassins, like LeBlanc, Talon[[, [[Zed, Fizz, and so forth. Using this spell right BEFORE their combo is EXTREMELY important, so try to time it correctly! If you don't think you can time it correctly, take barrier instead.
PINGING:: Back to Top
Using pings frequently to communicate with your allies is a great, fast, efficient and safe way to get on the same page with them. Now let's talk more about wards, how you should use them and ward efficiently.

WARDS, FUNCTIONS, and EFFICIENT USE::
==================================
First of all, let's look at the possible options to get vision:
Eye of the Watchers, Eye of Ascension, Eye of the Aspect and Warding Totem place Stealth Wards.
Control Ward's are bought from the shop for 75 gold.
Farsight Alteration upgrades from Warding Totem at lv9.
Rift Scuttler is a neutral monster located in the river.

All of these options are used in a different way.

Stealth Wards::
===============
have a limited use, each player can have a maximum of three stealth wards placed on the map at a time. Therefore you should use them wisely and efficiently.
Don't place two wards on the same location or near each other, try to spread them around.
Place them in bushes so that if an enemy goes in a bush you or your team can still attack them.
When being pushed in, place wards for protection.
Try to get some deep vision, when pushing waves, around the objectives ( turrets / drakes / dragon / baron ) that you're going for without risking to die.
When alot of enemy turret s are destroyed you can place a ward in lane (usually in mid lane) depending on the situation because the lanes will be very long. The ward is also great for Teleport flanks.

Control Wards::
================
are wards that give vision but are visible to enemies if they spot them. They last forever until destroyed by the enemies, they reveal and disable enemy wards and reveal camouflaged enemy champions. You can only have one of these on the map per champion.
They aren't free so try to protect them by attacking the enemy.
They are used to deny vision and clear enemy wards, thus giving you control over that part of the map.
The best way to use them is to place them in bushes where they will last long and give good information.

Farsight Alteration::
===================
are wards that give vision but are visible to enemies if they spot them.
Keep track of the cooldown and spam these in any bush for deep vision.
Sometimes you want to place them in bushes of your own jungle, they are more likely to last longer and you can spot enemies invading your jungle.

Rift Scuttler ::
==============
Take these with your allies whenever you can, to prepare a possible drake / dragon or baron .
This vision cannot be removed, not even with Control Wards, Sweeping Lens or Oracle Lens. Enemies that start drake / dragon or baron will be spotted unless they enter the pit from the back.
Besides vision it also gives a nice movement speed buff that may help you win teamfights if the objective is contested.

General::
========
The following two things are important to note:
If there are three enemies in the top lane it means there can only be two enemies on the rest of the map. Therefore you're more safe to make plays in other lanes, play more aggressive, try to push out waves, get a turret and take jungle camps whilst retreating if you're in the position to do so. Otherwise your team should rotate to other lanes to save turrets in the top lane.
When you ward be careful, it is not worth dying to place a ward. It is also not worth going halfway across the map to place a Control Ward, you lose too much time running around and you'll fall behind on xp/levels/gold. However it is worth if your team is about to make plays on that side of the map.

Dealing with the living jungle:
========================
Blast cones are used to hop over walls, when you're in the enemy jungle destroy these to deny a possible advantage.
Scryer's Blooms::
==============
are used to scout enemies and enemy wards, note that when enemies get spotted they'll get particles around them meaning they know someone destroyed it.
Honeyfruits::
===========
are used to top off your HP and MP. Use them when you need them. Denying them from enemies will deny them from your allies too, only deny from enemies when they are nearby with low HP and wanting it.
WARDING:: Back to Top
BLUE SIDE::


RED SIDE::
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