Sona Build Guide by aimez
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order ::
Threats & Synergies
Assassin vs squishy immobile Sona. If enemy Akali roams onto bot lane, you better hope you are already near your tower when Akali arrives. Good luck.
Brand has a lot of burst damage, combined with the crowd control he has, it makes for an annoying laning phase.
Braum's passive is annoying to deal with on sona, due to the fact that most adc's try to kill the support first. He is more than likely going to try to engage on you lvl 1, and if you are not careful, you are going to be far behind. His shield will also block out any poke you try to hit him with, making laning against him that much harder. His shield will also negate your ult if he is in front of his team.
Draven can one or two shot most champs, especially late game.
What is worse than an assassin roaming bot lane seeking a kill on Sona? How about an assassin who can tower dive with extreme safety?
Leona has so much cc to the point where its almost infinite, or to the point when the adc can kill you. Sona's e kind of helps, but only later on when you have 2-3 points in it.
If you can manage to dodge the hook, you should be fine, but if he lands it, you might die.
With Caitlyn's strong burst, she is kind of a pain to deal with, especially with a support with cc, such as a Morgana, or a Karma. With the changes to conqueror, she will start running it over fleet, which will buff her damage on her q and e. This will make laning phase a lot stronger for her, which is something you need to watch out for, considering she already has a strong lvl 2.
Ezreal is really strong and oppressive in the current meta, so just be careful of him trying to all in you. Ezreal is one of the few adcs that can deal substantial damage to you in a very quick combo, and still have very strong poke afterwards, which makes him a champion you need to look out for.
Jhin can deal a lot of damage in a short burst, so try not to get caught out with his root, or else you have a pretty high chance of dying. Since Stormrazor was released, jhin can literally one shot you if he is fed enough (3-5 kills positive)
Jinx should not be too much of a problem, unless she gets up a kill or 2, then you're going to have a hard time trying to shut her down.
Kai'sa has a bit of an interesting kit, having a combination of a few champions in her kit. She is abusive in lane, being able to poke in lane with her q and w. Sona's main problem facing her is that Kai'sa has way more poke than sona does, and she just gets bullied out of lane, especially if the enemy has something like braum or soraka for support, who can just poke you even harder Synergy with Sona - 5/10
Lulu is one of the most oppressive supports for sona to lane against, having a lot of cc in her kit, with a slow, and a polymorph,which is basically a silence which makes you squishier.
I'm going to preface this by saying she's not a real support. She's a mid laner. Besides that, as long as you can dodge the root, you should be fine, but if she lands it, there is a pretty good chance that you are going to be dead.
Again, another mid laner that was turned into a support. Malzahar is an extremely lethal support, regardless of what he builds, with the damage from his silence, and his ultimate, which locks you in place while he does a good chunk of damage, and also suppresses you, which pretty much guarantees your death.
With the new runes, Miss Fortune has become very dominant in the bot lane, because of the keystone rune, Dark Harvest. She has a lot of burst damage, and can easily 1v2 or 1v3, depending on how fed she is.
Morgana will destroy you. Also she can make your team report you for AFK if she lands a Q. Whatever you do, try to dodge as many of her Qs as possible.
Nautilus is a very uncommon pick in general, but if you see him, he is extremely tanky, and is hard to burst down, which could be a reason for you to take ignite, but it won't do a ton. He also has a lot of cc, which could be rather annoying to deal with.
As of right now, I am going to treat Pyke like an assassin jg, such as a Rengar or Kha'zix. His pull range is smaller than most supports, but he can deal much more damage than they can, and he has a stun, which the other hook users dont. This makes him extremely lethal, and is going to be one of your biggest threats.
Sion is one of the most abusive supports, when he is taken support, due to his passive, how tanky he is, and how much cc he has. His passive is also annoying, due to the fact that it can soak up hits, that the adc would otherwise take, such as an ashe ultimate, a sona q, and much more.
As long as you can dodge thresh's hook, you should be fine, but if he lands the hook, and he has a burst adc to follow up, you might have trouble playing against him.
Tristana is probably one of the best adcs around right now, so she is going to be a threat if you see her. Synergy with Sona - 4/10
Twitch is a high burst adc, yet doing his burst through attack speed. Try not to let him get his ultimate off, if you can ult him when he ults, forcing the amount of time he has to use his ult dwindle down. Synergy with Sona - 6/10
Varus can tend to be a problem if you let him. If he gets all 3 stacks of blight on to you, then he will do a lot of damage on his next attack, allowing for him to burst you down. Synergy with Sona - 5/10
Vayne is always going to be a pain to deal with, it doesn't matter who you are playing, vayne is going to be a problem. Due to her sheer damage output, if she has lifesteal she can 1v5, if she is remotely fed, or has any experience. Just be careful of her burst, and the lifesteal she builds.
Zilean is going to be really annoying to deal with in the early game for you, due to the amount he can abuse you from his level 2 power spike. If you can avoid allowing him to get off his combo, it should be easier, but even if he gets 1 bomb on you, that is going to hurt.
Zyra will be a pain to deal with, due to the sheer amount of cc she has. Her plants also will deal a lot of damage if you are not careful, or not paying attention to them.
Alistar is extremely tanky, so you can't really do anything to him damage wise, unless you run ignite for the true damage in combination with a q chord, which will do some damage. His kit has a lot of CC, which is something that you need to be careful of in the mid - late game, or otherwise, he can easily catch you out even if you're barely out of position.
Janna is not as good as she used to be when censer was op, but she is still good at peeling for her team. She has a strong shields, which can be annoying, but as long as you can get your adc on her, you should have no problem killing her.
Kalista is extremely lethal on her own, with such a high amount of burst damage, let alone with a thresh. If she has a thresh as a support. Her high attack speed, combined with her high mobility will make it hard to shut her down if she gets fed early on, but once your cooldowns are low (30%-40% CDR), you shouldnt have a problem killing her, unless she is massively fed.
Karma is kind of annoying to deal with pre 6, due to the fact that she has ult a lvl 1, and her ult + q combo can do a good amount of burst early on, so just be ready for karma to do a good amount of damage early, but her poke doesnt scale as well as yours does, so you should have an easier time as the game goes on.
Lucian has a lot of burst damage, but is a very difficult champ mechanically. He has a strong lvl 4 all in, which will hurt, and maybe result in a kill or 2 if the enemy support has cc, such as morgana or braum.
Ornn support is a very uncommon pick, however if you see him, he has a lot of cc, and is a very disruptive support, so be careful of his Q + E combo, which will both knock you up, and apply the brittle effect, which makes you take more damage.
Rakan is a pain to deal with, due to the sheer amount of cc he has, with a knock up, a charm, and the constant shields and heals he provides for his team.
Skill match-up .. you should win tho!
Soraka is not too difficult to deal with. The only part of her kit that is semi annoying is how consistently she can slow you, which gives her a large amount of health regeneration.
Tahm kench is your run of the mill tank support, with a kind of unique kit. He has cc, which almost every tank support has, but his passive is what makes him unique, allowing for him to apply an increasing slow, per each stack, which sona will struggle to deal with, but if you can avoid the tongue lash, you should be fine!
Veigar is kind of weird to deal with, due to the fact that he only has 1 supportive ability, which is easy to not get cc'd by, and the rest is based around his infinitely scaling ap burst damage.
Vel'koz is yet another mid laner that became weak, so he became a support. He has 2 forms of cc, a slow with his q, and a knock up with his e. If you can dodge his cc, than you should have an extremely easy lane, barring you their adc is someone like twitch or vayne.
Xayah is a hard burst adc, due to the sheer amount of attack speed she has, and the fact that she can root you, if she can place her feathers right. Synergy with Sona - 6/10
Zoe should not be too much of a challenge to deal with. If you can manage to consistently dodge her sleep, then you should be fine to deal with her in lane, unless she has an adc with cc, such as draven.
Ashe is kind of mediocre, but still a decent ADC that sona might have to watch out for if the Ashe has experience.
Bard is mildly annoying to deal with, but he is not a challenge what at all. The only thing you need to do is stay away from walls, and towers, if bard is around you.
Youre' probably not going to have to deal with him, but if you do, it's not a challenge, corki is one of the weakest adcs around, and if he is ever picked, it should be a free lane, unless he has a super aggressive support like a leona.
Kog'Maw is not a very common pick anymore, but can still do a lot of damage if you let him get fed. His ult works similar to the way that kassadin's does, which means that he can do lots of damage to you from a very long range.
Maokai support is not very common, but when you see one, you should not be super afraid of him. Given he does have a lot of cc, he can't do much, unless he has a strong burst adc to follow up.
As a support, Nami can't do much, besides a little bit of poke with her W, and a knock up with her Q, and ult. Otherwise, it should be a fairly easy time into her.
If you see Quinn, she is most likely going top, but on the off chance you see her as an adc, you should have a pretty average lane, until she hits 6, and then she becomes hard to keep track of, due to her ult allowing her to get across the map super quickly.
Sivir is by far the Best ADC for sona to lane with. I main both champs, and I absolutely love both ends of the duo. They synergize so well together, due to the way that sivir can follow up a sona ultimate, as long as the person on sivir has some experience on her, you should have the easiest lane of your life. As for going against her, Sona can outburst and outpoke sivir, but with a support such as morgana, you might be caught out, and get killed quite easily by sivir. Synergy with Sona - 10/10
Taric is not an extremely difficult support to deal with pre 6, but after he hits level 6, he can basically save his adc at any given point
If you are dealing with a teemo adc, then you should be fine, because he probably won't be going into stealth that often, but if its teemo support, then you might have a little trouble, due to the fact that he will be hiding in bushes constantly, and poking with his Q.
Yasuo hurts, but he isn't the hardest to beat. Just make sure that can not get any tornados off post lvl 6, because if he does and he isn't feeding his ass off, you will more than likely die, unless you use a sum or 2.
If you see an ivern support, which i highly doubt you will, you should have a near free laning phase against him, due to the fact he is near useless.
Ziggs ADC was a weird time for league, but every now and then I still see people taking it. If you do come across one, which will be pretty rare,the only thing you need to watch out for is if you see a tanky support with a lot of cc, such as taric or leona. If you let ziggs push tower, then he will more than likely be able to take tower a lot quicker than you and your adc can. Otherwise, you will have a free lane. Synergy with Sona - 0/10
Miss Fortune has by far the best ult for sona to combo with, due to the fact that her ult already does a lot of damage, having enemies stunned while it is going off will more than likely guarantee a kill, unless the enemy is someone like a sion who has close to 5000 health late game.
If you can find a Sivir in solo queue, its literally the perfect bot lane. You can provide her enough poke to let her farm up as much as she needs, and when you ult for a kill, then she can follow up so well with her ult, giving you both chase potential, and an attack speed buff, which you can use to get more power chords off.
Xayah gets a lot out of your auras, uses Ardent AS buff well, has roots to use for escapes, and overall is a decent lane partner.
Ashe has a lot of early game poke, similar to sona, which lets you be aggressive in lane, giving you more use out of spell thief's. Once both you and your adc get ults up, then you can combo, initiating with a flash ult, with ashe following up onto the adc.
In lane you and your Ezreal have a lot of poke, allowing you to have a lot of pressure, and if he builds AP the flash ult into ezreal ult combo deals a lot of damage
Sona's poke sets up Jhin perfectly to land his root onto the enemies, allowing for more damage. Your ult also sets up for Jhin to ult, more than likely resulting in a kill or 2.
Kai'sa benefits from Sona's aggressive play style, allowing her to use her abilities without having to worry about being punished for trying to use her abilities. Sona's ult allows for Kai'sa to land her w easier, allowing her to ult into fights more often if she is trying to get there
Lucian has the aggressive play style that Sona benefits from, allowing for you to poke freely without having to worry too much about taking damage.
Cait's traps are good for setting up strong poke for both of you, but she doesnt have much combo potential.
Tristana has a good early game, which helps negate your weak early game. Her ult has no synergy with yours, but your ult will help her stack her e, since the enemies will be stunned.
Draven already pretty much does what you do, but better, which makes it hard for you to seem like youre doing anything, unless the draven is feeding, then youre going to be carrying his ass.
Jinx does not have any abilities that synergize with sona's, but she does not have anything that has negative synergy. Laning with Jinx heavily depends on the matchup, since she has a lot of the same flaws sona does.
Kalista's laning phase makes sona awkward to lane with, due to the fact that she is trying to play super aggressive, and super passive immediately after. There is some synergy with ults, if you and the Kalista are on the same page about when she is going to ult, allowing for you to chain your ult after knocking up the enemies.
Quinn is very strong by herself, so she does not need as much support as most other adcs. Where quinn excels is gaining an xp advantage and getting 6 as fast as possible. With you being there as a support, this slows her down, making her less potent than she is as a top laner, or jungler.
Twitch has poor synergy with heal / shield supports, and sona is no exception. His stealth is difficult to effectively play around as sona, due to the fact that your heal animation showing the enemies where twitch is.
Corki is very weak with Sona, the AP build is used mainly for the champs like Corki that cant do anything, so you have to do it yourself.
Champion Build Guide
★ Very High Sustain
★ Strong Crowd Control
★ Great Poke Damage
★ High AoE Movement Speed
★ Mana Reliant
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.