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Runes: Runes::
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Akali
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.

Miss Fortune
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.
Synergies

Miss Fortune
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.
Champion Build Guide
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★ Very High Sustain
★ Strong Crowd Control
★ Great Poke Damage
★ High AoE Movement Speed
CONS::
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★ Squishy
★ Mana Reliant
Passive - Power Chord - After 3 ability casts, 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
Q - Hymn of Valor - This is a great form of poke, or heavy burst if your
W - Aria of Perseverance - 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 -
R - Crescendo -
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.
Manaflow Band - Hitting enemy champions with a spell grants 25 maximum mana, up to 250 mana. Cooldown: 15 seconds; Upon earning 250 mana,
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 RESOLVE::
Bone Plating - If you are going against a more poke heavy lane, such as
Revitalize - This rune is very strong once you get 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::
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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 We choose
Rune Stats::
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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.
Liandry's Torment - This item is very situational on
WARDS, FUNCTIONS, and EFFICIENT USE::
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First of all, let's look at the possible options to get vision:
All of these options are used in a different way.
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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 (
When alot of enemy
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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.
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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.
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Take these with your allies whenever you can, to prepare a possible
This vision cannot be removed, not even with
Besides vision it also gives a nice movement speed buff that may help you win teamfights if the objective is contested.
General::
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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
Dealing with the living jungle:
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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::
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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::
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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.

RED SIDE::


















































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