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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Threats & Synergies
Blitzcrank
His pull, knockup, and area of effect will destroy you. Play defensive, and avoid getting pulled.
Change Log
-May 20, 2014: Guide created with items listed.
-May 21, 2014: Guide half completed, added first half chapters.
-May 25, 2014: Guide completed.
-June 19, 2014: Guide updated with patch 4.10 and addition of

-July 3, 2014: Guide updated with patch 4.11 and addition of support item changes.
-July 15, 2014: Guide updated with patch 4.12 and addition of more support item changes.
-August 1, 2014: Guide updated with the Matchups section and the vs. Champions section.
-August 5, 2014: Guide updated with patch 4.13 and addition of more support item changes as well as Sona rework.
-August 9, 2014: Guide updated with edits and item additions.
-November 20, 2014: Guide updated with edits and general information with patch 4.20.
-November 21, 2014: New matchups added.
Upcoming: Sona match recordings to help you understand how this build is actually put to the test and how I play Sona.


While this guide may seem very biased (or not, not sure), the pros and cons below are still very accurate if played correctly. I play a lot of my ranked games with

Now before going further into the guide, I’d first like to make one thing clear about supports. You can build a support however you’d like. The point of a support is to help the ADC get fed and get CS while keeping the team safe for the most part. With this being said, you do not need to build tank for a support. I know a lot of people will disagree with this, but if you have someone like






So basically, what I am trying to say is, that this build will focus around AP heavily, and you should only be playing Sona for certain situations. These situations include, if you are really good with her and can carry your ADC without a problem, you have somewhat of a tank on your team, or your team is mostly AD. If you have a balance of AD and AP in your team with no tank, then go with a more tanky support.
Hope this guide helps, and if you have any suggestions or helpful comments and feedback please leave them in the comments below.
-Amazing poke ability (her Q).
-High damage early and mid-game.
-Very effective heal early and mid-game (her W).
-Double speed boost if buying the Talisman of Ascension (her E).
-Perfect crowd control stun ultimate to annihilate an entire team (if used properly) (her R).
-All abilities support the entire team.
Cons
-Very squishy (easy to be killed).
-AP scaling isn't that great (but still decent).
-Heavily relies on getting assists to earn gold.
-Mana can decrease very quickly early game and mid-game.
-Relies heavily on mana and mana regen.
-Requires some skill with making the right decisions when to stun, when to poke, etc.
Do pick Sona when…
-Your team has someone who is going to be building a bit tanky.
-Your team is mostly AD.
-You can easily carry your ADC without a problem and have mastered this champion.
-You’re going up against a poke lane, (such as

Don’t pick Sona when…
-Your team has no tank.
-You’re going up against a tankier and sustain lane (such as

-Your team is mostly AP.
Now before everyone starts bashing me because I don't have



The only good summoner spells for

Now the reason why I don't pick



For


For


Now if you like to get to lanes quickly to support and help your team,






Based off of this, select the spells you want, but I recommend


-More Gold Earnings
-More Mana
-More Mana Regenration
-More Defense
-More Experience Earnings





As for utility,




Since





Because of Sona's low amount of health, she may need to stay back and hit from afar. This also means that she may not get the maximum amount of experience from minions. However, because of


Runes




For runes we want to focus on ability power and defense. For defense get magic resist and armor. Since seals have higher armor than glyphs, and glyphs have higher magic resist than seals, keep this in mind and take advantage of it.
Once again, many people will suggest

With this being said, get three


It may seem like getting more ability power for seals and glyphs would be pretty epic, but the amount for the price isn't really worth it. To keep our defense up, get nine




Now even though



Power Chord
This is





Here,


Tip: If


Hymn of Valor
This is your poking ability, her Q. This ability deals magic damage to the two nearest enemy units within range, prioritizing champions. You'll want to use this as much as possible in the early game, and during fights with your ADC or with the team to boost damage, because that's what it does. Whenever you have the aura active, all team members gain bonus magic damage.
If this is the last spell you casted before using

Tip: Be aware that this ability can cause some kill steal, so be careful when using it.

Aria of Perseverance

If this is the last spell you casted before using

Tip: This ability can be spammed, if you have enough cooldown reduction, hence if someone is low on health, don't run away, keep healing, this heal has great potential.

Song of Celerity

If this is the last spell you casted before using

Tip: The speed boost applies for minions as well, so you can push a lane really well when needed and ensure that minions can quickly help take down a tower.

Crescendo
This is


Tip: This ability can be used to interrupt some champion's ultimate abilities, so be sure to look out for those and seize the opportunity to save your team.
For ability level sequencing, we always want to max




Tip: All of these abilities do scale from ability power, so take advantage of that.
The argument is, if you go all AP, you'll be focused and destroyed. True, but if you are a good support, and you use abilities correctly, you will snowball enough with your ADC to not even need the defense because of the high mobility. The speed boost on Sona is insane, I've escaped countless times with my ADC because of it. And even if it isn't enough you still have the active of Talisman of Ascension. You have to play Sona from a distance, that's why she has a poke, why her heals have a pretty decent range, and her speed has a pretty decent range too. If you can play Sona with enough range to stay safe, you don't need to worry about defense that much.
But what about ganks? You have a stun, use it. In a 3v2, use the stun, that's why it's there. Use it to escape or to get a kill or two. I will admit, Sona can be a boring support, if you like to get in the enemy's face, like with

In teamfights, you are mobile enough to escape, and you should still be keeping your distance, I've gone games with 0-2 deaths where I've had over 30 assists because I've gotten so good at this champion. All of Sona's abilities scale off of AP, and they are all really good abilities. Only because the scalings are that amazing, they aren't amazingly terrible that you won't benefit from AP. You will benefit from it, and you will be healing for more, damaging for more, and speeding up for more.
If at any point you see yourself having trouble with one of the harder match ups, you can always begin to build


Make smart decisions, play from a distance, watch your enemies and their abilities, and protect your ADC. Sometimes you will have to die for your ADC, which is fine, but just play it smart.
Tip: Sona is a champion that requires you to pay attention. If you can do that, you will do amazing. While she may be a good starting Support if you're new, she is even more amazing if you can master her.
So I know the recommended build states to buy







Lastly,




Early game you want to try and get your




So, what you want to do is first build the







During mid-game you'll just want to build these three items as quickly as possible since they give you more ability power, more mana regeneration, more cooldown reduction and a supportive active spell on


If you feel like you don't need



Tip:

This is one item that I rarely ever buy because matches are usually won before I can even build this item. However, if you find yourself having trouble with a lot of ability power focused champions that are killing you easily, you may build this earlier on in the game. However, I tend to chose this item to balance out the magic resist from



I've never gotten to purchase this item, but if it's late game and you're playing a long match buy this boost to increase your ability power. This is a very offensive item, so if you're snowballing and doing really good, replace boots with this item.



Another strategy is to use the bushes to come out and poke and then run back behind your ADC. It's important to note though that if bushes are warded, you will most likely have a hard time with this strategy since the enemy will anticipate your attack. When you poke it's important to make sure that you know when




During the laning phase you will also want to ward, but this is discussed in a separate section of the guide.
This is pretty much it for the laning phase, other than poking with




Tip: Because of







Warding in the areas around your lane, especially around the river is crucial to survival and to avoid getting ganked without preparation. Some other great warding spots are near the dragon and near Baron. Besides that, you'll want to ward near the bushes on the outside of the lane where most people hide early game, and where

During late game an even mid-game still, you'll want to ward mid lane a bit too, especially during team fights. This will help a lot because many people will try to gank from there during team fights. Depending on if you're winning or losing, you'll want to ward jungles, on either side of the map, since it will give some vision especially in games where the enemy is using the jungle a lot, and lots of ganks occur.
Warding can be easy if you know where to place them, and they can even save lives, so learn when to place them and where to place them.
Tip: The difference between the wards from the





Having the upper hand
If your team is going strong and has an advantage over the other team, then you can play Sona a bit more offensively. You'll want to always use








Standing on Equal Ground
When both teams are pretty equal,






Tip:Remember to use your active abilities on


Having the lower hand
When the opposing team has the upper hand and you're behind, they'll most likely engage and use their ultimates to pick up quick kills. This is why you'll want to be a lot more defensive, and use


Tip:




From my experiences, here's what I've mostly seen during each game mode of play.
In Ranked, you will most likely not snowball, hence



In Normal, depending on who you're playing with and against, you may not need any wards, and you can play a bit more aggressive. If matching against lower levels, they will most likely not understand the value of wards very well, hence the


In Co-Op you really won't need any of the optional items, and you probably are able to snowball. However, this doesn't mean that it's impossible to snowball in the other game modes, if you're able to do really well and are able to get tons of gold, go for the full AP build, but I've found it to be pretty rare in ranked games to build anything higher than the example build that you see above.

Make sure to hover your mouse over the champion's picture to see the note that explains the countering details. Please also note that these matchups do not determine the outcome of a lane losing or winning. A good player can win any lane, this is simply a guide to help you and give you tips on how to play against a certain champion. If you can't achieve some of the tactics that are given as tips, it doesn't mean that the champion overpowers you, or that Sona isn't a good champion, you just need more practice.
Here is a general list of champions that Sona is generally weak and strong against. As stated before, scroll to the top of the page above the written guide to see details and tips by hovering your mouse over the champion icon.


I do main the support role, and am very good at it. I tend to play other supports such as




Thank you, and good luck!
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