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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
The Pros and Cons of Sona
Pros Massive ally damage boosting potential Good burst Decent heal and shield Area of Effect Stun |
Cons Squishy most of the game Little to no escape potential early game Lacks alot of CC before level 6 Your abilities force you and your allies to group together for maximum effectiveness |
Don't let that paragraph fool you though. The Support isn't always the biggest player in the game and a bad ADC or tank can often do more damage to your team than a bad Support. However, while you won't expect to carry, you have an even bigger job to do. You need to actually make the carry, get your ADC in such a good spot that he wins the game for you. Failing that you heal the hell out of your team and help everyone get away when the

Coming up is a breakdown of how to play

below is the set I currently play when using Sona, though if necessary I may switch to a set with Magic Resistance Glyphs:
Sona has









Pick




Pick




Another possible choice in spell is



Are you and your ADC pushing alot and you want to deal that bit more damage when you poke?
Is your ADC positioning badly, making silly msitakes and you find you need to protect him/her more frequently?
Are you too slow to escape ganks or catch the enemy?
Early game you want to level your






During mid game you should have your




During all of this it should go without question that you should be ranking up



When the

In addition to it's main effects an autoattack with






If you autoattack an enemy before using your icon=hymn of valor then your Q will prioritize them when you use it. this allows you to focus a champion a little better when they are bunched together.
Using your


When your



The heal is pretty standard but now increases in it's effectiveness the lower your ally's Hp. The spell focuses on the ally in range with the lowest Hp so this new addition to

The

The






The



This spell used to be very useful with


Try waiting for the enemy to bunch together and then fire for maximum effect, then let your team engage and mop them up nicely. Maybe even get a double kill with that sneaky

You may find that this spell is needed for a multitude of reasons some of which may seem unnecessary. I saved a teammate with it from a









During your first back always aim to get get your






Your final item at this stage will be the

Getting boots isn't massively important early but can help depending on your situation. You want boots ideally before the roaming stage so you can get around faster. Stick with the basic boots before the midgame unless you're swimming in gold. i recommend either


Your next buy is one of two items. The first and my personal favourite first buy is the








Your final builds should be buying the Captain or homeguard enchantment for your boots followed by upgrading your



This item is perhaps the most obvious Ap carry choice. it's good as a tankbuster and gives decent Ap for your abilities. The 10% cooldown will bring you up to the 40% limit but it will probably be wasted effects. It's pretty handy but not always the best choice due to it's limited uses. I do not recommend it.

This item is always good on an Ap champion. It grants you good amounts of ability power aswell as armour and the active as you should probably already know is very useful in a tight spot. Buy it if the enemy ADC or AD assassin is particularly tough or the enemy team is very AD heavy, that 50 Armour will come in handy. I highly recommend this item and often build it in place of the rabbadon's deathcap.

I haven't actually needed to use this item yet but I leave it there for obvious reasons. Sometimes you are a surprisingly high damage dealer on your team (maybe the only Ap champion) and it may become necessary to counter the enemy Magic Resist with this item. Stick it in your item set just so that it's there, it may come in handy one day. I do not know how the damage from the


The Abyssal Scepter is a pretty good item for mages,especially mid laners and it's pretty useful on Sona. It provides Magic Resist which may be needed when fighting a heavy Ap enemy team or the passive will help your APC deal a bit more damage, including yourself. This passive is aoe so it will help your teammates when boosted by the [[hymn of valor].

Twin Shadows has been updated recently and no longer grants Magic Resist. However, the active ability is still pretty fun for chasing or escaping and now it grants decent Ap aswell as cooldowns giving it similar stats as the Deathfire grasp. this item is useful for the slows it's active provides, for example when when the enemy tends to escape or winds up chasing your teammates frequently and they need more help escaping. You can also use this abilitiy to scout the enemy as the ghosts will move towards eh nearest enemy champions. It's saved me from a few traps and it will save you too.

This item is commonly seen on Ap champions like



This is a great support item that grants you and your allies +20 magic resist along with 10 health regen per 5 seconds. In addition it will grant you 400 hp and a further 20 magic resist. The active on the locket isn't massively great. Shielding a maximum of 230 hp on cast on al lnearby allies something your aria of perseverance does better. this is still useful though and this item is great when you're fighting enemy teams with alot of Ap damage such as a



Try to poke alot with





Expect ganks if you're pushing alot, you probably won't be able to escape most times so be careful and use wards to maximum effect, be ready to run at a moments notice and don't take stupid risks.
Try avoiding killing minions when you're still farming gold with




you get the gold from your Support item when hitting turrets and the extra damage from a

Always remember that you are fragile. You probably won't survive a 1v1 with the enemy ADC until late game along with use of




Late game try not to engage solo unless you know you'll get the kill, you can't heal people if you're dead. Your teammates will often take the punishment for you, letting you heal them and spam

Often you'll find the enemy team has some Uber attack like




When running away after a teamfight, try to use your W then the E so you use the movement bonus for maximum time whilst still healing an ally. It's just more effective that way. You can also use your


With your upgraded Boots along with the Captain boost aswell as your


Remember your positioning when in a teamfight, don't get too close. Your W has a 1000 range which is more than enough to keep you safe and still helping out. Generally stick to the range of your average ADC, this is about right to ensure you can use your


If you have tried this type of Sona please leave a rating and a review in the discussions, all questions and feedback are wanted. Good luck supporting your team and have fun on the Fields of Justice!
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