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Recommended Items
Runes: STANDARD

+8 Ability Haste
+2.5% Movement Speed
+65 Base Health
Spells:

Flash
Heal
Items
Threats & Synergies
Threats
Synergies
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Extreme Threats

Pyke
"I'll play any stage once. Some, just the once."
Permaban Pyke.
Virtually impossible to poke him out during the laning phase duo to how his passive works.
He's a hybrid assassin/engage champion with a lot of CC that can lock you down and kill you.
His ultimate goes through shields so he can execute you and your ally regardless of how much shielding is provided.
He can go invisible, giving him constant pressure and effective roams.
You cannot match his roams on Sona. Your best option is to spam pings and hope your team listens.
Additionally, he has way too much mobility. He will place deep wards in your jungle with ease while one-tapping all your wards.
This is overwhelming to deal with, so permaban Pyke. I have not seen Pyke since 2024.

Lux
My personal favourite synergy.
Lux has to be careful with throwing out Q. You otherwise offset each other's weaknesses really well.
Make sure your team has AD damage, and that Mundo is banned.
Synergies

Lux
My personal favourite synergy. Lux has to be careful with throwing out Q. You otherwise offset each other's weaknesses really well. Make sure your team has AD damage, and that Mundo is banned.
Hi, I'm Kit, and I'm a professional harpist. I went four whole years playing League without even knowing Sona existed. Not once did I see her in any of my games. So when I first saw her, I was chuffed to bits seeing a harp. It made perfect sense. Such certainty was beautiful. I had found my twin. We both play the harp. I've cried over beautiful things knowing no beautiful thing lasts.. but this will last. I am never drafting any other champion ever again. |
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Sona is the best-scaling enchantress with an ultimate that wins games. However, Sona is very squishy, eats mana, and scales slowly. You're vulnerable to early dives and are at your weakest before getting your first few items. You have to play around your enemies' cooldowns to position well. If you get caught, you have no way of escaping without burning Flash. In this regard, Sona is undeniably weak, arguably even a poor pick. But she has to be that way, because if she were buffed, she would be outrageously broken. Master+ Sona mains have figured her playstyle out, as highlighted by her 53% win rate, making Sona the 5th highest win rate support in high Elo. |
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Sona IS NOT a passive backseater!! Every little bit of utility she gives is mirrored onto herself. She can't heal an ally without healing herself, she can't speed her team without accelerating herself too. This is because her kit forces her to put her own neck on the line. You have this self-peel because you’re meant to play Sona next to your carries, not behind. You need to get a bit frisky with her ifykwim. You must be in range to hit her passive autos because her whole kit is her passive. And her passive is massive. If you aren’t hitting Power Chords constantly, you’re not playing her properly. W Chord on the enemy carry is like hitting them with Exhaust. E Chord slow cycled into another slow is a death sentence. Sona's debuffs are also on a low cooldown, and in her super strong late game, she can have insane uptime on them. And the best part? She won't say a thing! There's no loud sound effect, no big flashy "hey, your damage was just cut by 30%" visual cue. Enemies don't even realize what just hit them! Unless you let them know with Arcane Sona, that is. After level 6, Sona is supposed to be hard to dive. Rengars, Zeds.. whoever pounces on her sometimes just tickles when you W Chord them. You can totally shatter their mental when they realize they couldn't one-shot the squishiest little support! In teamfights: - Sona is constantly hungry for Flash R angles. - Sona is always weaving in and out of range. - Sona is always looking for who to hit with what Chord, because that is what wins fights. Sona's midline role is shared by no other support—not even Renata really. People who play Sona like a babysitter ruin her reputation. This is exactly why people think Sona is bad! So much of her value is just invisible. But part of me also wants to thank those who play Sona like that, because they lower her winrates just enough so that she doesn't get nerfed. |
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Hover over the notes in the items section for more details. I will write more in-depth here later. It depends. My recommendations are based off of my own personal experience, as well as what I've seen from better players. My information is by no means perfect. We all have different preferences, playstyles, and opinions, that differ from what I've wrote in the guide. Around 90% of the time, I buy Swifties into Helia. The other 10%, I reverse the order. I rarely build any situational items, but I've listed some viable options. Someone can run the numbers, but on Sona, raw HP is more reliable than armor or magic resist. At least until your third item. But ultimately your movement speed defines how much HP you have. No amount of armor or magic resist saves you from bad positioning. |
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Support has better trade value. You have 2 health potions, and you're not busy thinking about last-hitting farm. Carry health is more valuable over yours. So go slap the enemy carry whenever they think about farming. But be smart about it. Watch my video and understand positioning. Can your ADC help you if they actually engage 2v1 on you? Is your ADC busy last-hitting and has no summoners or mana? If yes, you're getting reported. |
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Sona is happy in lane. If the enemy support takes a bad roam timer, Sona WILL dive their ADC. We build a big wave and zone their ADC from thinning it. We call for jungle or mid to be there. Even if we don't get help, SONA DIVES. And if Sona is the sacrificial lamb, it's a worthy trade-off if enemy ADC loses a big minion wave and the lamb didn't have a shutdown. But understand: if Sona can do that, so can enemy Alistar. He will think the exact same way when you take a bad trade or a bad roam timer! Please stay in lane with your ADC if you don't know roam timers. When you're getting dove, figure out who the enemy support is going for. Use W chord on their damage source, then cycle into a slow chord on whoever took turret aggro. ![]() |
Watch in-depth YouTube guides on when to roam as an enchanter support.Why roam?- Place deep vision for information.- Counter enemy ganks. - Help teammates (push waves, reset, heal, assist jungle). - Support plays for neutral objectives. When to roam?- After pushing a wave into tower.- When your ADC is safe. - You have a better recall timer. When roaming:- Always plan your path, don't move blindly.- Always store an E Chord when moving on the map. When NOT to roam?- Your wave is slow pushing.- Enemies are freezing the wave. - ADC is vulnerable, but not inting. - ADC just got an item spike. - ADC has a scrumptious shutdown. Good roam timer?- Make sure your ADC won't lose too much.- Ping your roam so your ADC doesn't overextend. - Get back in lane before your ADC loses tempo and/or temper. Opportunity?- You support (carry) the whole team, not just your ADC.- You don't have to sacrifice any agency for your ADC if you don't trust them. Remember that every roam is a trade-off:- Is leaving bot worth helping mid/jungle/objectives?- Who is your team's win condition? - What happens if your roam fails? So please:- Good roaming requires constant evaluation and adaptation.- Roaming is about impact over presence. Also, take notes from this amazing jungle tracking guide. This video teaches you when to trade, when to preserve health, what the jungle matchup means for botlane, how to know where the enemy jungler is and which moments he is looking to gank or invade. |
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- Turn off all chat. - Turn off enemy emotes. - Don't be a hook magnet. - Don't spam ping. - Don't tilt. - Mute teammates the moment they tilt. - Between games, hydrate, stand up, stretch and move around. - Get +2 kills @10 ![]() |
























































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