This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
![](https://www.gravatar.com/avatar/02536e8008ccb37f5b4fe30fc350b162.jpg?d=http%3A%2F%2Fwww.mobafire.com%2Fimages%2Fnoavatar.png&t=1389456270)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/guides/vote-popup-heart.png)
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Losing Lane
-
Winning Lane
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction
![](/images/spacer.png)
I highly recommend that you read the entire guide instead of simply reading the cheat sheet. Simply looking at this doesn't tell you how to play
![](/images/spacer.png)
So first off... Why would you choose
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Now, my build mainly relies on giving as many aura buffs to your teammates as you can and giving out one or two aura/active debuffs to your opponents through your items. The main reason being is that unlike most supports, she has a terrible AP ratio on her heal (Which is only 25% of your AP as opposed to
![](/images/spacer.png)
![](/images/spacer.png)
All kinds of feedback are welcome and greatly appreciated.
spaaaaaaace |
Pros
+ Easy to learn. + Very versatile. + Low cooldown on her skills. + Good CC. + Game-changing ultimate. + Assists rack up really quickly. + The LoL theme plays during her Q aura. |
space |
space |
Cons
- Very squishy early on. - Gets low on mana often. - Terrible AP ratio on her heal. - CC shuts her down hard. - No escape mechanism. - Skills are relatively easy to dodge. - Will be focused often because of her aura buffs and debuffs. |
This has a healthy balance of being somewhat more tanky in the lane and still having the benefits of the utility tree. With this setup, you can opt to be somewhat aggressive and still have a good amount of gold income as you naturally would with the 0/9/21 setup.
![](/images/spacer.png)
![](/images/spacer.png)
One of her more tanky setups.
![](/images/spacer.png)
![](/images/spacer.png)
Greater Quintessence of Gold: Since you're the support, you'd need to make up for not having any creeps to kill. And these Quints greatly help with your gold income.
Greater Mark of Armor: This gives her the needed armor in the early game in addition to her
Aria of Perseverance, which allows you to trade with the enemy laners.
Greater Glyph of Magic Resist: Mostly for the same reasoning as above, but for magic resist. Always grab this if you're against kill or poke lanes such as
Leona support or
Lulu support. It allows you to trade more with them and survive engagements with them. However,
Sona is still squishy, so always play safe.
Greater Seal of Armor: Same reasoning as its Marks counterpart.
![](/images/spacer.png)
Greater Mark of Magic Penetration - Take this if want to win the lane early by putting the pressure as early as levels 1-3.
Sona has the power to win trades with certain match-ups this early, and having MPen marks allows her to do this more easily. Keep in mind though, that you're trading armor for a little more damage early on, which makes it a little easier for you to be killed.
Greater Seal of Mana Regeneration - If you feel that you don't regen mana quickly enough in the early game even with a Philosopher's Stone, then grabbing these won't be a bad idea. However, this can be easily mitigated by learning how to manage your mana properly. That and you'll be much more squishier than with the flat armor seals, so don't get too aggressive either way.
Greater Seal of Gold - If you prefer to be passive and not really trade much with the enemy laners early on, then these can work. In some cases, you can mix this in by replacing a few of your armor seals for this. But always keep in mind that you're trading armor for a little more gold income.
Greater Glyph of Scaling Magic Resist - Having flat MR glyphs gives you the ability to survive early engagements. Grabbing scaling MR glyphs means that you either plan on playing very passive or you're against a sustain lane such as
Soraka support.
Greater Quintessence of Health - This is a good alternative if you'd prefer the health over the gold gen runes. Against certain match-ups however, I would personally take these over the gold gen runes since I would rather be able to survive an early engagement rather than have the extra gold income.
Greater Quintessence of Movement Speed - Allows you to delay your boots for your second gp10 item if you put a point in
Song of Celerity early.
Greater Quintessence of Armor - Allows you to trade more with the enemy laners.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![]() |
space |
![]() |
![]() |
space |
![]() |
One thing to note on all of
![](/images/spacer.png)
![](/images/spacer.png)
-
Power Chord (Passive): Never underestimate the power of her passive. This is both a game changer and a game winner. Depending on which aura you last played, the effect of your
Power Chord will change, plus additional magic damage depending on your level. As
Sona, knowing when and which of these effects to use is very vital.
Her recent rework greatly reduced the amount of time when you can shoot another one of these. As an example during a team fight, after hitting their carry with herPower Chord, you can quickly dish out another
Power Chord on their other damage dealer which would now greatly reduce their overall damage output.
-
Power Chord: Doubles your
Power Chord damage. You'll be dealing a great deal of damage early on if you decide to level her Q first and combo it with this. Once you hit level 6 or 7, this is gonna hurt so bad that people will regret not recalling when they already have mid-low health in the lane, since you'll be bursting really hard with a
Hymn of Valor ->
Power Chord ->
Crescendo combo (If you're lucky, you might have even killed them).
-
Power Chord: Drops the damage dealt by the enemy you hit by 20%. This is great during ganks when you hit their damage dealer with this, because it gives your carry a better chance of running/retaliating.
-
Power Chord: Slows down the opponent that you hit by 40%. This is great for not only escapes, but also for chases and ganks. If the enemy
Sona activates her E, and then hits you with this, she's pretty much just secured a kill for her team/saved her carry whom you were chasing down. Combo'ing this with her E and
Shurelya's Battlesong, makes it really difficult to escape from/chase her team.
-
-
Hymn of Valor (Q): This is her primary harassing/poking tool. The skill has good range, and can deal a surprising amount of damage when leveled up first. Although it automatically prioritizes champions over minions, the way it chooses which opponent to target can get pretty wonky at times. So proper placement and timing play a big role on which opponent the skill decides to target.
The aura gives nearby champions a boost in their attack and ability power depending on its level. Keep this activated when you're in lane and aren't being poked/harassed often which will help your carry last hit much more easily.
-
Aria of Perseverance (W): As the support, this is the skill that you should prioritize when you level up. The skill will automatically heal you and the closest allied champion with the lowest health when activated.
The aura gives armor and magic resist to all nearby allies, which increases as the skill is leveled up.Sona and the champion healed, will have the effect doubled for them for a few seconds. During the laning phase, if your carry is being poked often, have this aura activated to reduce the damage he/she is taking.
-
Song of Celerity (E): Much like with her passive, never underestimate this ability. Even that small speed boost can help run away or rush to that one tower after a team fight. The skill has good range, and will automatically give a speed boost to all nearby allied champions as opposed to one or two only.
When activated, the aura gives allied champions a small increase in movement speed depending on its level. Very rarely should you activate this aura in the lane or during a team fight, unless you're using this to charge up aPower Chord or simply giving your team that small mobility boost to run or go somewhere. Usually after recalling, use her Q / W skill and then activate this, which not only lessens the time to get back to the lane, but also gives you two charges set for your
Power Chord (Three if you have one charged already).
-
Crescendo (R):
Sona's game changing ultimate, and IMO the best ultimate on all of the supports (On par, if not better than
Intervention). It is an AOE stun that damages your opponents while making them dance their hearts out. This is a great life saver and a good chasing/escaping tool. Although it has good range, it is a pretty slow projectile. And as such, it is relatively easy to dodge. Much like before, proper placement and timing are essential to make the most of her ult.
This has great synergy with other AOE ultimates such asKennen's
Slicing Maelstrom and
Orianna's
Command: Shockwave, since her ultimate combos with or sets theirs up perfectly. Also, keep in mind that
Crescendo can also interrupt channeling ultimates such as
Karthus'
Requiem and
Miss Fortune's
Bullet Time.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Much like during the laning phase, evaluate whether your team is dishing out more damage than receiving during team fights. Knowing when to keep
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Rarely do I grab a sixth item for
![](/images/spacer.png)
Always keep in mind that most of these items can also be taken by your tank/jungler (Such as
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
philosopher's stone |
As much as possible, grab this after your ![]() |
philosopher's stone |
kage's lucky pick | Currently a core item since it gives you more damage in lane, and gives you your much needed GP10. | kage's lucky pick |
![]() |
Self-explanatory. Though they're not as good as in Season 2 because everybody got buffs in their base movement speeds, this'll help in mobility early on. |
![]() |
![]() |
Makes you even more beefier and is the ![]() |
![]() |
sight ward | Whenever you recall, always try to grab at least one of these if you don't have one in your inventory. Simply because knowing whether there is an enemy in the brush or not is always helpful. Wards give you map awareness, and with map awareness comes less successful ganks and knowing if the enemy team is doing baron or not. | sight ward |
![]() |
A Sight Ward on steroids basically. It notifies you if there is an enemy ward in its vicinity, and reveals stealth units like ![]() ![]() ![]() |
![]() |
![]() |
Grabbing these will allow you to deny the enemy vision of you and your team. Taking this is a high-risk, high-reward gamble. Since that glowing pink eye pretty much makes you a walking bullseye. If you're dying often however but you still want to deny the enemies vision, then simply grab two or three ![]() ![]() |
![]() |
![](/images/spacer.png)
![]() |
A must have if your opponents have tons of CC, or if they always focus you down during a team fight. The magic resist is also helpful to deal against AP teams. |
![]() |
![]() |
If you find yourself rarely being hit by CC and/or focused down, then these boots are great to have for the CDR since you can heal your team much more often. |
![]() |
![](/images/spacer.png)
![]() |
A new support item that keeps the GP10 passive? Yes please. Gives her that much needed peeling power in addition to her ![]() ![]() |
![]() |
![]() |
Another one of my personal favorites. It is relatively cheap, and for the stats that it provide, it's really worth the gold. |
![]() |
![]() |
The item used to facecheck brushes and scout out areas, and also to lock down a priority target in addition to her ultimate. |
![]() |
![]() |
The only reason to grab this is if you have ![]() |
![]() |
![]() |
Aegis upgrades into this, and the only real reason to do so is to give your teammates magic resist in exchange for the physical damage that ![]() |
![]() |
![]() |
You can sometimes sneak this item in your build if you find yourself running low on mana often. It now can be built into ![]() |
![]() |
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
This item shuts down DPS champions hard. Activating this in-tandem with ![]() ![]() ![]() |
![]() |
zeke's herald | It's nerfs coming into Season 3 has hurt it a little bit. As it is no longer as good as it was with the AS aura. However, it still is valuable on a physical damage oriented team and for pushing lanes. | zeke's herald |
![]() |
The active can save lives and will be up often because of its short cooldown. However, supports are generally underleveled, so its shield still won't be shielding that much damage. |
![]() |
![]() |
This item is great against a DPS/AD team since the armor you get and the aura debuff the enemy receive increases the amount of time they need to take you and your team down. However, do not combo this with ![]() |
![]() |
![]() |
As a fifth or sixth item, this isn't that bad if you're looking for an item for survivability. The health, mana and magic resist you get from this item is appreciated. But the passive is what makes this item great. Imagine the enemy ![]() |
![]() |
![]() |
For the price, it's a good alternative to ![]() ![]() ![]() |
![]() |
![]() |
Only grab this if your AP carry is doing all the work and does not grab this item for whatever reason. And also evaluate whether your AP carry would benefit from the spell vamp that it provides, such as ![]() ![]() ![]() |
![]() |
![]() |
Much like with WotA, only grab this if your AP carry is doing all the damage and doesn't grab this item. However, the Late-August 2012 patch greatly reduced the range of this item, thus reducing its viability for ![]() ![]() ![]() |
![]() |
![]() |
As the sixth item, this isn't a bad item either. This basically lets you spam your skills to your hearts content since you'll be regenerating mana like crazy in the late game. Don't worry much about going over the CDR cap, since the massive mana regen makes up for it. However, since the introduction of ![]() |
![]() |
![](/images/spacer.png)
![](/images/spoiler-open.png)
![](/images/spacer.png)
On another note, I personally feel that
![](/images/spacer.png)
![](/images/spacer.png)
Note: I will be adding more AD carries in this chapter as I get more experience when laning with them. And even other potential partners that you might end up laning with. Some help with this chapter would be appreciated, as I don't always get the chance to play with some other AD carries as
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
ASHE
She can be both passive and aggressive in the early game, as she primarily needs to focus on farming while poking back every now and then with her
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
CORKI
He has currently become my favorite AD carry to lane with. To note in particular, her
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
DRAVEN
The man of facial hairs in the League is interesting in that he controls very different than most other carries because of his
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
EZREAL
Him and
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
GRAVES
Sona will generally have to prioritize her
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
SIVIR
She is relatively weak early game and is very mana hungry if she's using her
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
TWITCH
This little rat is really squishy, so he needs to be taken care of more than most of the other carries. If laning with him, you're basically forcing them to grab
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
VARUS
He can do a good amount of damage early on with his
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
VAYNE
She is one of the weaker early game AD carries, but she makes up for it by having one of the best late game potential among them if fed/farmed well.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Note: I will be adding more supports in this chapter in the future as I get more experience laning against them. Some help with this would also be very appreciated, as I still have yet to go up against other supports such as
![](/images/spacer.png)
![](/images/spacer.png)
Legends for Match-Ups:
EASY - She and her carry should win this lane even without ganks if done properly. Can still lose given the right situation.
SKILL BASED - She and her carry might win the lane with/without ganks, but whoever makes the first mistake will generally lose the lane unless they get help.
HARD - She and her carry would probably lose this most of the time. A big advantage must be taken by her and her carry and/or ganks are going to be needed to win the lane.
![](/images/spacer.png)
![](/images/spacer.png)
ALISTAR
DIFFICULTY: HARD
Hoo boy. Look at that CC. Might not be as much as someone like
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
His partners tend to have early game power and can easily follow up on his
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
BLITZCRANK
DIFFICULTY: EASY
The only reason why this can become a nightmare is if you get grabbed. And that shouldn't be a problem if you're not dumb. Always keep the lane brushes warded, and always avoid his
![](/images/spacer.png)
![](/images/spacer.png)
Much like with
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
JANNA
DIFFICULTY: EASY - SKILL BASED
CC, CC, and more CC. She can be played aggressive and is dangerous in the right hands since her kit can setup kills really easily. Most
![](/images/spacer.png)
![](/images/spacer.png)
Her usual partners will probably be those who can take advantage of the utility
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
LEONA
DIFFICULTY: HARD
She is probably the hardest counter for
![](/images/spacer.png)
Like with
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
SORAKA
DIFFICULTY: EASY
Good lord, this woman is annoying. She can heal her carry with
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Her usual partners would be someone who can harass you all day while still being somewhat tanky or have an escape mechanism (
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
TARIC
DIFFICULTY: SKILL BASED
This guy is outrageously scary. Always keep the lane brushes warded and always keep in mind that whenever you're going up to harass them with
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
However there will be cases where say, during a team fight and the enemy champions choose to focus you down instead of your carry. In most cases, this is fine since you're taking the damage that your carry isn't taking. However, this is the role of the tank, and as such you should also try to keep yourself alive while still prioritizing theirs. Simply because once you die, your teammates lose the aura buffs that you were providing.
The cases in which you will need to sacrifice yourself are those cases such as, you see the
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
At the same time, it is also your job to peel for your carries. Keep them off your carries so that they can reign hell on their health bars. Keep in mind though that you're still squishy, even with full items (Beefy is the term I guess, for you have a lot of health but lack armor or magic resist to back it up).
![](/images/spacer.png)
As soon as the game starts, if you grabbed
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Afterwards, follow your jungler to where he/she needs to start and help him/her out by acting as a leash. If you grabbed
![](/images/spacer.png)
Should your team plan to invade, then follow them and be on high alert at all times. Since neither team has vision, you never know when you run into the brush and find an enemy standing there. Stay either at the back or close to your carries. As you cruise through the enemy jungle, drop a ward at their buffs or in common gank spots to give your team some vision in their jungle. If you manage to catch somebody, always keep in mind that their teammates might be around to save him/her or clean up afterwards. If a team fight breaks out, then simply stick with your carry and keep using whichever skill you took whenever it's off cooldown, to either heal your wounded ally (i.e.
![](/images/spacer.png)
![](/images/spacer.png)
Afterwards, head to your respective lane (If you do not have a jungler or didn't invade, then simply do this). As the support, focus on letting your carry net all of the creep score and keeping him/her in top form with your heals and safe by warding the dragon area or the tri-brush. Depending on the situation, also keep the lane brushes warded to see if the enemy jungler/support is in there waiting for the opportunity to strike. Like I mentioned earlier in the guide, evaluate if your enemies are poking you often or are playing defensive. This way, you would know which of her spells to max out first. If you're unsure of which spell to max out first, then simply level them both simultaneously.
![](/images/spacer.png)
In case you get pushed back and are forced to recall, always grab a
![](/images/spacer.png)
![](/images/spacer.png)
During the laning phase, always keep in mind the enemy jungler (If they even have one). Knowing where they are, and when they'll gank is vital. If the enemy has a jungler like
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Once you hit level 6, then this is the time where you can get a kill for your carry since her
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
At this time, ganks and team fights are going to be more frequent, so always try to be there if you can since you're going to be the one helping them get back in the fight and/or making sure they survive. By survive I mean, healing them and them escaping with their lives whether you win or lose the team fight. At the same time however, if your teammate is sure to die from a gank and you cannot save them in any humanly possible solution, then do not run in to help since you're sure to die as well because of your squishy-ness.
During team fights, always prioritize on healing up your teammates unless they're super fed and you're curb-stomping the other team with no problem. Keep using her
![](/images/spacer.png)
![](/images/spacer.png)
During those down times, focus on warding your jungle, the rivers, and map objectives while dropping your
![](/images/spacer.png)
![](/images/spacer.png)
At this point, you should always stay close to your team. If you die from a gank without them nearby, then there's a high chance of your team losing the game unless they make a really great play. Much like during the early and mid game phases, keep map objectives and high traffic areas warded to give your team an advantage.
![](/images/spacer.png)
- PsiGuard - Feedback on the item build prior to the guide being written.
- Jpikachu1999 - Feedback on the item build prior to the guide being started.
- Moonedge - Feedback on the item build prior to the guide being made.
- A Chubby Baby - Feedback on the item build prior to the guide being written.
- jhoijhoi - For the templates, the line dividers, her epic guide for making a guide, and for her review of the guide with tons of suggestions.
- braveheart14 - For the moral support when I felt down while writing this guide.
- Xenotechie - For the review, suggestions and reminding me of a lot of stuff I forgot.
- IceCreamy - For the review and suggestions.
- Roronoa EvrIs - For the feedback and suggesting the 9/0/21 masteries setup for
Sona.
- MysticalZelda - For the review and helping me with prettying up the guide (Which I'm still working on).
- tehAsian - For that extensive review, a ton of suggestions, and some insight with the
Janna match-up.
- OTGBionicArm - For his review, suggesting the 1/15/14 masteries setup, and helping me with the 'Laning Partners' chapter by providing insight on laning with
Graves and
Draven.
- throatslasher - For some suggestions and insight on
Sivir.
- Everyone who gave feedback on the guide!
You must be logged in to comment. Please login or register.