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Recommended Items
Spells:
Heal
Clarity
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Breaking the meta
This build breaks away from the traditional support in order to better utilize Sona's unique aruas. The items utilized are not ones you will see on other supports, but rather ones that synergize with Sona's kit. This build is desinged to carry your time in spite of their skill level. If you have a full fives team this is not the build for you. However if you are playing under the match me with teammates function then give it a shot. I hope you have as much fun playing this build as I have.
I know I'm going to catch a lot of flak for these two. However, they are solid skills that can effect your whole team.
Flash is a selfish spell and works much better on an adc. Too many people use it as a replacement for proper postioning. LONG CD
Exhaust is a viable choice but not as useful in team fights.
Clairvoyance another underrated skill if you feel you have the skills to use it constantly I recommend it whole heartedly.
Ignite your support doesnt match your kit
Ghost viable option but a bit selfish
Teleport Viable option to speed you around to different lanes. Really helps the split push. Do not recommend in teams with low communication. In order to make the most of this skill you need to have constant communication with your teammates. (Try running a 5's group with all teleport... it will blow your mind.)
Revive I find the trick is not to die.
Why Heal & Clarity?
First off your heal is a low scaling abillity and it only affects one person. Your goal in as an Aura Sona is to push for team fights, as that is where you can make the most use of your abilities. 355 health to all of your teammates is often enough to turn the tide of a battle alone. This skill should also help your ADC sustainabillity in the laning phase. Pop it on your jungler after leashing blue and they will love you forever.
Clarity A very underrated spell when playing in the match me with teammate queues. If everyone on your team can manage their mana with 100% efficiency this skill would be useless. Chalice of Harmony ensures that you stay in mana, Clarity ensures your team stays in mana. After the 6th time playing with people who failed to secure a kill or died because they were out of mana, I tried playing with this skill. With anything it requires communication with your team. With 180 second cooldown your ADC can use this to spam thier skills to bully others off the lane. Your jungle can use it to have the mana needed to gank your lane. By popping it in a team fight your ensure that everyone will be able to play thier skills to deal maximum dammage.
Runes
Your first core item. Chalice of Harmony gives you lane sustain by providing you with a lot more mana regeneration. It will help you and your adc stay on lane as long as possible |
zeke's herald
with an extra 20 AD and 10% life steal your ADC should see a huge gain in their dammage and lane sustainabillity. You should be winning your lane now if you weren't already |
30 AP and 20% spell vamp. This item does amazing if your supporting a hybrid ADC like Caitlyn, Kog'Maw or Ezreal |
After casting 3 spells, Sona's next attack deals 13 / 20 / 27 / 35 / 43 / 52 / 62 / 72 / 82 / 92 / 102 / 112 / 122 / 132 / 147 / 162 / 177 / 192 extra magic damage. This enhanced attack has an additional effect depending on which spell was cast last.
Additionally, Sona's auras persist for 1 seconds after deactivating. Sona's basic abilities also set off a .5 second cooldown to the other two basic abilties. : // see the next chapter for a more in depth analysis.
Sona plays the Hymn of Valor, granting nearby allied champions 4 / 8 / 12 / 16 / 20 bonus Damage and Ability Power. Additionally, casting this ability sends out bolts of sound, dealing 50 / 100 / 150 / 200 / 250 (+70% of ability power) magic damage to the nearest two enemy champions or monsters.
If this spell was last cast when Sona's Power Chord is ready, her next attack will do double the damage of her Power Chord. : // This is part of your main poke combo. It will auto target and will prioritize enemy champions in range.
Tips and Tricks
- // This will reset your auto attack timer when used on power chord so try to AA Q PCAA for a nasty level one poke
- // This auto targets champions so use it as another source of harrass
- // Try to end all of your combos on your Q so that your ADC can take advantage of the Aura while you are waiting on CDs.
Sona plays the Aria of Perseverance, granting nearby allied champions 6 / 7 / 8 / 9 / 10 bonus Armor and Magic Resist. Casting this ability sends out healing melodies, healing Sona and a nearby wounded ally for 40 / 60 / 80 / 100 / 120 (+25% of ability power). Additionally, both Sona and the healed champion will have the bonuses of this aura doubled for 3 seconds.
If this spell was last cast when Sona's Power Chord is ready, her next attack will de-buff the target to deal 20% less damage for 3 seconds. : // your heal. I try to max this out second as it is not the big heal of soroka
Tips and Tricks
- // Starting a combo with this move will give your ADC a small buff in armor as well as the heal hopefully allowing them to win early trades.
- // The dammage negate on the power chord is useful to use on people with an AOE ULT to mitigate the dammage your team takes.
Sona plays the Song of Celerity, granting nearby allied champions 4 / 8 / 12 / 16 / 20 bonus Movement Speed. Additionally, casting this ability energizes nearby allies 6 / 8 / 10 / 12 / 14% additional movement speed for 1.5 seconds.
If this spell was last cast when Sona's Power Chord is ready, her next attack will slow the target by 40% for 2 seconds. : // Speeds you and your teammates up
Sona plays her ultimate chord, forcing enemy champions to dance (stun) for 1.5 seconds and take 150 / 250 / 350 (+80% of ability power) magic damage. : // 1.5 sec AOE stun... enough said
Power Chord This skill can make or break a Sona. Proper utilization of this skill is paramount in any phase. Knowing when to use and with what skill seperates good Sonas from GREAT Sonas.
you deal double dammage making for one of the strongest level one pokes in the game. *Note charge this up in the base so you can start off with a free power cord.
Gives the enemy champion a 20% debuff on dammage. Usefull if they have an assasin who is shredding characters but not as usefull as the other two cords.
Slows an enemy champion by 40% for 2 seconds helps your team chase down enemies.
you deal double dammage making for one of the strongest level one pokes in the game. *Note charge this up in the base so you can start off with a free power cord.
Gives the enemy champion a 20% debuff on dammage. Usefull if they have an assasin who is shredding characters but not as usefull as the other two cords.
Slows an enemy champion by 40% for 2 seconds helps your team chase down enemies.
Quite Nomible brought this up in discusion. While not expressively posted in my guide, it is still your duty as a support to provide vision for your team. You can buy a Ruby Sightstone or individual wards as is your preference. There are many guides to proper warding and when to place them that said it a whole lot better than I can. I recommend you read a warding guide or watch a video tutorial. Every time you purchase an item you should buy a ward.
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