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Spells:
Flash
Clairvoyance
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction

AD Sona:
Alright, her Staccato
Power Chord with last used
Hymn of Valor causes double-extra-damage on her next autoattack, besides that i cant see what would mislead someone to this idea. play a real AD-carry if you want to play an AD-carry.
AP Sona:
Even she profits from some AP, it just never works out that well, unless against AI...
and she is a Support. Play an AP-carry if you want to play an AP-carry...
Alright, her Staccato


AP Sona:
Even she profits from some AP, it just never works out that well, unless against AI...
and she is a Support. Play an AP-carry if you want to play an AP-carry...
Sona is a Support, she works best if she is played as a Support (doh..)
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Pros + short cooldowns, even shorter with this build + passive auras + strong poke, if used right + no need to target abilities + easy to pick up |
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Cons - mana-hungry early, needs management - ultimate needs careful positioning - needs multitasking - cant target abilities - hard to master |



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M A R K S |
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![]() ![]() As AP tends to bloom later in game i prefer scaling MR over flat MR. |
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G L Y P H S |
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S E A L S |
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greater seal of replenishment gives you addional Manaregen, but as we go for the ![]() ![]() |
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S E A L S |
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Q U I N T S |
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To enhance our constant income further i recommend ![]() ![]() |
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Q U I N T S |
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![]() Sona doesnt have a natural escape-mechanism, so flash can save you often. It is aswell useable to catch the enemy team, flashing right infront of them to place ![]() |
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![]() If the enemies have a quick jungler, it is important to keep track of his/her position and checking mob-camps(red, blue, dragon, baron) can be a great help for your jungler, and lead to successful counter jungling or preventing counter jungling against your jungler. |
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Other viable choices are:
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Naturally you would start with


Later in fights, use it to enhance your next autoattack with

Max your heal first at level 9.
Your second ability should be


This littly utility has its most use later in game, thats why its maxed last.

Together with

Another kill for your team and another assist for you.
Sonas ultimate doesnt cause an aura, nor does it work with

A good use of it is during clustered teamfights, sometimes to save an ally
If you are confident enough you can use


Last but not least, Sonas passive. As you see by me mentioning

It activates after three spellcasts and will then enhance your next autoattack by an effect depending on your last used ability.
Managing the casting and attacking in lane is the key to unlock Sona's harrass potential with Staccato.
Having it ready and using Tempo can end a hunt quickly, by you and or your ally escaping, or catching the fleeing enemy.
In fights debuffing a big source of damage with Diminuendo can easily turn the tide of said fight.
How well

This is the first item you'll get, as it gives you the Manaregen you need to do your job early in lane.
Faerie Charm might seem more handy as it builds into the Philosopher's Stone, but its not enough manaregen and your GP runes and masteries give you your gold even earlier.
Athene's Unholy Grail seems to be ignored often by a lot of players and guides, but for Sona it is a blessing. 15% cdr and the immense mana-regen make it a must as a core-item for utility-Sona.
These are no sneakers, but they keep your feet cool (even those dont touch the ground), more cdr more fun, but as we go over the cdr cap anyway, you can swap for
Ninja Tabi or
Mercury's Treads.
More tankyness for you and via another aura for your allies, what else would a support get?
A crown to make you the queen of cdr, more mana- and HP-regen make you even harder to kill.
Another aura for Sona, garanting more HP-regen, the shield can be useful for teamfights. With this item you build out your ability to give those tide-turning advantages.
Yes, your 6th item-slot stays free for wards, keep warding, as that can give your team an immense advantage depending on the situation.
Oracle's Elixir: You plan on not dying, so you should get oracles if it is necessary on your team.
Randuin's Omen: is a more pricy replacement for the
Locket of the Iron Solari and is more suitable when you are getting focussed, which some teams will do if you do your job well.
Force of Nature: For those Magic-heavy enemy teams, get it instead of the locket.
Will of the Ancients: In case your team is Magic-heavy it boosts your allies quite a bit, but the spellvamp isnt of much use to yourself.
Frozen Heart: Makes a good replacement for shurelya's if some atkspeedy adc tries to shut you down.
Zeke's Herald: Can also be swapped for Shurelya's, as it gives 15% cdr and it helps your Team if its more towards AD.
However you decide, keeping your cdr high is important and to be able to spam your abilities you will need the manaregeneration. Thats why
Athene's Unholy Grail is such an important item in this build, even its pricy, you will notice its effect.


These are no sneakers, but they keep your feet cool (even those dont touch the ground), more cdr more fun, but as we go over the cdr cap anyway, you can swap for


More tankyness for you and via another aura for your allies, what else would a support get?
A crown to make you the queen of cdr, more mana- and HP-regen make you even harder to kill.
Another aura for Sona, garanting more HP-regen, the shield can be useful for teamfights. With this item you build out your ability to give those tide-turning advantages.
Yes, your 6th item-slot stays free for wards, keep warding, as that can give your team an immense advantage depending on the situation.
Other handy Items






Zeke's Herald: Can also be swapped for Shurelya's, as it gives 15% cdr and it helps your Team if its more towards AD.
However you decide, keeping your cdr high is important and to be able to spam your abilities you will need the manaregeneration. Thats why

Having your skills when you need them and
making the most out of Sonas auras and
Power Chord is the goal.
making the most out of Sonas auras and

Dont
You are using



Extra Gold comes from getting assists via

But you should try to help your carry to farm and you kill minions to push the lane when necessary, besides that dont waste mana to use

To be a good support you need to have the right mindset. So i'll give you a few DO's and DONT's:
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DO
- feed your carry, give him/her all the kills and CS possible- use GP10 to get your money and therefor your build - play smart, plan and comunicate with your allies - ward, buy a ward save a life (or end one) - stick to your carry (or jungler-bodyguard if warding dragon/baron) |
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DONT
- try to last-hit as much as possible, you get your gold, so relax- run into enemies alone - chase alone - try to pick up an enemy carry with low hp in late game, when youre alone - try to be the carry SPACE SPACE |
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A support helps his/her team, but is not the star.
Actually the best thing to happen, is when the enemy team forgets about you, while you do your excellent work in the background. Its never "dat Sona!", but you can easily cause a "dat ashe" (as example).
Your Team Shall Notice You All The Time, But The Enemies Shall Not
This is my first guide and I'm not a pro player, I play for fun with friends, but I've seen a lot of not-well-working Sonas and I think I play her well enough to share what I know.
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