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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
1.1: Introduction.
I first tried out
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These are my Season 2 stats as Check out my other guides!
Lux: The Final Spark. A Comprehensive Guide.
Ezreal: A True Display of Skill. A Comprehensive Guide.
As a support, you do not have damage output, like the other members of your team. You also do not have the tankiness of, well, tanks. However, you have a wide skill set, which can be used both offensively and defensively, as well as the game-changing cc in
While other members of your teams are either farming, fighting enemies, or something else, you are probably roaming the map, placing those valuable sight wards all over the place. Those wards [b]save lives[/b]. Well, "If your opponent wants your head they'll come anyway" (Quote from M5), but having that extra vision allows you to be aware of when there might be trouble, and when to stay away from certain areas. Vision on vital buffs can also secure global objectives for your team.
Perhaps the undesirable part of playing a support is the lack of damage output (Hence why tanks are not popular in general), but they play a vital role in a team, and can secure victory in a game, if played correctly.
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Pros
+AoE spells! +A lot of poke! + +Underestimated healing! +A speed boost! +Great for smartcasting! +/t /j. :P filler |
Cons
-REALLY squishy. -No mana regen unlike -Hard to master. -Mana-hungry early. -Role is hard to fill. |
Runes
The above are standard runes that I find viable on support champions.
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Runes
These are some other runes that I find viable on
greater seal of vitality gives us a huge amount of health late-game, which is vital, considering how squishy
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For me, |
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This is rapidly becoming the spell of choice for support champions. |
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This used to be the support spell of choice, but it just doesn't fit in with the current meta anymore. This can be used to scout the map, important objectives, or to prevent ganks. It's nice to have at higher elo play, but spells like |
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Consider CLG NA's 3 |


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This will be our main poking tool, and is your only spell other than your ultimate that does damage. I like to max this first. With this spell, you can deal significant damage to your laning opponents, harass your opponents hard while your partner farms, and provides an aura that gives nearby allies AD and AP. Usually, I sit in the bush, and when the enemy comes close to last-hit, I'll use this and
Note: I did not hit filler
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This spell grants us the ability to heal nearby allies, and provide them with a defensive aura, much like
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This spell grants us extra Move speed, allowing us to get from point A to point B faster. This won't be used much early game. Usually, you can activate it while you're heading back to your lane (Stacking up your tear of goddess in the process), or just roaming and warding. The speed bonus is more than one might think. It's also really nice for chasing down targets, because the
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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. |
This spell is the one that gives

At level 1, I typically start out with
After that, I usually pick
At level 3, you have a few choices. Level up
After that, you will want to level up your skills situationally, unlike other items that have a set skill sequence. Prioritize
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This is another good idea to start the game. You get extra speed, and this will make the early laning phase a lot safer. However, you do not have the luxury of increased Mana Regen, nor the extra money for more sight wards. In fact, you will only have enough for 1, or 2 if you max
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This item is amazing for early game CDR, which works along the ideas that |
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These boots give us a tremendous amount of MS if we are out of combat. As a support, you will be roaming and placing sight wards a LOT. Meaning, these boots will help you do that faster. |
*I consider the above boots to be the most viable on supports. Build situationally, and every pair of boots other than
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IMO, this is the most important item you can get on |
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This item builds from our early philosopher's stone. It gives us a nice amount of health, an abundance of regeneration stats, as well as an active that provides us with a huge boost in speed. Use this to chase targets after a fight, or escape from a lost cause. This is usually my first full item, unless I choose to get |
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This item grants us a good amount of health and armor, not to mention an aura of increased Health regen and an Active shield for all allies nearby. While the shield itself isn't so big, using this on your whole team essentially means your team gains over 1000 in terms of effective health. I almost always get this right after |
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| zeke's herald |
This item gives us health and CDR, as well as a Unique Aura effect which grants AS and Life Steal. As the current meta dictates ADC bot, and bruisers in top lane and/or jungle, this item would often benefit your team well. I typically get this item if my team is AD-heavy, after |
zeke's herald |
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Since the nerfs to this item a while back, it is no longer as viable. However, it is still a nice choice for when your team is AP heavy. You'd likely get close enough to the enemy team to use the Aura when you use |
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We would get this item if the enemy team has a fed champion who relies on AS. From this, we get a good amount of armor, a bit of CDR, as well as a Unique Passive that has a chance to slow your attacker down if you are hit with basic attacks. We can use the Unique Active effect for the same purpose as well. This is essentially an |
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This item grants a massive amount of armor, and quite a lot of mana, as well as a whopping 20% CDR! We also have an Aura effect that reduces nearby enemies' AS, which works well in conjunction with |
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This item grants a significant amount of health, as well as an aura that gives Mana Regen and CDR. It's a nice item to have, and especially useful for just about any team composition, even more so if your team is more AP-orientated. This will usually be my replacement for |
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This builds from our early |
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This item scales quite well with our passive, and the "spammability" of |
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This item is amazing. At less than 3k gold, you get a whopping 90 AP. Nothing under 3k gold will grant this much AP, except if you are stacking |
While you are not a significant source of damage on your team, I consider this snowballing item to be amazing on not just
First, you will be getting assists easily. This benefit is magnified on
As a support, you will be in the back of your team, granting them auras, healing effects, and stunning the opponents with
Finally, if the opponents DO decide to focus you (A typical effect of purchasing a snowballing item), it's their loss. As a support, you do not have that much damage in team fights. Your team's damage output is entirely based on your teammates, and your job is to keep them alive. If you are being focused, it means your teammates are safe, and are (hopefully) destroying the enemy team.
If this item is stacked up, you gain a significant amount of AP, improving your abilities to support. This also works to mislead the enemy team, giving them a dilemma as to who to focus. If they decide to focus you because you have a fully stacked
This item is our basic source of map vision. When this item is placed, it remains in the said location for 3 full minutes, providing a circle of vision, or in other words, seeing through the fog of war. The circle can be blocked by terrain, such as walls and bushes. The ward can see inside of a bush only if it is inside the said bush. They cost 75 gold apiece, and you can keep up to 5 in each inventory slot you have. This does not reveal stealthed targets, and is invisible to the enemy team.
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This is an upgraded version of the basic sight ward, and reveals stealthed targets in the area, such as
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This item is a consumable item that allows the user to see invisible targets around them. At 400 gold each, this is the most expensive consumable item you can buy, but the effects remain until death. Meaning, it will stay for the entire game if you don't die. You can use this to clear out enemy sight wards. They take 3 auto attacks to destroy, and grant 25 gold each. This can also be used to break
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This summoner spell was once a favorite among supports. When used, this grants vision to an area for a few seconds, with the approximate range of a sight ward, and reveals targets in a brush. The range is global, meaning the user doesn't have to be anywhere close to get vision. This is especially useful to scout key objectives like Dragon and Baron Nashor.
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As a general rule, you want to place sight wards where you need vision, be it in a bush, a lane, around key buffs, you name it. However, you usually want to place it inside a bush, as it will provide more vision. For example, if a ward is placed directly beside a bush, half of its vision area is cut off by the bush. Usually, you want to cover as many "paths" as possible with a ward, to maximize its effects.
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Some of my favorite warding locations.
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Placing wards in the Tri-Bush grants you some vision of the river, as well as junglers that may be approaching from the Blue Jungle.filler
This ward grants me vision of a portion of the Purple Jungle, the river, as well as the Dragon. The downside to this is that you can't see inside the pit, but this is enough vision for someone like filler
This ward grants us vision of part of our jungle. Notice that we have vision of the Wraith camp as well. Paired with the Tri-Bush ward, it is impossible for the enemy to invade without getting seen.filler
Your jungler is now even safer than before.filler
This is a great ward for the mid lane. You can see if the enemy attempts to gank mid, or take the blue buff. Along with the Dragon ward and the Tribush ward, you will have the entire bottom half of the river covered.filler
This ward grants vision on the bottom half of the river, where you can see the enemy coming out of the Tribush as well as the River. You will have more time to escape if you put it here, as opposed to in the bush. It's not that far from the lane, either.filler

Warding the side bushes will make laning even safer, since many supports like to sit in the bushes, waiting for an opportunity. This can also prevent junglers' lane ganks, as well as allow filler
This ward gives you vision of the Purple Blue buff. It can tell you and your team if anyone is attempting to take it, as well as grant vision for that portion of the jungle.filler
I will not go into the other half of the map, as all you have to do is mirror the locations anyway. :P
1. KEEP THEM ALIVE.
This is perhaps the most important objective you have to fill as a support. There's no point in trying to get your partner fed if he's dying every 5 minutes. As
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2. HELP YOUR AD CARRY EARN GOLD.
Essentially, getting a teammate fed is to allow them to have more gold than your opponents do, either through farming, objectives, or killing champions. As
Your passive aura from
You can take down objectives quite quickly with your
Finally, you have many methods to kill an enemy champion. You can make them take serious damage with
1. DESTROY THE ENEMY'S TURRET.
This is your utmost objective throughout the game, because turrets win games. You can be up 30 kills, but if the opponent destroys your Nexus it's all over. If another turret in the game has been destroyed already, that adds to your need to gain that objective. The opponent in the said lane may begin to roam the map, making it more dangerous for you in lane. Make sure the rivers have vision with sight wards, and get the enemy tower down as soon as possible. Getting your AD carry a few kills in the duration is also a good idea.
2. CLEAR OUT ENEMY WARDS.
By this point in the game, you can begin to buy an
3. ASSIST OTHER LANES.
At this time, your role not only goes to supporting your AD carry, it extends to the rest of your team. You will be roaming the map a lot by this time, so help out other lanes! Mostly the mid lane though, because the top lane is kind of far. Make your teams focus on taking down turrets rather than going for kills. As a support, you are the play-caller, and it is your duty to make sure the team knows what to do, and cooperate. At a lower-elo, that is not always possible, but just try your best. If there is a particular teammate that is harassing everyone, ignore them. It will make your life easier.
1. GAIN A VISION ADVANTAGE.
You still want to be clearing out enemy sight wards with your
2. ENGAGE TEAM FIGHTS.
3. SUPPORT YOUR TEAM.
During the fight,
True, we almost never see AP
Sona's AP ratios actually aren't half bad. 70% on
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As we will be spamming our spells often, CDR will benefit us a lot. You can also choose |
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This item is picked very often on mages that focus on sustained damage as opposed to burst damage. What |
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This is the most widely purchased AP item, because of the incredible bonuses this gives. Dubbed the |
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This works so well with |
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This item is amazing on any AP champion that uses auto attacks from time to time, such as |
2012/10/31: Fixed introduction (Hate the glitch). Updated Rune Set section.
2012/10/30: Updated runes, will edit text at a later date. (Hate typing on my phone :s)
2012/10/27: Guide published.
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-ARAM
-AD
-Coming up with a conclusion (I hate essays.)
-Laning opponents and partners list.







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