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Choose Champion Build:
-
STANDARD
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AGAINST PASSIVE LANES
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order

Power Chord (PASSIVE)
Sona Passive Ability
Introduction
Hello! My name is Encross and I've played MOBA style games for over ten years. I only recently started playing League of Legends with the end of Season 2 and immediately gravitated towards Sona when looking at potential supports to play on a competitive level. I'm currently pushing for Diamond 1 and and would like to share my playstyle and approach to an extremely flexible champion that was instrumental in my love for this game.
Please keep in mind that this guide is primarily intended for use in solo queue play and due to the flexibility of the champion should only be seen as a primer and beginner's resource. While it should go without saying, do not hesitate to take the information below and spin your own take on it to better suit your inner chi.
I also just started streaming and do it pretty frequently. You're welcome to tune in at twitch.tv/encross if you'd like to see me in action.
Excellent and versatile laning presence
Generally considered to be a "safe" pick with no glaring counters
Pairs with every ADC
Requires good positioning, especially during the laning phase
Takes time to master her
Quite mana intensive if spamming
Missing
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Undeniably the best option available for |
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While in organized play other options do exist, you're expected to pick |
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Ignite is an aggressive alternative to |
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One of the best late game options available for supports, |
| greater mark of hybrid penetration |
Take these to maintain a solid |
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Best in slot for any denizen of the bottom lane. Your |
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Ideal when team fights begin to break out and your mana pool is stressed. Choosing to run these often saves you the hassle of investing in oddball items like Alternatively, |
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Best in slot for supports. While other options do exist, play it smart and ensure that your gameplay is supplemented whether you are snowballing or ridiculously behind. |
You are free to move the point in either
Against certain passive lanes something like a full Utility build can be put to great effect if you expect their damage potential to be low and you can put the perks deeper in the tree to use without any need for Defense masteries.
While I don't recommend it in most scenarios, if I wanted to run Utility then I'd go with the following choices:
sight wardsight ward
. This covers all of your basic needs and allows you to either use your Below is a line of items that roughly represent how your build might progress throughout a regular game. This build is intended for lanes that go mostly even, with neither side having any glaring advantage.
sight wardsight ward
philosopher's stone
Fulfilling an extremely generic aura-related and 40~% CDR role, this build should function well within any level of play and sacrifices much of our own individual performance for the sake of improving our team's. If your opposing support attempted to snowball off of multiple GP10 style effects or simply has less gold income than you, then this take on a support build will outshine them during skirmishes for objectives or all-out 5v5 team fights.
sight wardsight ward
philosopher's stone
The key element to this build is the early
For 765g this item doesn't do us all that much. Flat Ability Power only really benefits our
That being said, if your lane goes well in your favor and you find yourself quickly acquiring your
Generally speaking,
These boots are fantastic with our
The major flaw in these boots is when team fights actually break out. Since our Ability Power ratios are so abysmal, we're forced to turn to a quick 40% CDR to maximize our potential and allow for more
That being said, I recommend you build into
Establishing vision of the map and your lane is one of your top priorities as a support player. While yes, it is technically every lane's job to have their own wards purchased throughout the course of the game, you'll save yourself a lot of frustration by operating under the assumption that the task is yours and yours alone.
Purchase additional sight wards or
In lane,
When it comes to
I see this item pop up a lot and most of the time I feel it's for the wrong reason. More MR through the
The only time I would consider this item is if they had a ton of Ability Power or we really need a
I would only consider a first item
Occasionally this upgrade can spark a really crisp initiate or potentially disengage from a risky situation. Most of the time, it's better to just hold onto the GP10 of philosopher's stone and invest your 1400g towards things like
I recommend completing this upgrade eventually but not stressing the point of rushing it. Better items exist for the price and should take precedence over
A common mistake inexperienced supports make is mentally chaining themselves to the lane brush, waiting for their ADC to get initiated on so that they can retain their own health pool and be fully sustained when it's time to all-in. The problem with this mindset is that your ADC ends up being completely zoned and pressured by an opposing support that is actually taking part in the laning phase. As
Compared to other supports,
When using
Taking damage is natural, but a well piloted
When using
To best mitigate incoming damage in lane, look to time your
In team fights and mid to late game,
Overall,
So, when exactly is the time "right"? It could be a jungler ganking your lane while you're about to hit level 5 and need to panic skill
There is never a straight-forward textbook answer to any of these questions. It is up to you, the
The obvious and desired effect is for a fight to break out and you to answer back with a
In lane, plan your
That being said, take stock of your partner's abilities and try to execute a plan that best utilizes their damage potential. Abilities like
Medium
Learn his threat range and be wary of his infamous
Hard
Due to the recent rise of
In lane you pretty much have one goal: don't get
Medium
More often than not seen in 2v1 lane swaps, Elise's
While her laning presence is frustratingly powerful, she suffers during actual team fights where her lack of a proper splashy ultimate helps to balance out the fact that she starts the game with one available to her. The key is to survive out of laning phase, where your
It's important that you respect her ability to tower dive you, especially if your wards are down and their jungler's location is unknown.
Approach this match-up with caution and survive until the team fights.
Easy
The reality is that
If you respect his
Easy
Be mindful of her Ability Power ratios. A
Easy
Nothing about reworked
Her
Easy
Support
Early game
It's pretty much impossible to tower dive a
Hard
A common strategy when 2v2'ing a
It's important that you approach this match-up with a crystal clear plan of how you are playing out the first two to three levels.
None of your other lane match-ups place so much of an emphasis on the first two levels of the game as this one. If blue side, make sure you get golems (ask your jungler for dogs if purple) and try to rush an early level 2 by shoving the minion wave and taking control of purple side's lane brush. This aggressive position should allow you to poke and control the lane to a point where her all-in is far less scary and you're maintaining a solid level advantage.
Ward aggressively, play smart, and operate under the mentality that one false move could mean a quick feed and ultimately loss of lane.
Medium
You're forced to approach this lane as a farm fest if you want to garner any success from it. Pick your fights wisely and try to
You will often break even in this lane and possibly even come ahead through the sheer power of your sustain. Respect the potential all-in of her kit combined with
Easy
Support
That being said, this lane is otherwise a cakewalk and simply requires you to play around
Easy
Much like
Otherwise this is a breeze and only requires textbook play on your end, just remember that
Medium
Skilled
Easy
Her
Much like
Easy
All you need to worry about is
Medium
Outplay her and hope your team composition is better.
Easy
Take an aggressive stance and abuse the fact that her
Don't let her get into a position where you're shoved under turret and she's spamming
Medium
His mana pool is his own worst enemy in lane. Being melee, he's forced to
Try to identify whether or not he's maxing
Hard
This lane isn't easy, so approach it like you would a
Remember that
Medium
The majority of
While
Easy
Her support will more or less decide how this lane feels to you.
Keep in mind that
Hard
Her oppressive laning phase is offset by her mostly bland team fighting. While characters like
"Winning" this lane requires an excellent all-in on your behalf and careful awareness of what she has built towards in terms of items. A
It's worth noting that a mediocre
Easy
Despite recent nerfs hitting him hard,
Commonly his build path is something like
It's worth noting that your
Hard
You aren't going to win any direct trades with
Key points for this lane happen at levels 2 and 6. Skilled
Level 6 unlocks
Your only window for
While it sounds like
TL;DR
Medium
Currently, the staple
That being said, everything about the above build is subject to change. The only thing you can rely on when it comes to
In lane, his game is pretty predictable and heavily reliant on him connecting with
To beat him, you must force him to stay at max
In the current meta, he's at his weakest while stacking
Medium
His glaring weakness is his low attack range and speed, allowing you to
A common strategy with
Play smart, punish his weaknesses, and don't get intimidated by his natural pushing power. As long as you aren't taking free
Medium
While somewhat unconventional,
During the laning phase, though, his poke and overall presence is actually really scary. He can
Playing against him is much like playing against a
Beware his
The only reason
Easy
In lane, most
Win before lategame happens. Six item
Burning
Hard
To play around
During team fights, try your best to hit
Easy
All that being said, tag team leaves her extremely vulnerable in both team fights and the laning phase by turning her into a melee champion until cancelled for her execute. Punish the fact that her effective range is so short with a swift
In team fights she falls off pretty hard. While tag team is pretty good for traversing the map quickly and split pushing, it falls off severely in team fights and leaves her prone to simply getting trained down if she foolishly gets into melee range of your front line. Don't underestimate her
Easy
Playing against
Bait her
In lane she is looking to chunk you or your ADC with
All in all, this lane is pretty straight-forward and lax on your end. Sivir is in the process of being reworked, so enjoy her current state of weakness until she's given new tools to work with.
Medium
There are a few key things to note about this lane. Much like
Most
Lategame,
Medium
Despite being unique and slightly unconventional
His strengths lie in his armor shred, especially when combined with
That said, his build requires a lot of wind-up to get going and as an AD caster he is forced to close out the game sooner than others in order to avoid falling behind more traditional
Remember that
Medium
His damage is also a combination of percentage based health shred and raw AD scaling, making him pretty impossible to build against. Look to see whether he's opted to build for a first item
His weaknesses stem from his lack of a natural escape outside of
Don't throw the lane to his trading potential and look to burst or lock him down if you're coordinating a kill on him. It's possible to win against
Easy
One of the scariest lategame champions in the game,
Once she has
Lategame,
Overall, look to punish poor
"Sona is a consistently strong support, so after we fixed a long-standing bug with Power Chord: Diminuendo we felt she would be a dominant pick without additional balancing. On that note, we’ve reverted some of our older changes to Sona. These changes are designed to maintain her parity with other supports by lowering her early game burst and her late game durability while making her a little more forgiving in the early game."
Sounds pretty straight-forward, but lets break down the changes one by one.
- Base Health increased to 450 from 410
- Base Armor increased to 11.3 from 9.3
- Base
Power Chord damage changed to 13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192 from 8 + (10 x level)
Basically, our
- Fixed a bug where
Aria of Perseverance's Power Chord: Diminuendo was not decreasing damage dealt - Lowered the duration of
Aria of Perseverance's Power Chord: Diminuendo to 3 seconds from 4
- Bonus Armor and Magic Resistance to self and healed ally reduced to 6/7/8/9/10 from 8/11/14/17/20
- Changed aura bonus Armor and Magic Resistance to 6/7/8/9/10 from 3/6/9/12/15
The problem with this change lies in the flexibility of the champion itself. It's no mystery that the pitiful ratio on
I would have liked to see an increase to the scaling ratio on
04/25/13 - Main Build adjusted as an all-around template for the character, preferential build moved onto secondary, added "Utilizing Hymn of Valor" Chapter, added "Carrying with Crescendo" Chapter
04/26/13 - Formatting improvements
04/29/13 - "Match-Ups vs Support" chapter added
06/05/13 - "Match-Ups vs ADCs" chapter added
06/10/13 - Light formatting improvements
06/13/13 - Guide updated overall to Patch 3.8
07/24/13 - Basic updates across the board
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