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Sona Build Guide by Lupo721

Not Updated For Current Season

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.

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League of Legends Build Guide Author Lupo721

Super Support Sona (Updated)

Lupo721 Last updated on January 25, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 1

Honor Guard

Defense: 8


Utility: 21

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Hello Summoners, welcome to the "Super Support Sona" guide. The purpose of this guide is to help understand Sona, from the obvious things such as items to build, down to the more intricate workings of her mechanics. And of course, strategies on how to play her. This is a TOTAL SUPPORT style to play, it can be played passive or aggressive with some poking at times. You won't be hitting hard though. Meaning, you won't be the one doing the damage. You will be able to assist ALL of your allies by boosting stats though.

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Here is Sona, with this build, in a nutshell. Support all your allies by boosting every one of theirs stats. At full build this Sona can be a better buff than Baron Nashor . Keep them alive with healing and your Ult's Area of Effect stun.

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The runes for your support are pretty standard. Armor Marks (Sona is squishy so this will help with surviving), Armor Seals, Magic Resist Glyphs and finally for Quintessences I prefer to use the Greater Quintessence of Gold. I choose these Quints because you don't need to worry about being the one to do the damage on your team. That is not your role. When you have these Quints, the Greed Mastery maxed, and get a Philosopher's Stone as soon as possible, you will be getting an extra 10 gold per 10 seconds on top of the gold you naturally accumulate.

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I suggest putting the on point for Summoner's Wrath for the debuff of 10 Armor and Magic Resist on the enemy champion you Exhaust. Then get yourself some points in the defense tree so you get a little tankier. One of the best part of the utility tree is the "Pickpocket" Mastery. Once in a while you can poke the enemy champions, because Sona has a decent range on her auto attacks, you'll be able to score 3 gold every time you auto attack. No need to farm minions. Just poke the enemy champions once in a while. That'll help with getting the Philosopher's Stone quicker as well.

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For summoner spell I like to take Exhaust and Clairvoyance, also known as "CV". Like any standard support you bring Exhaust for the sake of slowing down the champ you either want to kill or run away from. CV is great for those times if you don't have wards in certain areas such as Dragon , Baron Nashor , either teams blue or red buffs. Or if you feel an incoming gank and need to check without getting too close to a bush and getting jumped by the entire enemy team. Most prefer "Flash" instead of "CV". I prefer vision at far away places at crucial moments.

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Here are the essentials to make Sona an amazing support to help every single one of your allies. Making your squishy allies stronger as well as tankier, and making your tanks even tankier as well as do more damage. Here's how you go about it. Start out with the Faerie Charm, Rejuvenation Bead and 2 Sight Wards. With the extra 50 gold from the Wealth Mastery you will have enough for the second Sight Ward. As soon as you have the gold to get the Philosopher's Stone, I suggest going back to get it for the extra gold over time. Unless your lane partner needs you. Then you'll have to wait. The you can get your boots of speed. Then save up for that Sightstone. Upgrading later to the Ruby Sightstone. Then finish your boots off. Choose the Ionian Boots of Lucidity for the Cooldown Reduction. It's going to help a lot with the long Cooldown on your Ult.

Defense Boost:

Start working on that Runic Bulwark. While near your allies you'll be boosting allies Armor, Magic Resist and HP regen just by standing in the area. When your heal is at max level and is the aura you currently have on, your allies gain a nice +40 Armor, 50 Magic Resist and 10 HP Regen per 5 seconds.

Attack & Life Steal Boost:

Next, time to work on that Zeke's Herald, you've boosted your teams defenses. Now to build the attack. Start working on a Kindle Gem for addition health and Cooldown Reduction, then finish the Zeke's Herald when you can. You'll get additional HP and Cooldown Reduction. When you have your Q skill active, when at max level, nearby allies gain an additional 40 AD and 10% Life Steal.

Magic & Spell Vamp Boost:

Alright, now that you've increased the AD damage for your champs, as well as Life Steal, it's time to do the parallel. Will of the Ancients. Get the Kage's Lucky Pick for the extra 5 Gold per 10 seconds (You now have 15 gold per 10 seconds with the gold you accumulate over time). Then finish off the Will of the Ancients. You'll get a nice 50 AP from this item as well. When you have your Q skill active, when at max level, nearby allies gain an additional 50 AP and 20% Spell Vamp.

HP Regen Boost:

Ok, I like the idea of the next item. You don't have to if you don't want to. I'm going for total stat support though. Remember that Philosopher's Stone you've had this whole time? Time to get rid of it. If the game has lasted this long anyway. Now grab the Banner of Command! It will give nearby ally champions an additional 10 HP regen per 5 seconds. This will also provide you with more Armor and Magic Resist. With the Runic Bulwark and the Banner of Command, nearby ally champions gain an additional 20 HP regen per 5 seconds.

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Skill Sequence

Always grab your heal FIRST! And max it FIRST! This is because you're passively increasing your allies Armor and Magic Resist while it's active. The amount of Armor and Magic Resist you increase scales with the skill's level. Also the amount you can heal will increase as well. When you can't level up your heal go for your Q. I would say get your E at level 3. That speed boost may help with an early gank. Get your Ult at the standard level 6, 11 and 16. Max your E last. It doesn't do too much so you don't really need to worry about it.

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Unique Skills

Sona is designed around her Auras. As you keep any of her skills up you grant buffs. Keeping your Q on grants allies additional AD and AP. When activating it you hit the two nearest enemies, including minions. Your W will increase allies' Armor and Magic Resist. When activated it will heal either yourself and an ally, or two allies. It will take priority on whoever has the lowest amount of HP. Your E will give allies additional movement speed. When activated if give another boost to movement speed.

Your Passive "Power Chord" adds more to the mix. When Power chord is used with:

Q: Deals double damage.

W: Lowers enemy champion's damage by 20% for 4 seconds.

E: Lower's enemy champion's movement speed by 40% for 2 seconds.

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Pros / Cons

Pros: Constant passive Armor, Magic Resist, AD, AP and Speed boosts.

Cons: Very squishy early game. Can easily be killed if out of place.

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Team Work

Your teamwork mostly comes down to keeping your heal up to increase defenses and healing damaged allies. Activating your speed boost when chasing or running away. And of course, your Ult to stun as many as possible at the same time.

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Not necessary. You won't need to kill any minions leaving them all to you AD carry. You'll be getting a lot of gold passively.

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Strategy While Playing

Start out with a CV at your enemy teams base after a few seconds. Just so you can get a get a clue of what the enemy has. Or when the enemy team composition is confusing, you might be able to find out who is going in what lane. It has a low Cooldown so you can use it a lot. If you're scared to get too close to a bush you can CV it to see if it is ok,then place a ward after you can see it is safe. Your role is to play very passively early game. Don't get caught out of place to get killed. Only poke when you're sure you'll be ok.

Keep your heal Aura up as much as possible. Your AD carry whill take less damage with boosted Armor and Magic Resist. Then just remember to heal when your carry gets a large portion of their heath taken away. You can throw in your Q when the fight starts if you like, but remember to go back to your heal as soon as possible.

When you need to either chase or run away, keep your E up and activate it. When running away, if your allies are hurt, you can keep alternating between healing and speed boosting.

Mid Game:
You stay in the back, semi-near your allies. So you don't get caught in the fight, but with all your passive boosts going on, you'll be doing a lot. And when you see the enemy group together, THAT is the time to use you Ult. Stunning as many enemies as you can. This moment can change the flow of battle.

End Game:
Just keep your heal up like usual. With the Runic Bulwark and Banner of Command, allies near you will have MASSIVE defense bonuses. With those items and your heal Aura up allies gain +40 Armor, +50 Magic resist, and 20 HP Regen per 5 seconds. You've made your entire team more durable. Besides the fact you will be constantly healing at the same time.

Remember your other items as well. Here's the stat boosts with all your items and depending on the Aura currently up:

Q Aura:

40 AD
50 AP
10% Life Steal
20% Spell Vamp
20 Armor
30 Magic Resist
20 HP Regen per 5 Seconds

W Aura:

20 AD
30 AP
10% Life Steal
20% Spell Vamp
40 Armor
50 Magic Resist
20 HP Regen per 5 Seconds

E Aura:

20 AD
30 AP
10% Life Steal
20% Spell Vamp
20 Armor
30 Magic Resist
20 HP Regen per 5 Seconds
20 Movement speed. (+14% more movement speed when activated)

Except for the activating your E, these are all the boost you're giving to all your allies when simply being alive. Within proper range of allies anyway.

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Advance Tactics

When it come to advance tactices, it's is all around keeping an eye on your power chord, or "PC" Use your PC with W to lower the damage of an enemy. Or PC with E to an enemy champ to slow them down. To chase them down or run away. Keep practicing that and you'll be able to do a lot more. Sona is all about changing the normal tides of battle. PC with Q is for double damage. You don't need to concern yourself with it since you're just the support after all. You might end up taking a kill by accident with it. Careful.