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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order

Power Chord (PASSIVE)
Sona Passive Ability
Introduction

Hello, I'm Halipupu and this is my guide for
AD carry carries the team, but a good support carries the AD carry.
Pros:+versatile buffs +low cooldowns on skills +good damage for a support +good mobility +easy to get assists using auras +decent CC: ultimate and slowing power chord |
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Cons:-very squishy in the beginning -low AP ratio on heal -mana hungry with lower cooldowns -can't solo or hold lane alone -vulnerable to CC -easy to KS |
Some people prefer
My preferred masteries
- From the Defense tree I'd take
Block
and
Unyielding
for reducing damage from auto attack harassment. -
Recovery
is useful for some sustain during lane phase and since I doubt
Sona will buy plenty of extra armor, I don't find
Enchanted Armor
as useful. - Lastly
Veteran's Scars
and
Juggernaut
benefit by giving some extra HP to
Sona. - From the Utility tree
Meditation
is useful in the same way as
Recovery
- helps with mana problems and sustain -
Phasewalker
is probably more useful than the
Scout
mastery I originally recommended since if you use the
Sweeping Lens the extra cast range doesn't change anything. Therefore I recommend shorter cooldown on home teleport. - I only take
Alchemist
to reach the
Culinary Master
mastery will will change ALL
Health Potions into
Total Biscuit of Rejuvenations that heal 20 HP and 10 mana instantly and 150 hp additionally. -
Summoner's Insight
lowers Summoner Spell cooldowns, therefore useful. -
Greed
,
Scavenger
and
Wealth
all provide you some coins passively. -
Bandit
is a nice mastery to use together with the
Frostfang item, but only if you play aggressive and harass with autoattacks and spells as well. Since
Sona is usually played aggressive, I recommend taking these, but if you're facing even more aggressive lane (like
Zyra+
Caitlyn I'd probably invest into Defense tree. - If you use a lot of active items or plan on using
Intelligence
is a nice mastery, if not, then again I'd invest more into Defense tree. - In case you invest 20 points into Utility tree, you might as well pick
Wanderer
, if not, then grab the Strenght of spirit for some HP regen or invest into Defense tree.
Suggested runes
- For marks I'd get Greater Mark of Hybrid Penetration or
Greater Mark of Attack Damage runes depending on if you harass with auto attacks or with both spells and auto attacks. The two other viable choices are
Greater Mark of Armor for more defensive gameplay and the original old school
Sona with
Greater Mark of Magic Penetration runes. - For seals armor is a must so
Greater Seal of Armor, but you can use scaling ones also. In the long run they are better, but as
Sona is a naturally squishy champion, you might wanna grab the flat ones for early game survivability. - For glyphs you can either take
Greater Glyph of Magic Resist or the scaling ones. I use both. If you're playing against a very aggressive ap support like
Zyra I'd recommend the flat ones. If the other support is not a big threat early game, then scaling ones. - For quints I recommend
Greater Quintessence of Health or
Greater Quintessence of Gold runes. Since most support picks are tanky like
Leona and ADCs can burst you down easy, I'd get the health runes, but gold runes are fine too if you play safe and/or start with a
Doran's Shield.
Skill Order:
I max
Right after
We take
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- if the enemy carry is on your range in the middle of the teamfight, cast green power chord on him/her to reduce their damage by 20%. This applies to dragons and Baron as well, so remember to debuff them to ease your jungler (or whoever is tanking it).
- if you are chasing with your team use purple slowing power chord to cut their escape in short. Also when your jungler comes to gank, go ahead and initiate with your slow.
- if you are finishing off someone or want to do as much damage as possible, then use blue power chord for double damage, or use this for harassing
Since
You'll be picking
Same thing as above with the only exception that you will have sustain even if you start out with 2 wards without potions. The thing with the
Starting with
If you start with
First way back I'd buy
Afterwards I'd upgrade the gold item into
Rush
I'm aware of the improved versions of
The idea of this more offensive support is exactly how it says: right from the start you push on and harass with auto attacks and spells and make the most use of
Lastly I'd finish the build with another favourite item that's very nice with (AP based)
If you get enough coins to be able to sell your gold item, finish the build with a
Yes that was a Ranked game and I have the scoreboard picture after that, but I thought it'd be rude to publish it with everyone elses names visible and I'm too lazy to start censuring it now.
You can either start with
If the jungler or top lane buys
This is actually exactly the same as my passive Soraka build :D
I was going to change this into the
Boots:
Since
Since the items don't give as much CDR as they used to,
For really fast warding, Lovely Support Items:
Kinda like the new Talisman of Ascension The new Shurelya's Reverie without he HP. Gives money throughout the game just by being on the lane when the minions die and gives the far best sustain as well along with a movement speed boost.
The new Aegis+Locket gives the aura bonus of
Builds from Good Supportiv(ish] Items:
Gives 60ap, nice mana regen and CDR. It doesn't give actives or auras, but indirectly supports team by lowering your cooldowns, keeping up your mana supply and boosting your skills.
Bonus Items:
Zeke's Herald Zeke's Herald is slightly more expensive nowadays, because of the new Vampire Scepter cost and it doesn't give attack speed anymore - it gives attack damage. Still decent for a support for the lifesteal and ad aura, BUT I'd prefer this on those supports who auto attack more frequently like
Gives HP regen aura and increased damage for minions. I haven't used this, but it's good for pushing I think...
Most people have probably played AP Sona even once and if you do, you like Trinkets:
I'd start with
After getting everything else you really need (not the things you want, but NEED) you should upgrade
Laning & Farming
1. You go bot lane with an AD carry. If it's not AD, it changes nothing.
2. You don't take last hits when your ally is on the lane. You are allowed to farm as long as you're not farming when someone else is there. This means you can take last hits, when they go back and you stay behind, but don't push.
3. If you do farm when you're (hopefully) temporarily alone on the lane, don't push the lane. Just last hit. People are very sensitive about this even if it's the jungler, but imagine how they'll rage if you steal your carrys farm.
4.1 Harass the enemy if you can, try to outzone them by harassing them to low HP and putting yourself in a position that forces them to go back outside the farming range.
4.2 If you're the one outzoned/harassed hard, heal your ally and make sure he can last hit safely.
5. Buy and put wards and beware of ganks, inform your own jungler of the enemy wards and set up ganks.
Support Mentality
1. Your carry is your 1st priority. Protect them at all costs, even if you have to sacrifice yourself to do it. That doesn't mean suicide though.
2. Don't be greedy. Don't take kills unless you have to or you're the only one who can. Don't killsteal intentionally, but sometimes it just happens with Power Chords, so be a nice guy/girl and apologize. Some buttlicking doesn't hurt with all these sensitive people around.
3. Watch whole map, not just your own lane and ping/inform your allies of approaching enemies. Pinging Miss-pings and maybe even writing on the chat goes to this section and even if your mid doesn't say anything, but the enemy is gone there, you can ping it instead. Support is the team captain, hence we got Captain enchantment for boots!
Teamfights
1. Position yourself out of the harms way, but close enough to your carry so you can protect them.
2. Always be in teamfights, because you're the one keeping your teammates alive. It's not your fault though if your teammates run in 2v5 when you went to base.
3. Auto-attack enemies, don't idle when spells are on cooldown. Especially with maxed
4. This goes for whole team: focus the damn AD/AP carry. Ignore
Everyone has a warding limit of 3
What comes to
When do you need
Trinkets are important part of your map awareness and overall vision. Usually the support takes either Warding Trinket early game for the 60 second ward or simply starts out with
Starting out with Warding Trinket gives you slightly more vision, but I prefer the Lens, because usually everyone start outs with a Gold item +
Total Biscuit of RejuvanationTotal Biscuit of Rejuvanation so they'll have only one ward. Trinket wards last for only 60 seconds whereas the proper wards last for 3 minutes and if you wait them to use the However if you prefer, you can start out with the Warding trinket, then at lvl9 when the cooldowns are lowered and you have your
I don't recommend getting the
Over the months I've edited this guide a lot after having tried out new stuff while adventuring in the wonderful world of League of Legends. Questions asked by other players have inspired me to update and upgrade my guides better and more informative, and kept me inspired so please keep asking questions when you feel like it and keep giving me constructive critisism to keep this guide fresh at all times.
Thank you for reading and commenting!
Thank you for reading and commenting!
Keep on aura dancing!






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