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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Clairvoyance
Flash
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction

This guide will introduce, explain, and analyze most aspects of Sona, the Maven of the Strings. One should expect detailed theorycrafting, useful tricks, opinionated playstyle, and helpful guidance.
Sona excels in the laning phase, harrassing against squishies, and even tanks, while still being able to take a beating, because of her ability to heal. Mid-game, her damage output really shines, where she can do as much damage as an AP-carry, while, like the laning phase, still being able to heal up the other team's poke-damage. As late-game rolls around, she becomes more of an aura-bot, but her ultimate really shines, as one good ult placement can win you the game.

How you play Sona really depends on your access to farm; if you are side-laning with a hard-carry, or another carry, you should not steal their farm. Rather, focus on disrupting the other carry's farm. However, if by some means you are given any of these opportunities:
- By some miracle, a solo lane;
- A soft carry, that gives you permission to farm some;
- A jungler and a roamer, thereby giving you three solo-lanes,
You should definitely try out my second build that snowballs quite hard, if you do get access to farm. I also sometimes use this build when I get fed in a duo-lane; I go into more detail about my first set-up here and my second set-up here.

Pros
- FUN laning phase; babysitting is bearable!
- Crazy damage early game through mid-game;
- Relatively low skill cap, and easy to learn;
- Team fight-changing ultimate.

Cons
- Quite squishy, countered by attentive care to positioning;
- Q and ultimate range is frustrating;
- No bursty (like Soraka or Nidalee) heals, all sustained.
Quintessences
Pure AP quints really give you that early game edge that Sona really relies on; they make your Q actually dent your enemies' HP and let you take more of a beating, because you can heal yourself for more.
I used to use HP quintessences to avoid the inability to harass at level 1 (because I only had 4 bars), but now I get a

Marks
You really don't have much choice here; in most games, this will be your only source of MPen. These really help your damage, even if you think you're playing her as a support.
Glyphs
Wow. Without these MP5 Glyphs, you would be running so manaless by level 2 in lane. While you still may be running out of mana, these really help delay that inevitable outcome for quite some time. I feel that flat MP5 is a lot better than per level, because before long, you'll have your Philosopher's Stone's to help with the later mana issues that you may face.
Seals
This is where I'm having a little bit of a debate with myself; while flat or per level CDR glyphs may be a good choice, I feel that the extra AP later in the game can help on those games where you really haven't even started any offensive items, which really can happen quite a lot.


Other Choices
I've done some experimenting with other summoner spells, and ultimately, these just come out behind when one compares them to the necessity of Clairvoyance and the safety of Flash.






I feel the specific need for delegating a whole section to Clairvoyance is completely necessary, as I have seen way too many support players simple using Clairvoyance as a Summoner, only because other supports do... not necessarily because it is the most helpful Summoner to have as a team.
I had a huge learning curve with Clairvoyance, as I had never jungled before... I hope this section will really help those who struggle with using it effectively.
Clairvoyance is a wonderful summoner. Learn to love it if you have any interest in playing Sona.
You should almost always be using Clairvoyance as a GPS to spot the jungler. At around 0:07-0:10, use it on the other team's Summoner Platform, especially if they have an Evelynn, Twitch, or Nunu... or ANYONE with Teleport. Notice if any of them have any wards; if they do, call it out to your team, especially your jungler. From here, guard both of the blue and red buffs, if they did have wards... if a ward is dropped, and you are unable to destroy it, call out to your jungler where the ward is and when it will expire (3 minutes + current time). Your jungler will find this information invaluable; for example, if you have a non-blue dependent jungler (Lee Sin, Shen, Shaco), and they ward blue... they can just wait until it expires, or until you have spotted the other jungler very far away from the ward (more later). Inform your jungler if any teammates go suspiciously MIA after he engages in blue/red buff. It's usually a good rule of thumb to Clairvoyance the opposing team's blue buff, as soon as it's back off cooldown
While laning, you should constantly be Clairvoyance'ing their jungle to find out where he is, what he is doing, and what he has/hasn't done yet. Ultimately, get to know the different jungle routes. By finding out where they start from the initial round of Clairvoyances, you learn so much about their ganking plans, as well as future jungle paths. One big warning is with Shaco; if you see him starting at Red, tell your team to be weary at level 1, as he is usually going with the infamous level 1 Shaco gank. If you see that both your jungler and their jungler are doing about the same jungling path, Clairvoyance'ing where your jungler is in their jungle can be a helpful tool. Also use Clairvoyance to scout for overextended team members, as well as possible early dragons (before you can ward it). However, PLEASE do not use Clairvoyance as a *ward*; I see way too much supports constantly Clairvoyance'ing their river brush to ensure they aren't getting ganked. Not only does this mean they do not have it warded, but it means that their jungler is not there (obviously, because they do not have vision of it), ensuring your safety, as well.
After the laning phase, Clairvoyance's use really simplifies. As you are generally responsible for warding, use it if you aren't sure if an area is safe. Never face check. You are far too valuable to your team, and it could actually give them an easy objective -- for example, if you face check while you're trying to ward Baron... and get killed, you just gave them and free Baron, and possibly lost yourself the game.
You should also use this when team fights are initiating; discovering the other team's positioning really thwarts their ability to preform in a team fight. Finding that pesky Xin Zhao waiting to man-handle your carry in the brush not only can win you team fights, but games.
This is also an amazing tool for sight dominance; as both teams eventually get Oracles and start clearing out Baron wards, you will easily be able to differ from a Baron bait and an actualy Baron attempt.
I had a huge learning curve with Clairvoyance, as I had never jungled before... I hope this section will really help those who struggle with using it effectively.

Early Game (1-9)
You should almost always be using Clairvoyance as a GPS to spot the jungler. At around 0:07-0:10, use it on the other team's Summoner Platform, especially if they have an Evelynn, Twitch, or Nunu... or ANYONE with Teleport. Notice if any of them have any wards; if they do, call it out to your team, especially your jungler. From here, guard both of the blue and red buffs, if they did have wards... if a ward is dropped, and you are unable to destroy it, call out to your jungler where the ward is and when it will expire (3 minutes + current time). Your jungler will find this information invaluable; for example, if you have a non-blue dependent jungler (Lee Sin, Shen, Shaco), and they ward blue... they can just wait until it expires, or until you have spotted the other jungler very far away from the ward (more later). Inform your jungler if any teammates go suspiciously MIA after he engages in blue/red buff. It's usually a good rule of thumb to Clairvoyance the opposing team's blue buff, as soon as it's back off cooldown
While laning, you should constantly be Clairvoyance'ing their jungle to find out where he is, what he is doing, and what he has/hasn't done yet. Ultimately, get to know the different jungle routes. By finding out where they start from the initial round of Clairvoyances, you learn so much about their ganking plans, as well as future jungle paths. One big warning is with Shaco; if you see him starting at Red, tell your team to be weary at level 1, as he is usually going with the infamous level 1 Shaco gank. If you see that both your jungler and their jungler are doing about the same jungling path, Clairvoyance'ing where your jungler is in their jungle can be a helpful tool. Also use Clairvoyance to scout for overextended team members, as well as possible early dragons (before you can ward it). However, PLEASE do not use Clairvoyance as a *ward*; I see way too much supports constantly Clairvoyance'ing their river brush to ensure they aren't getting ganked. Not only does this mean they do not have it warded, but it means that their jungler is not there (obviously, because they do not have vision of it), ensuring your safety, as well.
Mid/Late Game (10+)
After the laning phase, Clairvoyance's use really simplifies. As you are generally responsible for warding, use it if you aren't sure if an area is safe. Never face check. You are far too valuable to your team, and it could actually give them an easy objective -- for example, if you face check while you're trying to ward Baron... and get killed, you just gave them and free Baron, and possibly lost yourself the game.
You should also use this when team fights are initiating; discovering the other team's positioning really thwarts their ability to preform in a team fight. Finding that pesky Xin Zhao waiting to man-handle your carry in the brush not only can win you team fights, but games.
This is also an amazing tool for sight dominance; as both teams eventually get Oracles and start clearing out Baron wards, you will easily be able to differ from a Baron bait and an actualy Baron attempt.




Each of her auras has a passive and active effect. All of her auras have 7 second cooldowns, and a 2 second "global" cooldown (except her ultimate).




















- archclan's "Sona - Maven of the strings" on deviantart
- Katie De Sousa's painting "Teatime"
You must be logged in to comment. Please login or register.