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Sona Build Guide by ARX07 Arbalest

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League of Legends Build Guide Author ARX07 Arbalest

The Way of Destruction - Carry Sona

ARX07 Arbalest Last updated on January 30, 2012
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Support Role
Ranked #17 in
Support Role
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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: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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So why build AP and play Sona offensively rather than the usual support?

1. Sona has very cool skills that does different roles that when used correctly can turn the tides of battle. Her first skill and passive does a good burst of damage and her ultimate is extremely useful in team fights. Using her as a support character is already a given, so you should focus more on how you move using her.

2. High AP means more healing to the team, considering her heal has a low cooldown and could be spammed to the team's advantage. When building AP, it utilizes both offense and defense.

3. Sona's power chord is extremely flexible and awesome! Power Chord is Sona's early game harassment tool! Dictating the game early on could end the game immediately!
(awesome burst, mini-exhaust and slow effect)

This guide shows some detailed pointers on how I play her and everything I wrote here is backed-up with experience playing Sona for my whole ranked game career in LoL. I love making rogue builds because they caught most people offguard at most times. Here I play Sona deceptively as a mage nuker. Sona is the first champion I bought after having a few IP and through then I used her and since then I developed good skills with her, especially using her abilities to its maximum potential.

"In the hands of a skilled swordsman, even an ordinary leaf could be used as a weapon."

The Items, Masteries, Runes and Summoner spells I pick for this guide defines a very offensive approach which differs from most pure support builds. The most essential part in this guide is to learn how to use her efficiently by utilizing all her skills to the maximum and playing her with precision.

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Pros (Sona)
-Good early game burst damage, good at controlling lanes.
-Very versatile champion, good skills with relatively low cooldown.
-Sona fits well in any team, and is one of the best baby sitter in the neighborhood.
-Awesome auras which could easily be changed depending on the situation.
-Her stun catches enemies off guard when used properly,
-Extremely Adorable ;P

Pros (Build)
-Unlike the usual support build, your enemies will learn to fear you.
-Sustains the whole team all throughout clashes.
-As I always say "Killing the enemies fast means less casualties for the team."

Cons (Sona)
-Sona is extremely squishy, she will melt in seconds when focused during a team fight.
-The enemy team will try to take you down first, so ready your heart my friend...
-Sona works well in a TEAM, always stick with the team and never initiate a fight or gank alone.
-Her mana is relatively low, you should learn how to manage it.
-Her heal has been tweak, and today its heal is relatively low
-Although it is said that she is a recommended champion, I think in order to play her well the player needs quite experience in order to maximize all her skills and use her dominantly.

Cons (Build)
-Not all people are open minded and usually prefer what seems to work for them.
-You need to be a good farmer because you really need to build items fast.
-You need to coordinate with your team and set-up ganks early because you need to gain an advantage, both on gold and level.

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Champion Abilities

Power Chord

(Innate): After casting 3 spells, Sona's next attack deals extra 14 + (9 x level) magic damage. This enhanced attack has an additional effect depending on which spell was cast last.

Sona's auras persist for 2 seconds after deactivating and set off a 2 second global cooldown. Power Chord has an additional effect depending on which spell was cast last.

-The effective usage of this skill differentiate the professional from the amateur.
-A visible ring will appear on sona whose color depends upon which spell is casted last.
-Casting Crescendo doesn't add a charge to power chord and doesn't proc additional effects.
-The attacks affected with Power Chord cannot be dodged. and deals magic damage which applies effects from Spell Vamp, Rylai's Crystal Scepter etc.
-Power Chord deals damage to turrets but doesn't apply special effects on hit.
-Power Chord will not trigger if Sona is silenced.

Hymn of Valor [Q]

(Stance) - Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power until she changes stances.

Attack Damage & Ability Power: 8 / 11 / 14 / 17 / 20
Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or minions. Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.7 per ability power)

Cost: 65 mana
Cooldown: 7 seconds
Radius: 650

(Power Chord) - Staccato: If this spell was last cast when Sona's Power Chord is ready, her next attack will double the damage of her Power Chord.

-Toggle this skill before casting your Crescendo for additional damage.
-Hymn of Valor prioritizes champions if they are in its range (650).
-The passive effects and auras are immediately obtained upon activation which makes it a great tool both for harassing, farming and taking down turrets though the aura only applies to champions and not to minions and pets.
-Hymn of Valor could only hit enemies within Sona's sight, which couldn't hit enemies that are on bushes or are stealth.
-Hymn of Valor will be blocked by spell shields however, Staccato will go through spell shields.

Aria of Perseverance [W]

(Stance) - Persistent Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance until she changes stances.

Armor & Magic Resist: 7 / 9 / 11 / 13 / 15
Activation: Sona sends out healing melodies, healing herself and the most-wounded nearby ally champion. Additionally, both Sona and the healed champion will have the bonuses of this aura doubled for 3 seconds. Heal: 40 / 60 / 80 / 100 / 120 (+0.25 per ability power)

Cost: 60 / 65 / 70 / 75 / 80 mana.
Cooldown: 7 seconds
Radius: 1000

(Power Chord) - Diminuendo: If this spell was last cast when Sona's Power Chord is ready, her next attack will debuff the target to deal 20% less damage for 4 seconds.

-This skill should be casted multiple times to be effective, its heal has been tweaked and now its awfully low.
-Aria of Perseverance will heal stealthed ally champions, but the melodies will target them so it will show their position even if they aren't revealed.
-Aria of Perseverance will heal the nearest champion with the higher % of HP missing (for example if A has 3000 max hp and now has 1800 and B has 1500 max hp and now has 1000, Aria of Perseverance will heal A). If no one has an injury it will send melodies to the closest champion.
-Dimuendo procs spell vamp and rylai's crystal scepter. It is also blocked by spell shields.
-Mordekaiser's Children of the Grave pet (The Prisoner), Le Blanc's Mirror Image clone, Wukong's Decoy, Shaco's Hallucinate clone are the only non-champion units which could be affected by the heal.

Song of Celerity [E]

(Stance) - Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus flat movement speed until she changes stances.

Movement Speed: 8 / 11 / 14 / 17 / 20
Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds.
Movement Speed: 6 / 8 / 10 / 12 / 14 %.

Cost: 65 mana
Cooldown: 7 seconds
Radius: 1000

(Power Chord) - Tempo: If this spell was last cast when Sona's Power Chord is ready, her next attack will slow the target by 40% for 2 seconds.

-Song of Celerity will energize all allies in its range, including stealthed champions and minions. However even though the minions may receive a speed boost from the activation of Song of Celerity, they will not receive the passive bonus.
-Tempo will be blocked by spell shields. Neither the magic damage nor the slow will happen, but the physical damage from her auto-attack will still pass through the spell shield.
-Tempo's slow effect stacks with Rylai's Crystal Scepter for a total of 55%.

Crescendo [R]

(Active): Sona plays her ultimate chord in a broad line in front of her, forcing enemy champions caught to dance stunned for 1.5 seconds and take magic damage over the duration.

Range: 1000
Cost: 100 / 150 / 200 mana
Cooldown: 140 / 120 / 100 seconds

Magic Damage: 150 / 250 / 350 (+0.8 per ability power)

-Try to hit as many enemy champs as you can during team fights, this skill's stun is really effective and devastating when casted at the right moment. Warning: The Skill shot animation is quite slow so it really needs precise timing to be effective, if not used properly enemies could dodge it by quickly moving out of its skill range.
-The dance will stop channeled animations.
-Crescendo will be blocked by Spell Shields.

When you would like to master a champion, always pay attention to their skill details for such could really help alot. Understanding your champion's skills could really give a big advantage and gives you more confidence while playing them.

(Skill Info taken from League of Legends database)

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I make the most out of my runes.

I take magic penetration marks in order to maximize damage and marks specializes on physical offense and the only thing we could utilize here that is magic related is magic penetration.

For seals i take mana regeneration, seals specializes on defense so regeneration, health and armor bonuses are high.

Glyphs specializes on magic so you should pick either AP per lvl or flat AP runes here.

For quintessences you should maximize your AP, in order for you to dominate early game and in order for you to have a smooth phasing while laning early on.

Other Viable Runes: Alternative runes that I may suggest would be defensive stat runes such as Health Runes, Magic Resist, Armor or Movement Speed. I prefer "effect per level" runes for Sona as it really boost her stats when needed at late game.

Runes are preferential.

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As for masteries I take the mage path of the offense mastery tree taking out 21 points and I utilize the bonus magic resist and health from the defense masteries with 9 points.

Masteries are also preferential and is dependant on your gameplay.

I believe that taking the full 21 points in offense is the best choice if you would like to use Sona offensively.

The path of the Mage gives her bonus +4 ability power/+21 at level 18, 4% ability cooldown, 10% bonus magic penetration, 1.5% increase damage output, +5% increase in total ability power and 6% (+1.5% from havoc) bonus damage to units below 40% health. These stats paired with my runes will give me the best damage output I need during early game to farm and set my phase.

I take 9 points in defense mainly because I think its what I need early on, I put 3 points in magic resist because i believe that spell nukes deals more damage early on than just plain attack damage and I need to avoid being nuked to death. I then take points to durability and veteran's scars to boost my health by 36/138 bonus health at level 18.

I don't consider putting points in utility when it comes to using Sona because the only viable effects she could get there are from perseverance, expanded mind, mana regeneration and the bonus movespeed which doesn't really do much compared to the full effect of the offense mastery tree. The defensive masteries could also be viable but it could only be utilized well if you would do a more tanky build.

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Summoner Spells

Summoner Spells - Summoner Spells are important and depends mainly upon your own gameplay. You should try experimenting and try which summoner spell really suits you and your champion. For me I use Exhaust and Flash.


Effect: Exhaust slows movement speed by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds.

Summoner's Wrath: Reduces target's armor and magic resistance by 10.

Cast Range: 550


Effect: Teleports your Champion to target nearby location.

Summoner's Insight: Reduces cooldown by 15 seconds.

Cooldown: 265
Cast Range: 400 (Smart Cast)

I mainly choose Exhaust and Flash because of their versatility. These 2 summoner spells could be used for both offense and defense. The main use of exhaust for me is to shut down AD hitters. It could also be use as an effective escape mechanism for its slow is strongly significant. Exhaust is very useful at all phases of the game. I use Flash in order to flee from enemies or in order to position myself for a devastating Crescendo. Flash could be utilized by using it through walls or obstacles. You could also use it to shift through bushes while shaking enemies off. Flash is very useful during team clash and it assures your presence in the team at most times.

Other Viable Summoner Spells:
If these 2 are not available, try using Heal, Clarity, Clairvoyance or Ghostwalk. These spells could also help you sustain your presence within the team and having heal and clarity means your team would stay in a clash much longer.

Summoner Spells are also preferential and it depends upon your play style.

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Core Items - These Items are essential for my build

Mejai's Soulstealer

Effects: +20 ability power
Unique Passive: Your champion gains 8 ability power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion gains 15% cooldown reduction.

Cost: 1235g (800g)

Mejai's Soulstealer is my main source of AP for Sona. Some consider it as a conditional Item but for me I think this item could be manipulated well with Sona. Its only cheap and could be bought before or after reaching lvl 6.

Sona could easily get stacks from assists, and during the game you would be surprised that you already had full 20 stacks. Just keep these things in mind:

-Sona is essential during team fights, always go with the team.
-Positioning is vital to sona, you shouldn't be too close to the enemy or too far from your teammates.
-You should know when to run and when to pursue, but if you could save a teammate from dying never hesitate to help just play smart and be always aware of your enemy's team count.

Tear of the Goddess

Effects: +350 mana, +7 mana regeneration
Unique Passive: Each time your champion uses an ability they gain 4 maximum mana. This effect can't occur more than twice every 6 seconds. Bonus caps at 1000 mana.

"He who holds the tear of a goddess holds the power of creation."

Cost: 995g (205g)

Ionian Boots of Lucidity

Effect: Enhances Movement Speed by 2 (Doesn't stack with other movement speed effect from other shoes)
Unique Passive: +15% cooldown reduction

Cost: 1050g (700g)

Next I start building my mana pool with tear of the goddess and my mobility with Ionian Boots of Lucidity. I prefer Ionian's cooldown reduction bonus from Mercury Thread's bonus magic resist and tenacity but sometimes when I really need it, I switch to Mercury Threads in order to counter heavy nukers like Le Blanc, Akali, Xerath etc.

Catalyst the Protector

Effects: +290 health, +325 mana
Unique Passive: Upon leveling up, restores 250 health and 200 mana over 8 seconds.

Cost: 1325g (450g)

Rod of Ages

Effects: +60 ability power, +450 health and +525 mana
Passive: Your champion gains 18 health, 20 mana, and 2 ability power every minute. Bonuses cap at +180 Health, +200 Mana, and +20 Ability Power.
Unique Passive: Upon leveling up, restores 250 health and 200 mana over 8 seconds.

Cost: 3035g (850g)

My next focus is survivability. I choose Rod of Ages because of its bonuses specially on health. Sometimes I could also switch to Rylai's when needed specially when you are faced with melee DPS enemies, you need to keep them away from you. Rod of Ages reaches its potential in 10 minutes so its advisable to build it early.

Guardian Angel

Effects: +68 armor, +38 magic resistance
Unique Passive: Revives your champion upon death, restoring 750 health and 375 mana. 5 minute cooldown.

Cost: 2600g (1200g)

Rabadon's Deathcap

Effects: +140 ability power
Unique Passive: +30% ability power

Cost: 3600g (1140g)

Archangel's Staff

Effects: +45 ability power, +400 mana and +25 mana regeneration
Passive: Converts 3% of your mana into ability power.
Unique Passive: Each time your champion uses an ability they gain 4 maximum mana. This effect can't occur more than twice every 6 seconds. Bonus caps at 1000 mana.

Cost: 2855g (1000g)

Guardian Angel is very useful with Sona. When the enemy sees Sona with the Guardian Angel Buff, they will start to have a doubt whether to focus fire on you or not. If they will try to take you down, it will buy time for your team to kill the enemies while you will be rebirth using your Guardian Angel, and always keep in mind that you still have your heal with you so you can recover life after resurrecting.

I always add a Guardian Angel to Sona in order to lessen her chance of dying during team clashes and mainly because I really need to keep my stacks on my Meija's Soulstealer in order for her to be effective and deadly during team fights.

Rabadon and Archangel will boost your AP like crazy! Archangel Staff adds 1 ability power per 34 mana, and could match Needlessly Large Rod at around 1150 mana. these Items are built in order to end the game! At late game you won't do much so you really need to finish the game when you had the opportunity to do so, remember not to play with your food.

Conditional Items

These items will keep you alive from most crowd control effects when you got focused by the enemy team. Quicksilver Sash is an effective utility tool against heavy CC heavy champions like Malzahar, Fiddlesticks, Sejuani etc. It will remove even Malzahar's Nethergrasp and Warwick's Infinite Duress. Not to mention it only cost around 1400 gold.
Banshee's Veil and Hexdrinker helps best againt mage nukes like Le Blanc, Veigar, Ryze etc. and it helps you at least not to die instantly while in battle.
Moonflair spellblade is a good source of tenacity effect as it also adds ability power, though Mercury Threads is still the best option because of its magic resist.

Other Viable Items:

Lichbane is a good option not only because of its movement speed bonus but also because of its unique passive giving Sona a considerably powerful burst every time hymn of valor cooldowns. Ninja Tabi is also a good choice depending upon the enemy's lineup as it reduces incoming damage by 10%. Abyssal Scepter might also come in handy against enemy casters and also empowers your own abilities.

Most Situational Items I choose are mostly related against mage because Sona mostly can handle herself against hitters, except for heavy hitters. When facing mages the most important thing you need to consider is to reduce incoming damage in order for them not to kill you instantly, if you live at least you have time to heal yourself and fight with the team for much longer than you are supposed to be. Your team presence is really important.

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The Role - Playing as the Team's Point Guard

So, How Does Sona Carry the Team??

By playing as the Team Carry, Sona isn't necessarily the one who dishes out the highest damage for the team and gets most of the team kills. Sona literally carries the team to victory with the effective use of her skills offensively and with the help of her teammates. With her supportive skills and her cool ultimate she can change the tides of battle very quickly and just by having her on your side during a team clash is already an advantage considering her aura buffs, heal and stun which could punish enemies when you engage team fights.

I play Sona as the team's Point-Guard.

Like in a basketball team, I play as a point-guard by assisting my teammates. I mainly focus on map awareness. I always check my mini-map for missing champs and ask my teammates about the enemy champ's current hp/mp so that I know if it will gank or if it already went back to their base. Map awareness is very essential because it can prevent future deaths.

Warding is also a good strategy, considering that Sona is also a very squishy character that when she is focused in a team clash she immediately dies. Warding and Counter Warding is essential in most games, as a point-guard I always roam the map looking for ganks and assisting my teammates push so I took it as a responsibility to use wards.

here's some idea on where you would put wards, try maximizing the effect of your wards by putting it on locations where you think you would be ganked by an enemy champion.

Here are samples of places where I mostly put wards on.

Baron - typical route going either from mid to top or top to mid, you can also sometimes catch junglers going after the top blue buff.
The 3 wards corresponds to 3 different situations on why you use the ward.
1-refers to the ward to scout enemy junglers that are after the blue team's blue buff or enemy heroes moving from either top to mid or vice versa.
2-refers to ward baron which is useful in late game, and is also useful to early/mid game when enemy champs try to flash out into baron to avoid ganks.
3-refers to ward a bush near baron to avoid ambushes when trying to get baron or when moving through top lane to mid lane or vice versa.

Dragon - most likely many players converge in this area either for ganking, counter jungling or killing dragons for gold. Important key location for those laning in bottom lane.
Same with the concept with baron wards, these 3 wards corresponds to 3 different key locations.
1-refers to the bush near the dragon which is a potential gank location when enemies would try to steal the dragon or when they would ambush your team while moving from bottom to mid or vice versa.
2-refers to a ward near the blue buff location used mainly for anti-jungling and is also useful in order to avoid ganks at the bottom lane as well as for mid lane.
3-refers to the ward directly at the dragon. As you may notice I also used a vision ward. I prefer to use a vision ward in order to counter my enemy's ward at the same place, if any.

Blue Buff - use the same idea for the other blue buff. I place the ward where I can see most of the place so that I'll know if an enemy would try farming in the wolves or if an enemy is going after the Blue Buff.

River Bushes - Most enemy gankers try to ward this area so be aware also, if you saw enemies putting wards or there is someone who had a wriggles lantern on them try counter-warding, it really helps.

Bushes near the 2nd Turrets in Mid Lane - these bushes are prone to ambushes around mid to late game so warding these bushes is extremely crucial.

Positioning is Extremely Crucial in Team Fights

Sona should be positioned well during team clashes. She shouldn't be too close because she might get pinned by the enemy and she shouldn't be too far in order for her to support her team. Keep distance to your enemies and try to tell your teammates not to wander too far from you in order for you to support them when needed.

Use the terrain to your advantage, abuse the bushes! Set-up ganks around bushes, hide among bushes when running or try shifting around bushes while luring enemies towards your teammates.

Shifting through bushes while dealing ranged damage through powerchord and hymn of valor is a good strategy. You can damage enemies while they can't do a thing in return. Just always check your mini-map and try asking your teammates to report missing champions.

Shifting through bushes is also excellent in shaking off persistent champions who are following you. Try to let them go around in circles if possible and signal your teammates for a gank, once the enemies overextend, use their greed against them and gank them along with your teammates.

You should maximize your use of your auras to your team's advantage.

Try changing auras depending upon the current situation.

Abuse the Damage/AP aura of Hymn of Valor

In this scenario I immediately switch to Hymn of Valor while pushing in order to further increase my party's damage output.

The aura from Hymn of Valor really adds AD and AP, here's my starting AP along with runes (runes mentioned from my previous chapter about runes).
almost 60 AP at the start of the game is really wicked!

Abuse the Armor/Magic Resist aura of Aria of Perseverance

In this scenario I toggle Aria of Perseverance in timing with Nasus's attack, healing my ally Sivir and adding a temporary aura buff that grants bonus armor and magic resist. When you properly time this skill with enemy attacks you could make their spells/attacks less lethal.

Kite your allies, Slow your enemies with Song of Celerity

In this scenario I toggle song of celerity in order for my teammate to escape, because she's currently on low health. Song of Celerity could also be used as an excellent chase tool, the speed buff and temporary speed bonus upon activation gives high movement bonus.

Another good use of song of celerity is its combo with powerchord. Its slow is efficient enough not to mention it also giives movement speed boost which makes sona excellent at both escaping and chasing.

Sona fits well in a TEAM

As I said before Sona is a team player, she is the point guard of the team. I had tried laning everywhere with Sona, except for jungling with her it would be incredibly insane!

With my experience with her I will suggest that you would always have someone with you in the lane, in order for her aura's and supportive skills to be used/abused well. I prefer a heavy AD hitter as a lane partner because they should be the one's who should be supported well at the start of the game (like Vayne, Miss Fortune, Graves etc.)

During early game, get as much level as you can. Sona works well upon reaching level 5 during early game. You should try to avoid skill shots, skill spams and attacks from your enemies by hiding through bushes and then hitting them with power chord and hymn of valor.

People look onto Sona as a support character who only has big tits and can't get a fight on her own, that's why if you try to go aggresive with her they will try to kill you greedily. Use this to your advantage and punish their ignorance! Playing Sona offensively in the first place is deceptive because the enemy wouldn't really expect you to kill them.

General Pointers in Engaging the Enemy

Keep in mind these things when engaging enemy champions. These pointers apply not only to Sona but to any hero as well as to every role of different champions (tank, support, carry etc.)

Learn how to count enemies - As I said before, Learn how to count the enemy. Never try fighting when outnumbered, unless you know that your enemies are feeding you like potatoes. Sona excels at team fights even when outnumbered but not alone I tell you.

Divide and Conquer - A famous quote from the Art of War by Sun Tzu which applies to all aspects of life. Never ever try going to a clash with Sona by literally rushing to the enemy team head-on, It'll really end up in a slaughter. Try to get a good positioning by having your tank or a nimble fighter on your team lure the enemies to a good location at your advantage, when the enemy is caught off-guard take this opportunity to your advantage.

Flee now Fight Tomorrow - When at low health and mana and theres a huge wave of enemy minions and champions trying to push a lane from a distance, immediately recall in order for you to be able to return immediately other than fighting in low health and die just under your turret. Same applies to other situations. You should also tell your teammates when to flee a losing battle, when you know your team is outnumbered or outmatched try not to engage or when you are already in the battle and is losing, try to save as much allies and don't rush into the enemy saving an ally if it would mean just more kills to the enemy. There is no glory in fighting a losing battle.

Conserve mana, Conserve health - try not to get hitted by the enemy as much as possible. This idea could be utilized well with Sona especially that her skills doesn't need targeting and you can just run through enemies and hit them with Hymn of Valor while they can't do anything in return. Never try tanking heavy hitters for you are certain to die, even during enemy clashes. Also try to tell your allies to do the same, a good player keeps track of his/her health and mana at all times.

Last Notes:

I base these depending on experience playing as Sona for the my whole ranked career in LoL. I had tried almost all the build on her from AD, to the tanky build, full-support but I from all of those builds this build is where I really enjoy playing her. I love the versatility she has and its one of the best things I enjoy playing as Sona that I can't find in other champs.

I wish this guide had help you summoners. By reading this I guess you had an idea about her potentials and what you can do using her. Don't limit yourself with what you know and try looking for other possibilities you can do, try unleashing your potential!

Complete Sona Changelog:

(up to latest version)


No longer automatically acquires attack targets when idle while Power Chord is active


Aria of Perseverance:
Mana cost adjusted to 60/65/70/75/80 from 65 at all ranks
Passive aura reduced to 7/9/11/13/15 armor and magic resist from 8/11/14/17/20


Aria of Perseverance: heal amount changed to 40/60/80/100/120 from 25/50/75/100/125.


Reduced the lockout time while casting Sona's songs to make them more responsive.
Aria of Perseverance:
Base heal reduced to 25/50/75/100/125 from 35/70/105/140/175.
Ability power ratio reduced to 0.25 from 0.35.
Now grants her passive aura bonus to her heal target and herself again as an extra bonus for 3 seconds.
Fixed a bug where Hymn of Valor and Aria of Perseverance caused her to deal 20% reduced damage.


Fixed a bug where shields and Ignite could sometimes cause her spell sounds to get cut off early.


Sona will no longer automatically acquire attack targets when Power Chord is charged.


Hymn of Valor: mana cost reduced to 65 from 75.
Aria of Perseverance: mana cost reduced to 65 from 75.
Song of Celerity: mana cost reduced to 65 from 75.
Fixed a bug where Power Chord: Diminuendo was reducing true damage.


Power Chord:
It now deals 14 + (9 x level) from 24 + (12 x level) bonus magic damage.
It now has a bonus effect that depends on Sona's last song played.
Hymn of Valor:
Base damage reduced to 50/100/150/200/250 from 60/110/160/210/260.
Ability power ratio increased to 0.7 from 0.5.
Mana cost changed to 75 from 65/70/75/80/85.
Power Chord - Stacatto: Deals double power chord damage.
Aria of Perseverance:
Base heal increased to 35/70/105/140/175 from 30/55/80/105/130.
Ability power ratio reduced to 0.35 from 0.5.
Mana cost changed to 75 from 65/70/75/80/85.
Power Chord - Diminuendo: Debuffs the target to deal 20% less damage for 3 seconds.
Song of Celerity:
Mana cost changed to 75 from 65/70/75/80/85.
Power Chord - Tempo: Slows the target by 25% for 2 seconds.
Cooldown decreased to 140/120/100 from 170/150/130.
Ability power ratio increased to 0.8 from 0.7.


Hymn of Valor:
Base damage reduced to 60/110/160/210/260 from 70/120/170/220/270.
Ability power ratio reduced to 0.5 from 0.6.
Aria of Perseverance healing reduced to 30/55/80/105/130 from 40/65/90/115/140.
Song of Celerity active movespeed reduced to 6/8/10/12/14% from 8/10/12/14/16%.


All aura durations after deactivating reduced to 2 seconds from 3.
All aura buff durations for allies that leave her aura range reduced to 0.25 seconds from 1.
Hymn of Valor:
Attack damage and ability power aura reduced to 6/8/10/12/14 from 8/11/14/17/20.
Mana cost increased to 65/70/75/80/85 from 55/60/65/70/75.
Song of Celerity:
Active movement speed boost reduced to 8/10/12/14/16 from 8/11/14/17/20.
Mana cost increased to 65/70/75/80/85 from 55/60/65/70/75.
Aria of Perseverance mana cost increased to 65/70/75/80/85 from 55/60/65/70/75.
Crescendo range reduced to 1000 from 1100.


Crescendo: cooldown increased to 170/150/130 from 160/140/120.
Fixed a bug where Song of Celerity was granting more movespeed than intended.