Sona Build Guide by PoroKamiSama
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Runes: Cashing In Big
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Max Order
Threats & Synergies
Blitz is always scary to Sona with his insta hook and burst. I consider this a 'skill match up'. So as long as you wait for him to waste his hook and hide behind minions you should be fine. He is ranked highly more due to his potential to cause harm, but with some safe play you will thrive.
One hook from Pyke and you will lose at the very least half your health bar. His passive also makes him hard to poke down. Though with some side stepping and help from your sup you should be fine.
Thresh's peal and cc can seem intimidating, but he will cower at your long range poke >:)
This is my go to ban. Yi's Q makes ulting him tricky and he can often one shot you if he gets on top of you. Though a good team can keep him off your ass.
Care for his E and early power since he can easily burst you.
Shaco is a tricky one if you let him get the jump on you since you have few escapes. Though as long as you are aware of his positioning Song of Celerity should be enough to get you out. Red trinket is your best friend in this situation.
Pyke's ult helps a lot early when you're still trying to build up your burst. He can also provide a lot of pressure with his kit. His main flaw is that he can provide little peel if you get caught, though nothing a little positioning can't fix :P
Jarvin provides a lot of poke early and can use his E Q later to help peel for you. His ulti also makes landing yours easier.
Taric provides pressure early as well as sustain and peel. His stun can be used to help land your ulti. Also he can keep you alive for ~ETERNITY~
Champion Build Guide
Zero CS APCBy PoroKamiSama
Hello, my summoner name is Prime Miniature and I have mained Sona since season 5. Currently, I am Platinum II in solo queue, my peak rank being Platinum I. I have over 1 million mastery points on Sona with that spicy level 7 mastery spam.|
Disclaimer: This guide is not meant to explain Sona's ins and outs to beginners, but instead to provide players with an interesting strategy that is as fun as it is effective.
Your main goal of early game is to poke the enemy out of lane. Do not worry about killing your opponents, just keep them off of the farm, and preferably out of exp range. Though if you can't zone them off don't worry too much there are more ways to play this match up.
Generally, you will want the wave in one of two places. Either, under the enemy's turret (with proper warding) so that it is harder for them to get CS, and you can poke whenever they try. Or under your turret. Since losing CS is not a big worry for you, this makes the enemy susceptible to ganks and you can still poke.
Early game is a very tricky time for Sona, her Power Chord will do a solid chunk of any ADC's health bar, but any engage on her will at the bare minimum chunk her health bar, but will usually blow a summoner or worst case, Sona's death. This can be avoided by using minions as living shields and waiting for your enemy to blow their poke before going in (since cool downs are normally quite long at this point).
Since you are still trying to complete your quest, at this point you should take as little cs as possible. A general rule is to only take the cannon minion and about 2 cs before you back as to avoid timing out your Spellthief's Edge.
Note: Once you complete your quest begin to farm normally.
At this point you should have completed your quest and have hopefully been able to take turret. Since the enemy ADC should behind in exp and gold you will have a much stronger roam than they do. Begin causing chaos around the map with the help of your support >:).
On your own you won't be able to one shot anyone yet (just do a large portion of their health) so stay close to your support/ other team mates. Also take advantage off Eye of Frost and Oracle Lens to keep your map lit up and the enemy's map dark. This will only further your lead by making roams and objectives less obvious.
Now is your time to shine. Use Crescendo to catch out squishies or to start good team fights. Power Chord + Lich Bane + Hymn of Valor should be able to deal 90% of any squishy's health bar.
Tip: use Hymn of Valor to proc Banshee's Veil since it has a low cool down and the majority of your damage is from Power Chord + Lich Bane
At this point it is important to stick with your team. You have terrible wave clear so pushing out a lane will take forever and leaves you vulnerable to being caught out. You will be quite slippery with Song of Celerity and upgraded Slightly Magical Boots, as well as protection with Seraph's Embrace, Aria of Perseverance, and Banshee's Veil (if you have it). Crescendo can be used to help you get a way, but keep this in mind next fight if its still on cool down.
Start your early game off right
|A staple among Sona supports for its gold generation and extra damage. Since you will not be CSing (for the majority of the game) this item is key in granting extra gold generation. It can easily be procced with either Power Chord or Hymn of Valor for high damage results.|
|This item is super efficient. It will help a ton with your early sustain since it gives 100 extra mana and increases healing you get from potions. Of course its stacking is amazing since Sona can tend to keep herself alive and thriving in the backline with her range and healing, as well as pick up easy assists along the way.|
Tear of the Goddess
|Normally, Sona can thrive without tear by using carefully timed spells (for an AP mid versions) or mana regeneration (for support versions). Though since 0cs Sona combines an AP mid build with the poke of a support, tear is an essential item to allow for constant aggression with Hymn of Valor and heals with Aria of Perseverance|
The Core Build
Essential items to build every game
|This is you first full item. When completed it should give you about 130 AP (50 base + about 80 from its passive) as well as a beefy shield and 20 cdr. Since Sona thrives when she can spam her abilities you can usually stack a Tear of the Goddess around 20 minutes. Building Archangel's Staff first allows you to speed up your stacking by increasing the mana given per stack to 8 from 4.|
|This item synergizes well with Sona's Power Chord and turns Aria of Perseverance and Song of Celerity into damaging abilities with its passive. The extra mana will also boost your AP with Seraph's Embrace and the 10 cdr will get you to the 45 cap with Transcendence and Cosmic Insight. While Lich Bane is apart of your core build, it will probably be your third major item (excluding Mejai's Soulstealer and Frostfang). Often times building a defensive item after Seraph's Embrace will will be more beneficial to securing Mejai's Soulstealer stacks than more damage.|
|Fully stacked, Mejai's is super efficient granted 10% ms and 140 AP. As mentioned under The Dark Seal section, stacks are super easy to come by and not too hard to maintain. Although unfortunate circumstances do happen, so if you are getting focused to death every fight and cannot consistently keep about half of its stacks, sell this for one of the other items detailed below.|
|Boots are an essential item on almost any champion. Although Sona already gains a lot of movement speed from Song of Celerity, boots allow her to better catch up to opponents and run away when she gets into a sticky situation. Since you won't be roaming too much Boots of Mobility won't be necessary. Your runes and build should be giving you enough cdr, so Ionian Boots of Lucidity are not need either. Seraph's Embrace and Aria of Perseverance should give you enough sustain so defensive boots are also not needed. This leaves just Sorcerer's Shoes (though this is more just to explain why we don't go with the others. These boots are not a last choice, since flat magic pen works wonders on squishies.)|
More damage is more good
|Magic Resist, the bane of any burst mage's existence. If you end up against a particularly tanky team Void Staff's 40% magic penetration will shred through their MR like a cheese grater. This will often be built instead of Rabadon's Deathcap.|
|Flat magic pen is not the best against tanks, but it does wonders against squishes' measly defenses. It also gives you a little bit of health for when you are taking a lot of damage but not necessarily getting bursted or cc'ed. Greivous wounds are also a great solution for any high healing enemies such as Soraka and Vladimir.|
Help avoid that pesky burst and keep from getting caught out
|Zhonya's is a little more tricky to use than Banshee's Veil since it not only requires you to actively use it but also expects you to be able to save yourself after two seconds. This item is obviously great against Zed or any team with a lot of ad burst. Though its active can be tricky since it allows the enemy time to line up cc and gather around you. Though it also allows you time to wait for your cooldowns to come back up or your team mates to arrive/ kill the enemy.|
|This is the standard starting trinket. It will allow you to ward bushes to keep tricky laners from using them for unexpected engages and the river to keep that enemy jungler from succeeding their gank.|
|One you complete Frostfang's quest, keeping the Warding Totem around is unnecessary. Sweeper is nice since it allows you help you team clear out enemy vision and provide you jungler with easy paths to gank from.|
|Around your fourth or fifth item inventory space gets tight. Since Frostfang has paid its self back and then some by this point, selling it is often for the best. It is a cheap item and does not give any key stats. When you do this buying Farsight Alteration will allow you to get vision out their and ward far away objectives, such as baron nashor .|
Bend those rules to your will
|This rune synergizes well with Power Chord and Lich Bane and is the bread and butter to this build. Since you will not be farming, you need to make up for lost income. Kleptomancy allows for you gain gold from harassing enemy. It will also occasionally drop Total Biscuit of Everlasting Will and Mana Potion that allow you to sustain the lane better.|
|Free boots allow you reach your core build faster and give you some extra movement speed in the process. Since Song of Celerity gives Sona some movement speed when active she can wait the 10 minutes for a free pair of boots and be perfectly fine.|
|Total Biscuit of Everlasting Will give you amazing sustain early. Though since it is based off of missing health and mana, save it for when you are super low. Often going through Health Potions and Mana Potions first is recommended. The other benefit to Biscuit Delivery is that it will increase you mana pool every time a Total Biscuit of Everlasting Will is consumed (even ones from Kleptomancy)|
|This rune is great since you'll almost always get 40 CDR. So the little extra is pretty nice, especially since Tear of the Goddess gives you an almost infinite mana pool. The other benefit is the extra CDR on your summoners. Allowing you out of sticky situations more often or to Flash + Crescendo for kills a little sooner.|
Nothing a little magic won't fix
|This summoner gives you 250 extra mana and then increases you mana regeneration, allowing you to spam more (while also gaining some AP thanks to Seraph's Embrace).|
|This rune will come in handy when you hit that spicy late game. I mostly take this because it is the most reliable and best scaling of the damage runes from sorcery. It is much more reliable than Absolute Focus since you keep your AP at any health. It will eventually outscale Transcendence, since the most AP you'll get out of it is about 20 by over capping by 10 CDR. Also transcendence takes a long time to get CDR out of and by the time you get it its not that useful.|
6 March 2019 1:57 PM EST: Strategy Updated
6 March 2019 5:27 PM EST: Matchups Updated
7 March 2019 10:30 PM EST: Jarvin Explanation Added
7 March 2019 11:19 PM EST: Fixed Spelling and Grammar
7 March 2019 11:59 PM EST: Matchups Updated
8 March 2019 1:28 PM EST: Fixed Starting Potions
11 March 2019 12:37 PM EST: Lich Bane Description Updated
24 March 2019 8:17 PM EST: Synergies Updated & Jarvin Chapter Archived
5 May 2019 12:46 AM EST: Updated Runes & fixed typos
5 May 2019 10:56 PM EST: Updated Introduction & fixed typos
6 May 2019 1:34 AM EST: Matchups Updated
6 May 2019 2:33 AM EST: General Strategy updated
Jarvan IV is a surprisingly good support for a 0 cs Sona lane. By building a Spellthief's Edge early and transitioning into support (e max), j4 can provide powerful poke in the early game using his flag while transitioning into a useful utility tank for the midgame. Jarvan IV's ability to empower Sona's strength early and protect her weakness after laning phase makes him quite powerful.