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I discovered this guide randomly when I was looking through the Sona guide page, and I actually got really interested. Personally i'm not the biggest fan of Sona but when I saw that it was Sona APC and not Support I got more interested. While the guide do specifically explain a lot of different points as to why she could be a good pick as a replacement for a normal Marksman I still feel like an actual ADC would be better, since AD damage is much more inferior then AP damage generally for Botlane especially during the late game, or atleast as a Marksman main this is what I have experienced through my time. Having that said, I have tried this build and playstyle and although it might not be the best to play everytime, it sure is a fun thing to try out. :)
I'm really concerned about the Kleptomancy primary runes though, it's a good rune and a good page to go for, but I feel like Sorcery is much better. You can dish out way more damage then usually, and you can go for Inspiration secondary with the Magical Footwear (because that's free boots and you save some gold) + Cosmic Insight (because the CDR is great in general). And even with that you'll still do a lot of AP damage while also getting some stuff for free, like said the boots and CDR. To me I feel like it's not as worth going Kleptomancy especially not on Sona even if she's an APC, since getting a few free items per poking is pretty bad compared to more damage with Summon Aery for example. I do know that going Resolve secondary is also a great option if you want to be defensive, but yeah.
What are your thoughts on this though? :)
The main reason behind Kleptomancy is the gold generation it provides and how well it synergies with Sona's play style of using a lot of abilities and then autoing with Power Chord or Hymn of Valor's empowered auto. This also offsets the fact that for the first ten minutes of the game you're essentially playing traditional support Sona. On top of that CSing with Sona is not only hard do to slow attack speed and low base AD, it is also dangerous do to how squishy she is. So you might be able to add a little extra damage with Summon Aery but overall you will lose out since it will slow your build path and make you more vulnerable since you will constantly have to be at the minion wave attempting to CS instead of only coming up for poke and pressure when it suits you.
I found your guide on Sona today just after I won two games with her. xD Coincidence? Who knows.
Anyway, I think you're offering really interesting information and strategies on this kind of extraordinary guide. :) In the current meta I really like to play Sona because she's really fun to play. Like you dish out damage and in the next second your out of reach for the enemies. In my last two games, I actually did what you described: I poked the enemies in lane so hard they were behind by 20 CS within the first couple of minutes and basically, that's how we won the game. x]
So even though you intended to focus on the Sona APC you still mentioned a lot of crucial information on her general playstyle.
However I'm using different runes: Sorcery as first tree with Summon Aery, Manaflow Band, Absolute Focus and Scorch and then Inspiration as secondary with Magical Footwear and Cosmic Insight. For me those work pretty well but what's your opinion on them? :)
Cheers, Wicked Cherry.
The main reason this build takes Kleptomancy is to make up for the fact that your build is expensive and you would be CSing for about the first 10 minutes of the game. Though when supporting, I recommend the approach of building at most one expensive item, if you must. Otherwise just stick with the healing support items ( Redemption, Athene's Unholy Grail, Ardent Censer). This makes Kleptomancy kind of unnecessary.
Good Luck~ Have Fun~
Yeah that makes sense. When you're going full AP the items are more expensive so you'll need to have an ace up your sleeve that will help you to increase your income. :)
Thanks for the detailed information!