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Recommended Items
Runes: Basic Runes (For poke)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Barrier
Flash
Items
Threats & Synergies
Yasuo
Perma ban this champ no matter what (unless he is on your team). He is the worst matchup a Sona could ever have since he counters all of your abilities and can easily get you. If you do fight him, pray.
Janna
They should get married. Best comp in the world. Janna is the infinite cc, shield and heals while Sona dishes mad damage while healing both at the same time. If you are duoing and want to try this build I highly recommend this comp.
Janna
They should get married. Best comp in the world. Janna is the infinite cc, shield and heals while Sona dishes mad damage while healing both at the same time. If you are duoing and want to try this build I highly recommend this comp.
Champion Build Guide
Introduction
-
Who am I?
What is Alchemically Advanced AP Sona (A.A.A.S)?
Why Normal AP Sona builds aren't the best.
How does it work?
Pros and Cons
Things to know before
-
Runes
Summoner Spells
In Game Info
-
Abilities
Items
Game Tactics
-
Early Game
Mid Game
Late Game
Who am I?
Hi! My name is Brandon221100, as my username implies.
I'm a guy who started playing League around July when spirit blossom was out. I'm a guy who doesn't one-trick a lot of champions, and I primarily try to find my main. I have now realized that I'm not the best when it comes to the meta.
However, I've found a new Playstyle that really speaks to me on a different level. Off-meta builds. I've always thought of how fun it was to pick builds like full attack speed


I'm not the greatest at league (I'm unranked because ranked is full of sweaty-*****es), so my advice should be taken with a pinch of salt.
Alchemically Advanced Ap
Sona
Now we move on to the meat and gravy of this guide. What is Alchemically Accurate AP








This also takes advantage of her ability haste passive and allows us to become a problem to the enemies anywhere we go.
Now I know what many of you may ask. "Why don't I just play full-AP



'Shotgun
Sona'
Some of you may be slightly confused when I say AP








Let me list some problems so you can get the point I'm trying to make.
1.

2. She has terrible AP scaling (like they're trash)
3. While some AP items give mana, they still don't help her low mana problem.
4.



Going full-ap items, though it can be fun, doesn't allow

So instead of just going full AP monkey mode. Let's try to put our brains together and come up with something that takes advantage of all of Sona's abilities.
Why A.A.A.S?
With Alchemically Advanced AP

However, this isn't the only feature of playing

Since

The main primary focus of the build isn't to be the carry but rather to support your team so well that you make up the loss for a hyper-carry. While hyper-carries can 1v9 games when fed, they are usually what can lose a game for you too. Hyper-carries have selfish builds that take up a slot in the team so that they can go out and fight. Many Midlanders have this same complex.
For example, a

With A.A.A.S, we can give everyone in our team a chance to shine; that way, everyone can act like a hyper-carry without being selfish. While you might say, "But I love being able to run into the enemy base and one-shot my enemies with one button." I agree that the hyper-carry playstyle is fun. However, when you think about it, hyper-carries make your team less powerful as you'll treat yourself as the main character rather than a collective team, and as we all know, League is a team game. While you can solo kill, having a team is a reason many of us strive.
Pros and Cons

Pros
+ Has an excellent poke that can rarely miss.
+ Has sustain and can outlast most opponents in lane.
+ Hard to catch
+ Can backline if behind and still be useful
+ If ahead can deal massive damage.
+ When paired with another strong champ, she can devastate team fights.
+ Low Ability CD and high mana regen allow her to spam abilities.
+ Good roaming potential
+ Since you are a support in the mid lane, many stupid ****ing idiots will come and gank you. You can make them waste their time if you're smart.
+ Can stall very well.
+ Scales decently
+ Your

+ Amazing team-fighting overall even without


Cons
- More prone to running out of mana early game.
- While she can be good behind, it still is hard to catch up.
- Very, and I mean VERY hard to farm.
- Will usually have less items than opponents
- If you **** up, your entire team is in shambles.
- Missing

- Cannot 1v1 well, must usually have teammate.
Primary Runes
Go-To Rune






Other rune options

















Secondary Runes
Best Secondary Runes



















Other Secondary Runes you could go











Summoner Spells




























Abilities and what to know

Power Chord
Accelerando: Sona gains 0.5 ability haste permanently for her basic abilities as she uses her abilities well, which doesn't include her ultimate, up to a cap of 60 ability haste. Beyond that cap, further successful uses reduce her ultimate's remaining cooldown by 1.5 seconds each time instead.

On patch V11.16,



The second part of this ability allows her to basically get a free




____________________________________________________________________________________

Hymn of Valor
Range: 825
Cooldown: 8 Cost: 50 / 55 / 60 / 65 / 70
Active: Sona deals 50 / 80 / 110 / 140 / 170 (+40% of ability power) magic damage to the nearest two enemies, prioritizing champions. She then begins a new Melody. Gain a stack of Accelerando for every champion you damage with this.
Melody: Sona gains an aura for a few seconds, granting allied champions an additional 10 / 15 / 20 / 25 / 30 (+20% of ability power) magic damage on their next attack within 5 seconds.



____________________________________________________________________________________

Aria of Perseverance
Range: 1000
Cooldown: 10 Cost: 80 / 85 / 90 / 95 / 100
Active: Sona restores 30 / 50 / 70 / 90 / 110 (+20% of ability power) health to herself and a nearby allied champion, prioritizing the most wounded. She then begins a new Melody.
Melody: Sona gains an aura for a few seconds, granting allied champions a 25 / 50 / 75 / 100 / 125 (+30% of ability power) shield for the next 1.5 seconds. Gain a stack of Accelerando whenever you heal another injured ally and every time you protect another ally from at least damage with this shield.


After laning phase, you should use this ability to heal and shield your team as much as you can. You can try helping out those in need, or stick to the strongest member in your team and make sure they rip and tear through the enemies like they're Doomguy.
____________________________________________________________________________________

Song of Celerity
Range: 400
Cooldown: 14 Cost: 65
Active: Sona begins a new Melody and grants herself 20% (+2% per 100 ability power) movement speed for 3 seconds, extended to up to 7 seconds if she doesn't take damage.
Melody: Sona gains an aura for seconds that grants allied champions 10 / 11 / 12 / 13 / 14% (+2% per 100 ability power) movement speed for 3 seconds.

Most casters are usually immobile, having little to no movement options. This becomes a lingering problem with the meta now that almost every champion has a dash (like, seriously, what the **** is



This move gives her some much-needed move speed and also grants it to her teammates. You can use this ability to dodge skill shots or roam faster. It can also be helpful when trying to move your team. This ability can be beneficial, and it's also one of her most minor mana-costing abilities, so it can be spammed frequently, making your team very fast.
____________________________________________________________________________________

Crescendo
Range: 1000
Cooldown: 140 / 120 / 100 Cost: 100
Active: Sona strikes an irresistible chord, stunning any enemy it passes through for the next 1.5 seconds and dealing 150 / 250 / 350 (+50% of ability power) magic damage.
Finally, we move on to Sona's Magnum Opus, otherwise known as her ult.

The 'Perish Song Combo' is when you chain Sona's




Items
Starting Item






Boots













Mythic Items





Introducing







If you ever feel like you are suffering in lane or you think that you'll only do better in later stages of the game,

Main AP Items




Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. The new














You see, since all of your abilities accept


5th item


To make it stronger, you can use











Early Game tactics and laning
During the laning phase, your job is to ensure the enemy mid-laner doesn't become strong. Use your




If the enemy is also good at poking, try to take poke trades that you know you can win. If you are low, use

If the enemy mid-laner roams, follow them carefully. Remember, your job is to ensure they don't get fed. Help out your teammates if they are in trouble. If you fully know they can't be saved, don't go in. Make sure to pressure off the enemy mid-laner so they don't get any kills.
Do not die, you're trying to ensure the enemy can't scale well, so dying would defeat the purpose of your game plan. If you have low CS, don't fret too much, it's normal. Try to get the CS that is possible; your job is not to get fed but to make it, so your team is, and the enemies aren't.
If you do want to go for kills, wait for your jungler or an easy kill. Do not over-extend too far if you are not sure about you can confirm the kill. If your jungler wants to gank your lane, try to bait the enemy. Usually, mid-laners are dumb enough to waste everything to try to kill a

Mid Game Tactics and skirmishes
This is the time when you can start to roam. If you see your team in trouble, run to them and help out as much as possible. Make sure not to take fights where the enemy has an advantage.
If your team wants to take an objective, you are the lookout since you barely damage the objectives. Use your


When you have

During this phase, it's always best to be next to someone, you never want to be caught alone as most champions in this phase can fight very well. Always look for opportunities and try not to overdo anything. Remember, you can spam abilities, so if your team wants a fight that you might win, try your best to help out as much as you can without getting into harm.
The other best tactic is to follow the strongest member on your team (like a 16/1


Late Game Tactics and Teamfights
Late Games usually consist of team fights. Always stick to your team and support them. If your team wants a fight, use

If the enemy team is going for objectives, use your


During late game, you must ALWAYS be next to someone. If you want to help out your team, spam abilities during the right moments. For example, when a teammate is low, keep using


Take advantage of the fact that most enemies don't aim for you since you usually aren't fed in these fights. This plays perfectly in your hands since all you need to do now is just position right and spam abilities. However, don't get too cocky. Just because most people don't attack

Conclusion
In terms of off-meta builds, A.A.A.S has to be the one that makes me the happiest, seeing as it is one of my most unique and original builds on a champion. I really do hope that other people can pick up this build and use it successfully too. It fills my heart with joy when I see myself actually doing well in lane with a *******

While definitely not the strongest build, it definitely has the potential to make enemies suffer and give you a great time. I mean, just the sheer ecstasy you get from watching your

I hope you enjoyed this build and my guide. I'm sorry if the guide seems a bit poorly made. I'm not good at doing things like this. I'd rather just play them in-game and have fun there. If you feel like informing me about anything you found, please let me know in the comments.
With that said, I hope you have a good day, and I hope you enjoyed...
ALCHEMICALLY ADVANCED AP SONA
Riot ID - Brandon221100#OCE (I play League, Valorant, LoR, Wild Rift)
Reddit - U/Lightning_ranger
Youtube - BrandOn Toast
Discord - Brandon221100#9590
Gmail - brandon.ong.tze.kit@gmail.com
-Patch 13.15:
Added



*New Items!*


Archangel's Staff
Before: Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. Before the preseason hit, (or rather, patch 12.22), Archangel's Staff used to give bonus ability haste based on your mana, which benefited Sona well. Now, it instead gives bonus AP based on your mana, which isn't awful by any means, but it isn't as beneficial to Sona as ability haste was. Still, it isn't a bad item and it even has a new passive that heals us based on the amount of mana we spend, so that's a nice bonus! I recommend rushing this item if your

After: Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. The new


- Patch 12.22:
Added


*New Item!*

Archangel's Staff
Before: Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. One more bonus on top of the already great features is that




After: Not only will you have more mana, but you heal from spending mana, meaning you can spam abilities as much as you want and get even more bonuses from them. Before the preseason hit, (or rather, patch 12.22), Archangel's Staff used to give bonus ability haste based on your mana, which benefited Sona well. Now, it instead gives bonus AP based on your mana, which isn't awful by any means, but it isn't as beneficial to Sona as ability haste was. Still, it isn't a bad item and it even has a new passive that heals us based on the amount of mana we spend, so that's a nice bonus! I recommend rushing this item if your

- Patch 12.19:
Updated/Buffed Sona's numbers on her


Hymn of Valor:
Before: Hymn of Valor - Active: Sona deals 40 / 70 / 100 / 130 / 160 (+40% of ability power) magic damage to the nearest two enemies, prioritizing champions.
After: Hymn of Valor - Active: Sona deals 50 / 80 / 110 / 140 / 170 (+40% of ability power) magic damage to the nearest two enemies, prioritizing champions.
Song of Celerity:
Before: Power Chord - Tempo: Power Chord also slows the target by 40% (+4% per 100 ability power) for 2 seconds.
After: Power Chord - Tempo: Power Chord also slows the target by 50% (+4% per 100 ability power) for 2 seconds.
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