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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Power Chord (PASSIVE)
Sona Passive Ability
Introduction
I've played Sona since season 1 and i've seen it all including her godlike status multiple times followed by nerfs and then back again to godlike status to her rework etc. I've played hundreds if not a thousand plus games with Sona and i've grown very comfortable playing her. She is a very easy champion to learn as she only has one skill shot and her other three abilities do not require much effort to aim. Make no mistake, she may be an easy champion but she definitely requires time to master and that easily separates the mediocre Sona players to the great ones.
I've played the support role ever since i've started playing league of legends(me being the last of a group of 5 friends to join and hence given the support role). I quickly learned that support is one the most difficult roles and requires a lot of thought. Over time it became intuitive and I eventually started experimenting with different builds once I had the basics down. From that, I got to this build during season 4 which I've taken time to practice and it is very fun to play.
As of now, Sona has seen a resurgence to popularity in solo queue and must of it has been attributed to her utility and other supports falling out of the meta. So the next time you consider playing Sona, check this build out for some cool ideas.
Also listen to this to get into the right mindset when playing this version of Sona
Pros +Easy to pick up +Excellent harassing abilities +High base damage +AOE stun ult +Not a lot of aiming required +Has a heal/shield +Has a AOE speed buff +Excellent late game consistent damage output (this build) +Can stick to targets (this build) |
Cons -Takes time to master -Needs near constant awareness of power chord charges -Mana hungry, especially early game -Risky harass trading with medium range Hymm of Valor -Very squishy |
To summarize, Sona is a squishy support that requires keen awareness of the surroundings including your own positioning. Needs to be able to stay alive in teamfights to maximize her value for her team. Can be very rewarding and game changing if done correctly
This particular build aims to solve many of the issues that regular Sona builds come across. To understand the thought process behind this build, we have to understand the inherent weakness' of Sona and her playstyle that maximizes her utility for the team by finding items that covers her weaknesses and giving her better late game presence.
Problem #1: Mana
Sona's mana regeneration and mana pool in relations to her ability heavy kit is pitiful. Even with help from masteries and runes, she cannot play aggressive for more than five minutes in the early game without going out of mana and having to either 1.) Sit back or 2.) Go back to base. Both of those scenarios eventually lead to the enemy laners catching up by letting them exert control over the lane which leads to kills and cs. In the mid game, without any mana items, Sona has no presence in a group and objective control and sieging become very hard.
Problem #2: Poor scaling without AP items.
Long ago, in a galaxy far far away, Sona had insane base healing and damage. Then Riot deemed that too powerful and nerfed her and some of the AP ratios to oblivion. Sona still maintains excellent early game pressure but it becomes apparent that her damage and healing does next to nothing in the mid to late game. During the late stages of a game, she would only be useful for her ult.
Problem #3: Gold
This one solved itself when Riot implemented sightstone and support dedicated gold items. It opened the doors for supports to build actual items as oppose to buying a million wards per game.
With supports getting more gold due to the implementation of support centric gold items, this build became relatively intuitive when the question becomes how to find ways to acquire more mana and mana regen while simultaneously doing more for the team in the later stages of the game than just casting crescendo. The answer is
Tear of the Goddess and
Seraph's Embrace. Early tear allows for mana regen while steadily accumulating mana for the later stages of the game. Upgrading to Seraph when you reach 750 stacks on tear turns the mana generated into AP and provides a neat little active for living longer. The rest of the build looks to create even more value from the stats given by Seraph's Embrace.
TL;DR: Gold generating items that compliment Sona's playstyle equals more gold which gets funneled into non standard support items that help scale her entire kit into the late game.
Problem #1: Mana
Sona's mana regeneration and mana pool in relations to her ability heavy kit is pitiful. Even with help from masteries and runes, she cannot play aggressive for more than five minutes in the early game without going out of mana and having to either 1.) Sit back or 2.) Go back to base. Both of those scenarios eventually lead to the enemy laners catching up by letting them exert control over the lane which leads to kills and cs. In the mid game, without any mana items, Sona has no presence in a group and objective control and sieging become very hard.
Problem #2: Poor scaling without AP items.
Long ago, in a galaxy far far away, Sona had insane base healing and damage. Then Riot deemed that too powerful and nerfed her and some of the AP ratios to oblivion. Sona still maintains excellent early game pressure but it becomes apparent that her damage and healing does next to nothing in the mid to late game. During the late stages of a game, she would only be useful for her ult.
Problem #3: Gold
This one solved itself when Riot implemented sightstone and support dedicated gold items. It opened the doors for supports to build actual items as oppose to buying a million wards per game.
With supports getting more gold due to the implementation of support centric gold items, this build became relatively intuitive when the question becomes how to find ways to acquire more mana and mana regen while simultaneously doing more for the team in the later stages of the game than just casting crescendo. The answer is


TL;DR: Gold generating items that compliment Sona's playstyle equals more gold which gets funneled into non standard support items that help scale her entire kit into the late game.
This build is not a traditional support build. I characterize this build as half support and half utility mage. Because of this, one has to approach this role slightly differently than one would if they were playing a pure support.
The first thing to remember when playing this particular build is that it is ok to be somewhat greedy. The reason pure supports are not suppose to take kills is that they can't translate the gold from that into more damage to snowball the game. With this build, this isn't the case. You actually have the ability to output a reasonable amount of damage in the mid to late game. Because of that, there are merits to being really aggressive in lane and going for the kills whenever you see the opportunity arise.
That being said, you still are the "support" of the team. You need to funnel some of that gold you acquire into vision. Buying a sightstone and wards in the beginning is usually enough for the team as Sona's basic abilities can rival the Locket of the Iron Solari and the Talisman of Ascension active in the late game. You shouldn't take CS on purpose (thought taking it by accident with Hymm of Valor will happen), it simply isn't cost effective with your gold item and you starve your lane partner out of gold if you take it.
In lane, your job is to create a "zone" around your ADC that keeps him safe from harass, the bigger the zone, the more pressure you create on your opponents to try to keep up with you two. You need to be aggressive in dealing damage but also mindful of your own position because Sona isn't a durable support. Ideally, you should coordinate with your lane partner so that you two are dealing damage at the same time to the enemy so that it doesn't become Sona vs 2 enemy laners.
In the mid to late game, your roles expand to buffing your team and providing utility as well as maintaining the damage output. It is imperative you stay alive in these phases of the game because in group objectives, your value is tied to how many spells you can cast; the more you cast, the more value you bring to your team. Dragon fights and baron fights are decided by how your position yourself and where you keep and shift your focus. This stage of the game is usually the most mentally demanding stage for you as you have to be both the support and the supplemental mage and keep the responsibilities of both roles in mind.
The first thing to remember when playing this particular build is that it is ok to be somewhat greedy. The reason pure supports are not suppose to take kills is that they can't translate the gold from that into more damage to snowball the game. With this build, this isn't the case. You actually have the ability to output a reasonable amount of damage in the mid to late game. Because of that, there are merits to being really aggressive in lane and going for the kills whenever you see the opportunity arise.
That being said, you still are the "support" of the team. You need to funnel some of that gold you acquire into vision. Buying a sightstone and wards in the beginning is usually enough for the team as Sona's basic abilities can rival the Locket of the Iron Solari and the Talisman of Ascension active in the late game. You shouldn't take CS on purpose (thought taking it by accident with Hymm of Valor will happen), it simply isn't cost effective with your gold item and you starve your lane partner out of gold if you take it.
In lane, your job is to create a "zone" around your ADC that keeps him safe from harass, the bigger the zone, the more pressure you create on your opponents to try to keep up with you two. You need to be aggressive in dealing damage but also mindful of your own position because Sona isn't a durable support. Ideally, you should coordinate with your lane partner so that you two are dealing damage at the same time to the enemy so that it doesn't become Sona vs 2 enemy laners.
In the mid to late game, your roles expand to buffing your team and providing utility as well as maintaining the damage output. It is imperative you stay alive in these phases of the game because in group objectives, your value is tied to how many spells you can cast; the more you cast, the more value you bring to your team. Dragon fights and baron fights are decided by how your position yourself and where you keep and shift your focus. This stage of the game is usually the most mentally demanding stage for you as you have to be both the support and the supplemental mage and keep the responsibilities of both roles in mind.
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This is what separates the good Sona players from the bad ones. A good Sona player will know to keep the charge at 2 and know which spell effect is needed for the third cast. Power Chord Staccato - Is activated if ![]() Power Chord Dimmuendo - Is activated if ![]() Power Chord - Tempo - Is activated if ![]() |
This is an aggro oriented skill sequence that takes advantage of Sona's aggressive playstyle and to maximize the effects of your gold item. Maximizing damage in lane with Hymm of Valor while healing up and absorbing damage with Aria of Perseverance.
It's important to take one point of Song of Celerity at level 4. This lets you either 1.) set up a gank with your Power Chord bonus or 2.) allows you to reach lane faster once you go back to buy a

I feel that this part of Sona's gameplay needs its own section as it's integral to her gameplay and this particular build
Sona's ability to bully people out of lane is what gave her a fearsome support since Season 1. Add in the fact that she has access to a heal drove her over the top and she had to be nerfed several times to keep her in check.
She still maintains excellent abilities to harass but there are some more risks now post nerf to how she trades. The gist of Sona's harass in lane is to abuse her Power Chord with Hymm of Valor as the active effect. Her high base damage especially in the early levels allows for Sona to chunk her opponents and establish early lane dominance. By keeping her Power Chord charge at 2, the enemy laner is forced to make a decision every time they go up for CS if they want to risk getting harassed and chunked by the third Hymm of Valor into the Power Chord bonus damage auto attack.
Her aura that affects your lane partner is beneficial as it adds to the overall damage dealt. It is very beneficial to coordinate the harass so that you get maximum damage out of each spell cast.
This build's emphasis on CDR and it's whopping 17.5% CDR start allows you to cast more spells in shorter time which is beneficial for establishing dominance in lane. This also rewards you for harassing as you recieve a lot of money from your gold item's harass bonus and the bandit mastery
Sona's ability to bully people out of lane is what gave her a fearsome support since Season 1. Add in the fact that she has access to a heal drove her over the top and she had to be nerfed several times to keep her in check.
She still maintains excellent abilities to harass but there are some more risks now post nerf to how she trades. The gist of Sona's harass in lane is to abuse her Power Chord with Hymm of Valor as the active effect. Her high base damage especially in the early levels allows for Sona to chunk her opponents and establish early lane dominance. By keeping her Power Chord charge at 2, the enemy laner is forced to make a decision every time they go up for CS if they want to risk getting harassed and chunked by the third Hymm of Valor into the Power Chord bonus damage auto attack.
Her aura that affects your lane partner is beneficial as it adds to the overall damage dealt. It is very beneficial to coordinate the harass so that you get maximum damage out of each spell cast.
This build's emphasis on CDR and it's whopping 17.5% CDR start allows you to cast more spells in shorter time which is beneficial for establishing dominance in lane. This also rewards you for harassing as you recieve a lot of money from your gold item's harass bonus and the bandit mastery
As mentioned earlier, the most unique aspect of this build is the items built. As this build takes on the qualities of a mage (think Orianna), you need more gold but the utility you get out of it is exponentially greater. Also, you get to build blueeeee
Last slot item choices
Trinket Choices
Last slot item choices
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Get this to go FULL BLUE. Also is great against burst assassin's like Leblanc or Zed, the one true bane of squishy supports like Sona. |
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A nonblue item choice but very potent. It gives you a massive AP boost sending you from 300 ish AP to 500+ AP. Since all your spells scale with AP, you and your team will get a lot out of Rabadon's |
Trinket Choices
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Default start. You only get one regular ward and this supplements the vision and allows you to have better coverage in lane. Switch it out after you get a sightstone for one of the two below. |
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If you're dominating the game, and every lane is winning. Buy this to continue snowballing and shutting down the enemy's vision while you guys take all the objectives |
Runes





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Early game mana regen is important to establish lane dominance and sustain |
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Also catered towards early game in lane harass. |
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The CDR given here plus masteries let you start with 17.5% CDR and allows for more spell casts in lane as well as straightforward itemization in this particular build |
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Perfectly fine choice instead of gold runes. You get more damage in early at the cost of some of the more expensive items in your build. |
Interchangeable runes
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This build is somewhat gold reliant. You're not sacrificing much by taking gold quints and the other runes were already chosen for their early game potential. This is your late game insurance rune. |
Offensive
Utility
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A big reason why I'm in the offensive tree in the first place. Having CDR in the beginning is crucial for that 17.5% CDR, also lets you dip into the offensive tree for early aggressive masteries |
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Rewards you for coordinating harass. Synergizes well with your hymm of valor aura bonus |
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A little extra ability power is good since all your skills scale with AP. |
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This mastery for magic penetration combined with your magic penetration marks will be felt by the enemy laners in the early game. A good round out for the offensive tree |
Utility
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Just an extra point in this to get to the next stage in the tree. Doesn't take anyway from this since it gives you movement speed which any squishy support would like more of. |
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Mana regen is a must for the early game |
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Really self explanatory. Gives you even more bang for your buck for your already free trinket. |
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A quaint little mastery. Gives bonus health regen and combos well with
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Yep, 2 extra gold per 10. Getting more gold to build into better items is a great thing |
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More gold. You can never go wrong with more gold. Trust me. |
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A crucial mastery. Getting this raises your starting gold to 525 which lets you buy one sight wards and two pots with your spellthief's edge. This starting build lets you stay in lane longer without having to go back for wards or pots and leave your lane partner by himself which is by far the worst thing you can do as a support. This mastery is the reason why I don't get the
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More mana for harass and utility. Combos well with
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A cool mastery that rewards you for harassing your enemies. It's worth taking because you can easily accumulate money just by waiting for the AD to hit a creep and you then walk up and hit him for some gold. It's even better when they have a melee support like ![]() |
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I like extra movespeed. Let's you scurry around the map; warding the objectives, sweeping wards, help gank mid or help your invading jungler who got caught. |
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Pretty much no arguments here on this one. From escaping to setting up your ult, this summoner does it all |
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Take this if you're feeling very confident and you are aware it will be a pubstomp. |
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If your lane partner does not want to take it, it's advisable for you take it. At least one person in bot needs to have this summoner to either survive a burst or gank or even bait a dive. |
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