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- Rune, Masteries, and Summoner Spells
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Rune, Masteries, and Summoner Spells
Greater Quint of Armor x3
Greater Mark of Magic Penetration x9
Greater Seal of Health x9
Greater Glyph of Mana Regeneration x9
This is my default rune page for Sona. I'll use this in any case. It gives a balance between survivability and damage. Magic Penetration marks allow your harass with Q and Q power chords to deal more damage. Mana Regen blues allows Sona to spam her abilities more often without running out of mana so easily. Quints and seals are defaulted to defensive options because Sona is a squishy champion with low base resistances and HP.
This is the first rune page that I use on Sona in most cases. The general 0/9/21 support page offers a bit of defense while earning you more gold, CDR, and movespeed to move into position better.
The second page I use is more defensive and is slated towards heavy AP compositions with 16 points in the defensive tree. I'll opt for this mastery page in almost every situation where the enemy team has an AP top and mid.
This spell is essential to position properly for your ultimate. It is a good initiation or follow up initiation spell. Often times you will need flash to position properly for it. Teleports your Champion to your cursor's location. Ability to blink over walls and flash out of skill shots is something that Ghost can't do. Although Ghost gives you increased movement speed, it does not allow you do create get out of jail free type short cuts.
Exhaust is another core summoner spell. With Sona's W Chord and exhaust, Sona can easily disable any enemies who dare to jump on your carries after Crescendo is used. Always save exhaust for bruisers who jump on your carries as flashing in to exhaust an enemy carry is usually not worth it. Of course do not hesitate an enemy carry if they happen to be in range.
Ignite is also a viable summoner to secure kills and exert more pressure in lane. Try to ignite early to get a boost in damage and to reduce the chance of taking the kills away from your own carries. Ignite can also be taken if your AD Carry decides to pick exhaust, or if you believe the enemy AD/Support will be taking heal.
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