- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Mana Regeneration+1.25 mana regen / 5 sec.
Greater Quintessence of Health+26 health
Greater Mark of Hybrid Penetration+0.9 Armor Penetration / +0.62 Magic Penetration
Greater Seal of Armor+1.41 armor
Greater Glyph of Magic Resist+1.34 magic resist
Greater Glyph of Mana Regeneration+0.31 mana regen / 5 sec.
Quintessences: 1 mana regen, 2 flat HP
Marks: Hybrid Pen
Glyphs: 5 mana regen, 4 Magic resist
- Points Available: 30 / 30
ExhaustExhausts target enemy champion, reducing their Movement Speed and damage dealt by 30% for 2.5 seconds and reduces their Attack Speed by 50% for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
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.
Heal could be a viable summoner pick if you are against a more aggressive lane, in order to to keep you and your carry alive. It also combos well in team fights with all your auras and the shield from Iron Solari.
There are multiple things to think about when you are playing a support champion. Some of the general things a support player should know about are when to be aggressive, when to be passive, predicting the jungler's location, what your positioning in lane and team fights should be, what items to buy, and where to place wards and whether teamfights can be won. All of these general things a support player should know all apply when you choose to play Sona. I will briefly go over these things below.
The Laning Phase
In competitive play, there is always an advantage to having vision on the map because it helps you prevent ganks and allows your ranged attack damage partner to farm freely without the fear of a gank coming. By the 4 minute mark you will want to have your river entrances warded since that is a common path for an enemy jungler to go through. You may also want to use a ward in one of the two lane brush if you feel the enemy is being fairly aggressive in the lane and you want to see what their position is in the brush. Keeping 1 ward in either of the two bottom brush will allow you to predict when the enemy bottom lane wants to be aggressive against you. One way to tell if the enemy wants to be aggressive is if they sit at the edge of the brush or if they start walking in range to deal damage to you. Your Vision ward will be used if you want your jungler to gank, or to provide even more presence.
When you are not placing wards, you should be actively healing and positioning yourself in an aggressive position, if you choose to play aggressive. By playing aggressive, you can pressure the opponents into making mistakes or missing CS. However, do take note of enemy supports which can instantly gib you if they have any sort of CCs. If unsure, it will never go wrong if you decide to max heal and play passively. The main goal for the bottom lane is to farm last hits and not die until your partner has strong enough items to base and help you win a team fight.
Sona has the most kill potential at level 6. With the 1.5 second stun and burst damage that your ultimate gives you, you should have enough time to combined damage to kill the enemy bottom lane or force them to burn summoners and base while they lose tons of creeps to the tower.
Positioning in Lane
Positioning in lane depends on how aggressive or defensive you want to be in lane. If you would like to play more aggressive, you attempt to sit at the edge of the creep wave so that you have the ability to auto-attack or active Hymn of Valor on the enemy ranged attack damage carry. In an aggressive position, close enough to the enemy ranged attack damage carry, you have the potential to scare the enemy off from last hitting (disrupting his ability to last hit) or punish the enemy AD Carry for taking a cs. However this also means you are danger of taking damage yourself since Sona’s auto-attack range is 550 (which is the same range as the lower ranged attack damage carries) and you are extremely squishy as well. If you plan on playing more defensive, you should probably not situate yourself in range of taking damage from the enemy team. Feel free to sit back and heal your ranged attack damage partner if he is taking damage since defensive play is mainly about sustaining your partner in lane. If you plan on playing defensive, try not to take damage or die and trade damage after the enemies skills are on cooldown.
One of the strengths of Sona is her ability to make her team even stronger. This is done with her passive attack/magic damage buff skill called Hymn of Valor. Focusing on maximizing this skill first allows you to not only deal more damage individually but also allows your ranged attack damage partner and teammates to deal more damage. By maximizing this skill, you allow your ranged attack damage partner an easier time last hitting (since his auto-attacks deal more damage which makes it harder to miss a last hit) and it allows your team a better chance of bursting and killing the enemy team with added attack/magic damage. This bonus attack/magic damage also helps give you the upper hand when you attempt to trade damage with the enemy bottom lane. This is because Sona’s bonus damage should help you hurt the enemy more than they can they can you. In theory, this will put a lot of pressure on the enemy if they come in for a cs as they will get chunked for over 200HP every time by a Q and an empowered power chord. Do take note that if you miss your Q, there will be a 5 second window where you will be extremely vulnerable to a counterattack, so try not to miss those.
The other strength of Sona is her ability to heal herself and her teammates. The added bonus to her healing skill, Aria of Perseverance, is giving bonus passive armor and magic resistance to her team. Although I do not find that focusing on her healing ability to be effective, in some situations (Such as facing Blitz or Leona) which forces you to play more defensive. Cases where you are playing defensive as Sona should be the ones where you feel as though the enemy team is attempting to harass your ranged attack damage carry and is vulnerable to getting killed in an all in. In this kind of situation, you would want to try to heal your ranged attack damage partner as fast as you can so that he can safely farm again. This defensive style is an attempt to allow your partner to farm safely but it removes your ability to play extremely aggressive unless you play to trade with the enemy bottom lane and heal yourselves back to full health if the enemy bot lane makes a mistake.
Positioning in Team Fights
The best positioning in team fights is to be in range of a majority of your team so that they benefit from your passive aura buffs. At the same time you do not want to be in danger of taking damage or dying since your passive aura leaves when you die. Staying alive and providing aura bonuses to your team is the key to being a successful Sona. There are basically 2 ways of playing out teamfights as a Sona. Either you stand behind your carries and save your ultimate when bruisers/assassins jump on them, or you flash offensively to land your ultimate on the enemy team, allowing your team to follow up to score an ace. Assess every situation carefully to decide your role during teamfights.
In general, the best wards are the ones that cover the paths that the enemy junglers take to gank you. Most of these wards covers the entrances to lanes, the river, and in your or the enemy jungle. In the early to mid-game you are only responsible for covering the bottom of the river where there are entrances to the bottom lane and dragon. In Season 4, the change to wards has now changed the burden of warding from just the support to a team as a whole. Since you can only have 3 wards down at a time, choose where you place your wards carefully, depending on what your team is doing at the moment (for example, if your team is getting ready for dragon, setting up wards around baron and in your enemy's jungle are ideal). You can only have one vision ward down at a time now, but you should carry several of them so that you can clear wards in several areas (set the ward, clear the enemy wards, go to a new spot and set down another ward, etc).
Strengths: Harassing in Lane and Auras
The two biggest strengths of Sona are her ability to harass while in lane and her auras that boost the fighting potential of her team. Because Sona has a ranged auto-attack she is ability to damage the enemy bottom lane while they are farming under the turret. Her Hymn of Valor has a range of 700 which is higher than most ranged attack damage carries. The other strength that Sona has are her auras which she can adjust to accommodate her team when they need it. If you feel that your team will benefit from bonus attack/magic damage in a fight or initiation then you can turn on your Hymn of Valor and if you feel that your team will benefit from the sustain and armor/magic resistance bonus then you can turn on your Aria of Perseverance. The other option of her aura is movement speed which allows your team to positioning themselves, kite, or escape in a faster amount of time than most enemy teams expect.
Weakness: Consistent Harassment & All Ins
One of the biggest problems I find with playing Sona is when the enemy bottom lane decides to be overly aggressive with harassment. If harassment continues over a long period of time, Sona will come into mana problems. The other problem that comes with harassment is constantly being forced to use her Aria of Perseverance skill. This means you are on your back foot as you are unable to use your Hymn of Valor for bonus attack/magic damage. One way to prevent this from happening is attempting to be just as aggressive against the enemy bottom lane but this is a risky situation. The other option is choosing to maximize Hymn of Valor to try to out sustain the consistent harassment. This allows your ranged attack damage partner some comfort with the sustain but again, it prevents you from having the option of being aggressive with bonus attack/magic damage.
Another weakness is playing against lanes which have an insane burst potential. The moment the enemy lands a CC on you or your carry, they will will stun lock and burst you down in an instant, thus preventing you from using your skills to sustain the lane.
The Laning Phase Before Level 6: Brush Control
Always try to stay within the brush because it will give you the element of surprise when you are attempting to be aggressive when trying to get in range of stunning the enemy bottom lane. Your positioning in the brush will help you control the lane because the enemy bottom lane won't know how aggressive you are playing unless they place a ward in the bottom brush. As I have said before, being in position to auto-attack or use Hymn of Valor to deal damage has its risks and benefits. One of the biggest down sides to using Hymn of Valor is that it hits two targets. If you happen to be out of range of an enemy champion when u use Hymn of Valor you will hit nearby enemy minions which might push your lane further than you want it to go. Trading damage is also not a bad idea since Sona’s attack/magic damage aura, armor/magic resistance aura, and heal should give you the better end of an exchange but you need to be careful since Sona is a very frail support and can be burst to death.
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