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All Guides Sona Guides Sona - Support Queen!
321
149
Updated
2 years ago
Views
441K
Comments
48

Sona Statistics for Cheezycookie

Author's performance with Sona compared to the ranked average.

Value
Average
Games Played
4
6
Win %
25
47
Kills
1.8
2.7
Assists
12.3
14.3
Deaths
6.3
6.6
KA:D Ratio
2.2
2.6
Gold Earned
8.4K
9.8K
Creep Score
15.5
22.2
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

7.png For summoners, heal got buffed in season 3 (like really buffed), and I feel like it's amazing on Sona. It gives you more health to survive lane and scales much better because of the changes. It also gives HP/level if you take the mastery which is great for supports.


3.pngHeal is very nice but in some lanes having an Exhaust is invaluable, it's also more straightforward for Solo Queue so I take it most of the time. You usually take this when their team has a pure assassin that you need to peel for your AD Carry, and is also useful for being more aggressive in lane for the slow.


4.png Needed on Sona because of her fragility and synergy with her ultimate. I usually don't like flash on supports but it's really helpful on Sona.


I find flash/heal better for zoning and scaling, but flash/exhaust is better if you're taking action

Runes Back to Top

  • 1x
    +26 health Greater Quintessence of Health
  • 9x
    +1 armor Greater Seal of Armor
  • 6x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +0.9 Armor Penetration / +0.62 Magic Penetration Greater Mark of Hybrid Penetration
  • 3x
    +0.33 mana regen / 5 sec. Greater Glyph of Mana Regeneration
  • 1x
    +4.26 armor Greater Quintessence of Armor
  • 1x
    +0.24 mana regen / 5 sec. per level Greater Quintessence of Scaling Mana Regeneration
Patch 3.08: SO MANY CHANGES
This patch gave Sona her flat HP back in exchange for some of her auras off of her W, this sucks after level 12, except that... you're stronger for the first 30 minutes of the game! this patch I moved a lot of the flat HP into damage and other stats and it makes Sona more dominant during the early levels

Runes want a balance of Defenses and Mana regen, more mana gives you more heals which "heal more" because you're taking less damage with armor, Sona has enough durability with the change that red can be a damage steroid too, which is also helped by mana regen. These types of stats all help each other do your job

Red:

Hybrid Pen: best in slot, best damage most of laning phase and helps you all game damagewise.
Flat Armor: Still good, but not as efficient as hybrid pen and since the change, you have enough room for durability
Flat AD: Good for the first 3 levels and then drops off, good for taking early towers in swaps
Magic Pen: Not that good for laning I think, good for level 6 burst

Yellow:
Flat Armor: These are OP take them
Mana Regen per level: Quints are better, deviating from flat armor yellows isn't good

Blue:
Flat Magic Resist: Best in slot, but worthless for laning, still worth it to take for later, usually 6.7-8.0 MR is enough to have a bit more MR than sorc shoes and runes
Flat Mana Regen: This is the best slot to put this in, I put 3 in this slot to pump me up for laning
Flat Armor: Wildly inefficient, some supports take this for incredibly aggressive laning, but just put it in your quints IMO

Quints:
Flat HP: Still good, I leave one to make my level 1 stronger and make myself feel like prepatch. Flat HP lets Sona get away with more things.
Flat Armor: King of bot lane, with more Flat HP after the change, I put more armor in my build to balance my defenses, especially after the W nerf
Mana Regen per level: Very underrated rune, in direct competition to gold quints. I like this better because I try to not buy chalice and use this instead, This also has an influence over your early levels and doesn't force you to back early to "cash in" your gold quints. 300 gold worth of stats for this compared to gold quints, which would take 50 minutes of ticking. I put it here instead of taking armor from my yellows now. Just one is enough for me

For people who can't get all of these crazy quints getting 3 of any should work OK, gold quints would work decent too

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

I roll with these masteries most of the time. These are most optimal for support all throughout the game and since my build and runes are defensive I feel like I don't have to get more points in the defense tree. The Utility tree is all speced towards early game aggression with all the flat income you get and the defense tree builds up all your maximum HP and armor that Sona desperately needs. I think the movespeed for the full 21 is worth taking compared to a 0/13/17 setup but you can see what you like better, the movespeed will help you trade without taking too many unnecessary hits, and it helps you initiate and not get caught later.

Abilities Back to Top

Passive
Q
1
3
5
7
9
W
2
4
10
12
13
E
8
14
15
17
18
R
6
11
16

Q) Max this first, it scales the best from levels and will win trades the best, with the skill and the aura. The range on this is about an auto attack to have to guarantee hitting a target, so if you're new you can autoattack someone and use this. If theres less than 2 creeps nearby, you can use this for damage from 700 range, try to take advantage of it.

W) Get 2 levels early for lane dominance, don't really need that many points in it, just try to damage them instead of taking it and use the early regen instead of investing in expensive heal spells.

This shouldn't have to be spammed throughout the game, conserve mana in lane and after. My #1 tip for Sona players is never heal in lane if someone is full HP, do some damage trading to get maximum effectiveness of your heals

E) Get 1 point early (at level 4 OR 8). Getting this before level 6 is usually a bad idea because it has very limited use in laning for the mana costs (especially with only one point in heals) and if theres proper warding it won't be needed. This gives a slight speed advantage but the main reason for this is access to the passive, which is the best option most of the time after laning phase, learn how to pull out the purple power chord whenever you need it. This is also one of the best late game spells so if you end up getting to level 18 you'll be quite useful, its basically a fraction of a Shurelya's at all times by then.

R) Take a point when possible, your bread and butter skill which is used for killing in lane, initiating fights, peeling for carries, escaping, whatever. Don't be afraid to use it

--

Early game you want to take bush control and try to be as aggressive as possible without dying, Sona is the master of trading damage however her low flat HP puts her in danger.

Items Back to Top

Starting Items

    Starting items, with your biscuit and Explorer ward (1 Pink ward, 3 green ward, 3 red pot, 2 blue pot)
    Typical backing items versus a lane which can't kill you that easily
    Typical backing items versus a high kill potential lane

Core Items

    support core build
    Typical midgame build - Ordered by importance

Situational Items

    cooldowns!
    Have AD casters / fed ADC
    need HP or vs. AOE
    vs. Magic AOE
    Initiating / disengage
    Get this if teamfights are drawn out or vs poke
Starting items:

I moved on to starting all consumables because team play demands more wards, top level play usually doesn't have starting items, the extra potions and pink ward will help you with lane dominance too.
If you don't know what to do with a pink ward you can get away with starting with a 1004_32.png


2049_32.png2045_32.pngSightstones are VERY BROKEN and should be bought as quickly as possible. The regular one gives 8-9 GP10 through wards alone, which also is given right away so you don't have to buy wards with it. The core build gives all the sustain and wards that you need so you get on with more important things. However, even though it's really good the 950 cost on the regular is hard to come by so I usually complete the philo stone first unless I get lucky and get the 950 gold on backing.

3096_32.png A good buy before sightstone some of the time, it gives better stats for non-kill lanes but less GP10, I usually go for sightstone when I can but buy this if I can't afford it or really want the regen. Buying this in general is a good idea because the mana regen is nice and it ends up paying for itself rather quickly


2043_32.png2043_32.pngAfter core, you should be upkeeping 1-2 extra wards, since you should have about 4 wards on the map at all times. These are usually pink vision wards for versatility for counterwarding. (Sightstones aren't enough!!!)

Later Items:

3190_32.pngFirstly, I really like Locket, it's really cheap for what it does and its a great bargain (and you should be looking for bargains as support). I'd get it all the time and be happy about it (though it has no magic resist so careful about that)

3050_32.pngThis is the best support item, ADC's scale multiplicatively and this just helps that, you'll seldom lose if you actually buy this. It's a hard buy if at least one of your solo laners or jungler is AD based so I probably wouldn't if that's the case. The main issue with this item is that its a huge buy, after kindlegem you need 1700 gold which is MASSIVE, saving that kind of money on a champ that doesn't farm is unviable in most games, making this item a rare treat.

3105_32.png3107_32.pngAegis of the Legion tree is actually situational in my opinion. The cost of Aegis is actually really high now and it lost its damage increase, usually only good if they have a fed AP or heavy AOE. This is now a common jungler item so you can rejoice and not worry about it a lot of the time, but its still a good buy if the other team is AP heavy and you have a carry jungle

3028_32.png There is a specific timing to this item I think, buying this compared to cooldown reduction will reduce your overall effectiveness but will help you more as Sona especially in drawn out teamfights, I would pick one up if mana starts becoming a pressing need in teamfights. There are certain games where mana is a total nonissue because people die very fast, but also games where people bump their Warmogs together and you'll run out in the middle of a fight. A successful Sona player should be able to recognize when to pick up extra mana power. Usually a good buy midgame after you buy your core defensive items


3069_32.png A common pickup now that Philosopher's Stone is more viable, get it if you need the initiation/disengage. It actually has horrible stats compared to other items like Locket, but the active is pretty invaluable depending on the situation. I get this to fill out my slots when I buy philosopher's stone

3023_32.pngTwin Shadows is another one of my favorite items, it's made for stomping people if you're winning. The MR will help you not get bursted and the AP will help you kill people, the movespeed will help you get ults off. I think it's a great Shurelya's alternative since the nerf to it, you can use the shadows to initiate team fights followed by your ult. However, since I usually go for Philo Stone I tend to go for Shurelya's.

3222_32.png This thing is really cool but also really expensive, this much money on low defensive stats is hard to justify, but if there's a situation where your AD Carry is getting locked down by something this might help. This is also another filler item if I got a chalice and the game goes late, a nice active when money is not an issue.

3165_32.pngNew season HIGHLY efficient item, sometimes its a good buy when you're very fed but locket is usually better, situational. I like it as a philo replacement if I'm extremely ahead.

3037_32.pngRidiculously efficient item, best use of 300 gold in the game, I sometimes take this as a replacement for Philo Stone after I buy Sightstone, or just buy it on top. Also a good pickup if laning with mana hungry ADCs. I think you're going to see a lot of this item in the coming months. However if you get sick of this item lategame, don't get it's upgrade it's awful, just sell it and get something else and take the 90 gold hit since its so cheap

3158_32.pngCooldown boots are more important this patch since the itemization for it is so bad, you'll want to this to help cap you out. A lot of the time I go for homeguard boots since it'll help you get wards out and be a presence, it's good for high pressure situations late game. If you have extra money lying around you can go for Captain enhancement which is good all the time, and helps if you're initiating with your ult.

3117_32.png These aren't a bad choice on Sona but I consider CDR version better most of the time, it really depends on your style of play. I usually buy this if teamfights are ending in like 2 seconds if everyone's playing assassins, this will help you get the perfect ulti in time.

2042_32.png Expensive and you don't want to die with one, however important during key points during the game. I usually buy this during extremes during the game to close opportunities for the opponents, such as strangling the opponents vision while you're ahead or clearing out your jungle when you're losing to make opportunities

2039_32.png Who scales well off cooldown reduction and some cheap AP? Sona, of course! Consider one during high pressure moments when you need extra power and have extra cash laying around

--
3020_32.png3136_32.png3023_32.png3174_32.png3165_32.png For those games where you're magically fed you can go demi-AP carry to really scare their bot lane. Going off-role is usually risky and good only if you can use it to push your advantage mid-game compared to ruby crystals (it would be a waste of cash later). Sona scales really well with magic pen so you can stomp with this, or try out power lanes with Varus or Urgot. Support Zyra is definitely more suited for this but Sona does have the option!

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Blitzcrank
    Hard
  • Caitlyn
    Medium
  • Draven
    Hard
  • Ezreal
    Medium
  • Fiddlesticks
    Hard
  • Graves
    Easy
  • Janna
    Easy
  • Leona
    Medium
  • Lulu
    Easy
  • Miss Fortune
    Medium
  • Nunu
    Easy
  • Soraka
    Easy
  • Taric
    Medium
  • Thresh
    Hard
  • Vayne
    Easy
  • Zyra
    Hard

VS

Blitzcrank

Hard

Counter to Sona in lane and throughout game, usually can't harass him and hard to initiate on.

However, you can outplay blitzcranks level 1 (but not level 2) since they don't have Power fist yet, get as much harass on him as you can level 1 and you'll be able to win lane really early

VS

Caitlyn

Medium

Strong laner in general, able to hit you without taking damage and lifesteal back up, however you can keep up with her and scale your AD higher

VS

Draven

Hard

This guy will kill you straight up level 1 or 2 if you play it wrong

VS

Ezreal

Medium

A good Ezreal can get some big free damage on you but you can too, I'd call this more of a skill matchup

VS

Fiddlesticks

Hard

The strongest support right now!

He can destroy you in later levels (5-6) with the right ADC as long as he has bush control, or you can outplay him if their bot lane isn't coordinated

Maintaining bush control in this matchup is very important because he can catch you by surprise if he has his own bush pink warded

VS

Graves

Easy

Short ranged guy, just get some free damage on him early, just make sure to not die at level 6

VS

Janna

Easy

She's not really picked for laning prescence but she is easy to bully, go ahead at it so they regret the pick

VS

Leona

Medium

If you don't die you win, it's a pretty polar lane, bully her level 1 because there's not much she can do

VS

Lulu

Easy

Pretty even matchup, you're stronger in early levels like 3-4 where you can poke her out of lane, but level 6 shes beefier and would easily win a 2v2

In newer patches, her mana costs got wrecked HARD, she'll go oom when you're not even close if you build right, you can bully her in lane pretty consistantly

VS

Miss Fortune

Medium

Sona's pretty decent versus her because you can turn off her passive at will. However MF has a lot of burst potential and can kill, so make sure you have a strong AD to back you up

VS

Nunu

Easy

Sona counters him! He can't burst and eats up damage, just pile up the damage

VS

Soraka

Easy

I'm not a big fan of Soraka, Sona will outpoke and out sustain her if you're active and you also have 0 chance of dying versus her

VS

Taric

Medium

This guy is super hard to deal with in lane, do whatever you can to stay alive. If you can survive you'll outscale him late

VS

Thresh

Hard

This is a good pick and counter against Sona, but you can easily play around him, he has 475 range on most of his damage while you have 550 on yours, and his grab is slower than blitzcrank, can be a skill matchup

VS

Vayne

Easy

Easy to lane against but can easily get out of hand. Sona can punish this a lot, stay as active as possible and deny so she doesn't get ahead

VS

Zyra

Hard

The only true counter to Sona imo, she can outrange all of your skills and outdamage you early. A good Zyra can usually beat a good Sona but you can definitely outplay one, if you manage to dodge all her spells you'll be fine.

Tips Back to Top

Don't heal one person unless you have full mana, this is how you come ahead in any lane unrelated to what kind of ADC you have, her 2 person heal is incredibly efficient and should always be used to the full effect

example below:
bwMwbHS.png




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