OTP Sona Guide
EVERYTHING!!
Build Overview
You make up for Transcendence by taking an Ability Haste rune. Flat HP rune is better for early game. Scaling HP rune exceeds flat HP rune at level 7—you hit level 7 as support at around 10:30–11:00 in game time. Until then, flat HP rune is better.
HELIA RUSH!! Don't buy Tear. You get free boots and finish Helia at around 11–12 minutes with a few assists, or 9 minutes with a few kills (hehe).
LEVEL 6 ALL IN!! Buy Amp Tome and pop Elixir before the level 6 fight. You'll have an unhealthy 78 AP at level 6, and you'll catch people by surprise. Your R + auto + Q + auto does around 600–700 damage depending on their resistances. Paired with Ignite, you can 1v1 the enemy ADC as Sona support at level 6!! I do NOT recommend this under Diamond, because winning the level 6 fight doesn't guarantee a game win, and you're effectively nerfing your late game by 7–10% with these runes. Going Precision Legend: Haste is just that much better for late-game impact.
Going Swifties is a must. With your E's lingering movement speed, you're so fast ~~ But swifties ask for clean mechanics. Raw stats like HP is more reliable on Sona if you can't position well.
If you prefer.
If you have money for only one item, get Tear. If you go for Ruby Crystal, DON'T upgrade it into Kindlegem!! You only get +50 HP for the 400g upgrade, which isn't worth it. If you're playing into ranged, opt for Amp Tome and Faerie Charm, then upgrade into Bandleglass.
I buy Control Wards to make plays, not because my team might watch the map at that spot. I expect people to know what happens when they stay for a wave after a kill with 100 HP. The purpose of Control Wards is either to translate pressure or to defend against ganks/roams. You should always ask yourself, "Can I control the lane?" If yes, buy a pink, but on Sona, rarely. Sona spikes with items, so delaying that spike for 75g pinks before completing your lane quest just isn't worth it. Of course, there are situations where you need one. If your mid is weak early and likely to get ganked, placing a pink in the mid-river bush can help. But the most important thing is understanding jungle pathing so you always have a rough idea where the enemy jungle is, and pinging it for your clueless team. That only comes from experience. Use Sweeper only when it actually benefits you, and don't make it obvious you're clearing vision for your jungler to gank. Also, don't clear pointless wards that are clearly bait. I've seen 600 LP Masters clear wards I placed in lane as bait, only to then walk up and place a deeper ward in their jungle that they can't get rid of.
Refillable Potion is good in general, and amazing against poke. You can sell it for 60g whenever you want, so it only really costs 90g.
Seraph's users are suited for AP build. You'll have +300 AP, making your chords hit harder (W has 37% damage reduction!). Staff of Flowing can be swapped for Moonstone if you can't rely on your AP teammates. If Mejai's fails, you'll still have +300 AP, granted you proc Staff of Flowing Water and pop 500g Elixir. But you should replace Mejai's with Dawncore if you cannot keep it above 10 stacks. Full build with fully stacked Mejai's and SoFW proc gives you +500 AP. Your E slows them by +70% and W reduces damage by +50%
Helia is the best first item when you're able to consistently hit them with Q + auto. Going Diadem suggests Moonstone into Dawncore. This is your healer build. You can replace Diadem with Seraph's if you prefer.
Plated Steecaps and Frozen Heart when enemies draft too much AD. Mercs and Kaenic Rookern when enemies draft too much AP. Negatron Cloak if you get harassed by enemy AP like Kassadin, Vladimir, Fizz, Katarina. It's pretty much the equivalent of buying 4.5 Ruby Crystals for 850g instead of 1800g. If the game goes for long enough, you could sell it or upgrade it to Kaenic Rookern. Knight's Vow against full AD teams, especially if the carry you are playing around has a lot of lifesteal or life drain like Nilah, Samira, Swain, Hecarim, Olaf, Illaoi, Vladimir. You can kinda think of the 12% damage reduction as 12% bonus healing for both your heals and their own self-healing. Shurelya's Battlesong can be bought if your team has weak engage. Verdant Barrier stops Karthus from randomly taking 70% of your HP, Nocturne from blinding you, and it lets you walk near walls and bushes without worrying too much against hook champs. Good item to consider in lower ranks. Oblivion Orb... tragic, because 800g is extremely expensive for Sona support, especially since you tend to automatically win the game as soon as you finish Dawncore. You’re essentially delaying your late game to compensate for your teammates’ bad itemization, while putting yourself at risk by being too close to the enemies to apply anti-heal.
Heal adds sustain and mobility. It synergizes and scales the best with your kit. Don't try to save it for the last moment, use it as soon as you and your ADC are missing HP.
Exhaust helps against Nilah, Tristana, Pantheon, Olaf. However, you often make up for exhaust with your W Chords alone. It's exceptionally good against Hecarim because his damage scales with movement speed.
You're too close to the enemies by the time you're in range to apply ignite, and you're never taking ignite for late-game. But there are games where ignite gives you kill pressure in lane that you otherwise wouldn't have, especially when paired with Triple Tonic and Jack of All Trades.
Putting 3 points into Q before level 6 is good when you're playing a relatively safe lane where you can exert pressure. You can also take E at level 4 and put the other points into Q at levels 3 and 5. Max W after level 6. Max E after level 11. The philosophy is that you need this damage early on to poke. But mid- to late-game, empowered Qs are mostly useless in fights, and you really only want to be sending W and E power chords out accordingly. If you want to play defensive, W max into E max for slow play and scaling.
HOW DO SHE DOES IT?!
Passive
♡ Hit enemies with Q or heal allies with W to stack your Passive (up to 120 stacks).
♥ At max stacks, you'll have 60 Ability Haste on basic abilities.
♡ At max stacks, every Q or W use reduces your ult cooldown by 1.5 seconds.
Power Chord
♥ Q: deals 30−360 magic damage.
♡ W: reduces damage by 25% for 3 seconds.
♥ E: slows target by 50% for 2 seconds.
Hymn of Valor (Q)
♡ You are ideally looking to hit both the enemy ADC and support with Q.
♥ Usually only the other is in range, which means your second bolt will target the closest minion.
♡ You might mess up your ADC's farm and mental because of it.
♥ Look to hit Qs when the enemy ADC walks up to farm.
♡ Against hookers like Blitzcrank, play safe and focus on helping your ADC farm.
Aria of Perseverance (W)
♥ Costs a lot of mana early.
♡ Use W right before damage hits you or your ADC to shield it and heal past damage.
♥ W Chord is your priority. Use it on the enemy who deals the most damage.
♡ W projectile reveals stealthed allies, so don't cast W near teammates waiting in a bush.
♥ You might accidentally heal clones like Wukong's, Neeko's, LeBlanc's, and Shaco's.
Song of Celerity (E)
♡ So fast.
♥ Cycle for back-to-back E Chords, giving the enemy a 4-second 50% slow.
♡ Always store an E Chord when moving on the map.
♥ Take E at level 4 if you have pressure, otherwise level 3.
Crescendo (R)
♡ Make them do a little dancey dance.. ~~
♥ Does your team have health/mana/ultimates?
♡ Can they follow up if you Flash R?
♥ Learn to observe the best time to use it in your games.
WHAT ITEMS DOES SHE WANT?!
I explain most in the briefing above.
It depends. My recommendations are based off of my own personal experience, as well as what I've seen from better players. My information is by no means perfect. We all have different preferences, playstyles, and opinions, that differ from what I've wrote in the guide.
Around 90% of the time, I buy Swifties into Helia. The other 10%, I reverse the order. I rarely build any situational items, but I've listed some viable options.
Someone can run the numbers, but on Sona, raw HP is more reliable than armor or magic resist. At least until your third item. But ultimately your movement speed defines how much HP you have. No amount of armor or magic resist saves you from bad positioning
ENCHANTERS TRADE WITH ADCS!!
Support has better trade value. You have 2 health potions, and you're not busy thinking about last-hitting farm. Carry health is more valuable over yours. So go slap the enemy carry whenever they think about farming.
But be smart about it. Watch my video and understand positioning. Can your ADC help you if they actually engage 2v1 on you? Is your ADC busy last-hitting and has no summoners or mana? If yes, you're getting reported.
DIVE AND DIE!!
Sona is happy in lane. If the enemy support takes a bad roam timer, Sona WILL dive their ADC.
We build a big wave and zone their ADC from thinning it. We call for jungle or mid to be there. Even if we don't get help, SONA DIVES. And if Sona is the sacrificial lamb, it's a worthy trade-off if enemy ADC loses a big minion wave and the lamb didn't have a shutdown.
But understand: if Sona can do that, so can enemy Alistar. He will think the exact same way when you take a bad trade or a bad roam timer! Please stay in lane with your ADC if you don't know roam timers.
When you're getting dove, figure out who the enemy support is going for. Use W chord on their damage source, then cycle into a slow chord on whoever took turret aggro.
HOW TO DO THE ROAMINGS?!
Watch in-depth YouTube guides on when to roam as an enchanter support.
Why roam?
- Place deep vision for information.
- Counter enemy ganks.
- Help teammates (push waves, reset, heal, assist jungle).
- Support plays for objectives.
When to roam?
- After pushing a wave into tower.
- When your ADC is safe.
- You have a better recall timer.
When roaming:
- Always plan your path, don't move blindly.
- Always store an E Chord when moving on the map.
When NOT to roam?
- Your wave is slow pushing.
- Enemies are freezing the wave.
- ADC is vulnerable, but not inting.
- ADC just got an item spike.
- ADC has a scrumptious shutdown.
Good roam timer?
- Make sure your ADC won't lose too much.
- Ping your roam so your ADC doesn't overextend.
- Get back in lane before your ADC loses tempo and/or temper.
Opportunity?
- You support (carry) the whole team, not just your ADC.
- You don't have to sacrifice any agency for your ADC if you don't trust them.
Remember that every roam is a trade-off:
- Is leaving bot worth helping mid/jungle/objectives?
- Who is your team's win condition?
- What happens if your roam fails?
So please:
- Good roaming requires constant evaluation and adaptation.
- Roaming is about impact over presence.
Also, take notes from this amazing jungle tracking guide. This video teaches you when to trade, when to preserve health, what the jungle matchup means for botlane, how to know where the enemy jungler is and which moments he is looking to gank or invade.
RULE #1: ALWAYS BOSS UP!!!!
- Turn off all chat.
- Turn off enemy emotes.
- Don't be a hook magnet.
- Don't spam ping.
- Don't tilt.
- Mute teammates the moment they tilt.
- Between games, hydrate, stand up, stretch and move around.
- Get +2 kills @10
MY VIDEO!!
FLASH TIMERS FOR CHAT?!
Regular Flash
+5m.
Cosmic Insight
+4m. (it's 4m 15s but assume your teammate pinged it late).
Boots of Lucidity
+4m 30s but round down a bit to account for delay.
+3m 55s with both Cosmic Insight and Boots of Lucidity, so just do 4m.

