(Innate): After casting 3 spells, Sona's next attack deals extra 8 + (10 × level) magic damage. This enhanced attack has an additional effect depending on which spell was cast last.
Tips :
The power of the passive!Different chords for totally different effects, crazy!
Sona's passive is very interesting considering that, in effect, she possesses three, one for each of her basic abilites.
To use your passive, you should first use three spells to have it stacked and ready. Once this has been done, your next basic attack will be changed depending on the aura that is active.
The power chord that goes with Hymn of Valor, Staccato, lets you double the damages on your next auto-attack. It is a very good way of harassing your enemy; the damage that will be dealt should not be underestimated – far from it!
The power chord that goes with Aria of perseverance, Diminuendo, has a more defensive use. If an enemy target has been touched by it, you will reduce his damages by 20% for 4 seconds. It is a very good spell to use in a fight on the botlane by putting it on all the carry. You could otherwise couple it with an Exhaust to really cause trouble for your target. You could also use it in a difficult situation, for example if you attempt to back from a battle and reduce the damages of the opposing AD. Excellent in both situations!
The power chord of Song of Celerity, Tempo, allows you the possibility to chase your opponent. The target will be slowed by 40% for 2 seconds, which is pretty huge! As long as you have other controls in your team, it will have little chance of escape during a trade. It is also a good way to slow an aggressive enemy to let you escape.
To sum up, you will have understood, the passive requires a little bit of practice and understanding, especially for each effect. But once this has been grasped, it really is possible to do whatever you want with this beautiful muse.
(Stance) – Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power until she changes stance.
Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or minions.
(Power Chord) - Staccato: If this spell was last cast when Sona's Power Chord is ready, her next attack will double the damage of her Power Chord.
Tips :
Blue force!I like a good poking I do.
An excellent spell in the early during the lane phase. It will let you harass your opponent to the max while dealing them a lot of damages. You should know that the spell automatically focuses on the champions if you are close to them, more than the sbires. It is a good way to create pressure, however, be careful because the range is not unlimited and it often ends up with you advancing too much and becoming vulnerable. Sona has weak HP and when faced with a mix of burst/control you rapidly run the risk of having to hang up your harp.
The passive effect of the persistant halo boosts the abilities of your AD carry, which is very interesting for your burst in general (for the AD or AP ratios). It also improves your AP passive which increases the damages of Hymn of Valor. It is usually the most used passive in the lane phase along with that of Aria of perseverance.
With Sona's passive your can use the power chord Staccato which will double the damages in auto-attack!
Attack Damage & Ability Power: 4 / 8 / 12 / 16 / 20
Cost: 45 / 50 / 55 / 60 / 65 mana
Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.7 per ability power)
(Stance) – Persistent Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance until she changes stances.
Activation: Sona sends out healing melodies, healing herself and the most-wounded nearby ally champion. Additionally, both Sona and the healed champion will receive additional armor and magic resist for 3 seconds.
(Power Chord) - Diminuendo: If this spell was last cast when Sona's Power Chord is ready, her next attack will debuff the target to deal 20% less damage for 4 seconds.
Tips :
Moving on to the green force!Become ridiculously tanky and don't forget to heal!
Your healing spell guarantees your a good sustain in the lane, even if it is not comparable to that of Soraka. But it is enough to hold the botlane and help during a fight. It will always heal the the ally near you with the lowest HP, remember that!
The persistant halo in the passive lets you be a bit more tanky by giving you armour and extra magic resistance to your surrounding allies. The bonus isn't huge but it still reduces the burst that you could take. That will stop you from being so vulnerable on the botlane, in the case of a difficult exchange you can hold a bit more.
To finish, the power chord Diminuendo lets you reduce an opponents damages, working very well on opposing AD carry.
Armor & Magic Resist: 3 / 6 / 9 / 12 / 15
Cost: 60 / 65 / 70 / 75 / 80 mana
Heal: 40 / 60 / 80 / 100 / 120 (+0.25 per ability power)
Bonus Armor and Magic Resist: 8 / 11 / 14 / 17 / 20
(Stance) – Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus flat movement speed until she changes stances.
Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds.
(Power Chord) - Tempo: If this spell was last cast when Sona's Power Chord is ready, her next attack will slow the target by 40% for 2 seconds.
Tips :
Finish with the purple force.Run little bird, escape while you still can!
A passive and an active that are not very different since it is a movement speed boost for Sona and her allies. It will serve you mostly to chase of fight in retreat. It acts a bit like a shurelya with less speed, of course.
The power chord Tempo is excellent to slow a target who will try to escape, so you can destroy him. To sum up, a good slow that works by 40%.
(Stance) Movement Speed: 4 / 8 / 12 / 16 / 20
Activation: Movement Speed: 6 / 8 / 10 / 12 / 14 %
(Active): Sona plays her ultimate chord in a broad line in front of her, forcing enemy champions caught to dance stunned for 1.5 seconds and take magic damage upon impact.
Tips :
Dance! Dance I tell you!Sona, queen of the dance floor.
A very good ultimate that will let you engage in numerous team fights. The range is good even though it puts you in front, and therefore vulnerable.
In the lane phase you can quickly use it in a bush by playing aggressively with your AD carry. The control time stays decent enough to deal maximum damages with your ally. It is also a pretty big AoE which will include your enemies in the dance.
In teamfight it will be a very good engage, especially coupled with other damage control AoE (Amumu, Ezreal...). You can also use it in defence to get out of a tricky situation by controlling your opponents.
Cost: 100 / 150 / 200 mana
Cooldown: 140 / 120 / 100 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Pros
Sona has a very good harass in lane
Her different abilities make her very multi-purpose
She has a zone ultimate that is very powerful in teamfight
She is very strong in siege phases
Cons
Apart from her ultimate she does not have a lot of controls
Her passive is quite difficult to use to begin with
Sona is very manavorous in earlygame but strangely she does try to poke to the max
She is also really squishy