Sona is a high-sustain, high multi-target burst mage that excels both in laning and in teamfights. In lane she out pokes most typical mids, is very dangerous at 6 and, with blue buff, she can virtually last forever in lane. Mid game she can turn teamfights around with her great multi-target burst.
I know what you're thinking...
"
We've gone over this Subtle, Sona is not a viable AP mid! We're not about dat life."
I know, I know, just hear me out. I think Sona has what it takes to be a viable APC.
"
But she has shit scaling, only two damaging abilities, and she's the squishiest champion in the game."
In this section we'll be going through each skill one by one.
Power Chord
(Innate): After casting 3 spells, Sona's next attack deals an extra 8 + (10 × level) magic damage in addition to a bonus effect depending on which ability was cast last.
Additionally, Sona's Auras persist for 1 second after deactivating and set off a 0.5 second global cooldown.
This is Sona's hidden third damaging ability, and boy does it hurt. At level 18, a Staccato will do a whopping
618 damage. This is a very important ability for Sona and the reason I believe she's a viable AP Mid, but more on that later.
Hymn of Valor
(Stance) – Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power while the aura remains active.
(Active): Sona fires bolts of sound, dealing magic damage to the nearest two enemies (prioritizes champions).
(Power Chord) – Staccato: Deals double Power Chord damage.
The aura on this ability, while nice, is pretty unnoticeable. The reason this ability is so good is because of the active. It targets two people and scales really damn well(+0.7 per ability power). This and Power Chord are your two main poking tools early on.
At 50 ability power(what you have at around level 1-3) and this ability leveled twice, it will deal a hefty 135 damage. At level 18, with 500 ability power, it will deal 620 damage. With max CDR that's 600 damage every four seconds to
two enemy champions.
For comparison:
Champion's Move (single/dual/multi target): Damage if you only hit one, damage if you only hit two.
Sona's Hymn of Valor (dual target): 620, or 1220 damage.
Annie's Disintegrate (single target): 595 damage.
Ahri's Orb of Deception (multi-target): 610, or 1220 damage.
Lux's Light Binding (dual target): 610, or 915 damage.
Brand's Sear (single target): 565 damage.
So, as you can see, Sona's Hymn of Valor is definitely up to snuff against some other common AP Mages.
Aria of Perseverance
(Stance) – Persistent Aura: Sona plays the Aria of Perseverance, increasing nearby allied champions' Armor and Magic Resist while the aura remains active.
(Active): Sona sends out healing melodies, healing Sona and the most wounded nearby allied champion and inspiring them to receive additional Armor and Magic Resist for 3 seconds.
(Power Chord) – Diminuendo: Reduces the target's total damage output by 20% for 4 seconds.
This is the generally the reason it's commonly thought Sona has bad AP scaling. This ability is great early game and is where your sustain comes from. You can brush off enemy poke easily with this ability.
This ability, at 500 ability power, will heal you and an ally for 245 health.
For comparison:
Champion's Move (single/dual/multi target): Health given to yourself, total health given. MR and Defense given.
Sona's Aria of Perseverance (dual target): 245, or 490 health. 15 and 15.
Soraka's Astral Blessing (single target): 575 health. 0 and 105.
Nidalee's Primal Surge (single-target): 540 health. 0 and 0.
Song of Celerity
(Stance) – Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus movement speed while the aura remains active.
(Active): Sona energizes nearby allies, granting them increased movement speed for 1.5 seconds.
(Power Chord) – Tempo: Slows the target by 40% for 2 seconds.
This is a nice little ability. It makes it so you don't need to prioritize boots and will make you uncatchable at max rank. Not much else to say though.
Crescendo
(Active): Sona plays her ultimate chord, forcing enemy champions in a line in front of her to dance for 1.5 seconds and take magic damage upon impact.
This is Sona's signature and it's very strong. An AOE stun that, at 500 ability power, will deal a whopping
750 damage. That's 750 damage, on top of a stun that leaves them vulnerable for more ass-whooping from your team. At level 6, a Flash+Crescendo+Hymn+Power Chord is a guaranteed kill.
For comparison:
Champion's Move (single/dual/multi target): Damage if you only hit one, damage if you only hit two.
Sona's Crescendo (multi-target): 750, or 1500 damage.
Annie's Summon Tibbers (multi-target): 800, or 1600 damage.
Brand's Pyroclasm (multi-target): 600, or 1200 damage.
Lux's Final Spark (multi-target): 875, or 1750 damage.
Full Combo
Her combo is Ult-Q-Power Chord-W-Auto-E-Auto-Q-Power Chord. Probably throw in a Zhonyas somewhere in there. W and E are just there to proc Lich Bane.
I didn't do combo versus combo because I was too tired, but here:
Annie Combo:
Q-AA-W-AA-R-AA-Q
Around 2800 to 3000 damage depending on how much Tibbers does. Raw spell damage is 2600.
Lux Combo:
Q-AA-E-AA-R-AA
Around 2800 damage depending on how much Liandry's does. I honestly have no idea how much Liandry's does. Raw spell damage put is 2600.
Sona Combo:
Q-R-PC-W-AA-E-AA-Q-PC
About 5000 damage.
This is assuming: No item actives are used (only passives), Lux has Liandry's, Sona has Lich Bane, and everyone has 500 AP. First build I saw on Mobafire is what I went for for Lux and Annie. Everyone executes their combos perfectly.
(My phone deleted the entire part of combos so I forgot the exact numbers sorry)
I'm not sure if my math is wrong or if Lich Bane is stupidly OP. But the catch here is for Sona to do that combo she has to last 5 to 6 seconds. Annie and Lux have to just last 3 seconds, 4 for Annie.
Anywho here's a more bare bones version.
Annie:
Q-W-R
2250
Lux:
Q-W-R
2215
Sona:
Q-R-AA
1538
Assuming: No item actives nor passives. 500 AP.
So Sona has more sustained damage (a shitton at that) and less burst.
Summary: Sona does more damage than Lux and Annie over time(5 seconds), while Lux and Annie do more damage in a shorter time frame(3-4 seconds).
So what have we learned? Sona does damage. There's no denying it. However, it all depends on how much time your opponent will give you to do that damage. In lane all you really need is Q-R-PC because you should have them poked down enough that this combo will finish them. Mid and late game your combo is harder to pull off, but with Zhonya's Hourglass you can easily jump into the fight do half of your combo, use Zhonya's, then finish it off. I also recommend being creative with your ultimate use. Q-PC-W-AA-Zhonya's-R-AA-Q-PC is also a nice combo and it will keep your opponents on edge.
Starting Items
This is a safer start for Sona. It speaks for itself
Risky Starting Items
This is riskier since you have no wards and leave yourself open to ganks. However, you will have a lot of ability power and you will be a poking monster.
Core Items
Since Q and R are her only damaging abilities(other than her passive) Sona's autoattacks a very important. This is why we get Lich Bane. Her abilities are also easily spammable making Lich Bane an insanely good item on her. Athene's Unholy Grail for the ability power, cdr, and mana regen. These are all great stats for Sona. Zhonya's Hourglass help mitigate the short range of Sona in teamfights.
Secondary Items
This is where the build gets iffy and branches off. You can get one item here. Rabadon's Deathcap or Deathfire Grasp for the damage, or Morellonomicon for mana regen, and cdr. I personally find the cdr much more important, but if you find yourself in need of more burst, the other two items work well.
Boots
If you went with Rabadon's or Deathfire, you'll want the Ionian Boots of Lucidity for the cdr. If you went for Morellonomicon, you should go for the Sorcerer's Shoes.
Magic Penetration
If your enemies are stacking magic resist, then this is a good item. If you don't need the magic penetration, then I suggest getting another Secondary Item.
In lane you want to poke poke poke and heal off their poke. Quite a simple looking task, but it's easier said than done. Here are some of the champions you'll face in lane and how you'll fare against them.
Annie - The Darkchild -
Match-up: Skill based
Both of you have strong poke and a massive power spike at level 6. She doesn't have heal, so try your best to outpoke her. Whoever engages first at level 6 wins.
Akali - The Fist of Shadow -
Match-up: Easy
This is a very easy lane that's tipped heavily in your favor. HArass her and deny her farm. She'll most likely try to burst you down at level 6, but she'll be unable to. Use Crescendo to your advantage if she tries to use Twilight Shroud to escape.
Fiddlesticks - The Harbinger of Doom -
Match-up: Skill based
This scarecrow is squishy and has inferior poke. However, he has a strong heal. Other than his silence you shouldn't have much trouble with him. If you see him channeling his Crowstorm, use Crescendo to stop him.
Fizz - The Tidal Trickster -
Match-up: Easy
This silly fish might look scary, but he's no problem pre-6. Deny him farm and play aggressively. Once he turns 6 he'll probably be looking to burst you down, but, he simply can't. Chum the Waters has very low damage at level 1. This is a pretty easy lane if you keep harassing and deny him farm. Watch out though, since he'll try to dodge Crescendo with Playful/Trickster.
Heimerdinger - The Revered Inventor -
Match-up: Counter
This little guy is a massive bully. His wave clear is phenomenal and you'll have a very hard time getting close to him to poke. I highly advice not using Sona if you know your against Heimerdinger.
Kassadin - The Void Walker -
Match-up: Counter
Pre-6 you can harrass and heal off his damage without a problem. once he gets to level 6, you're pretty much a free kill for him since he does an insane amount of damage. You will get to level 6 before him so use this to your advantage! Get a kill on him before he gets to 6. Afterwards, you should probably just turret hug and watch as he scales into infinity while you're left in the dust.
Katarina - The Sinister Blade -
Match-up: Skill-based
This is an odd-lane. It's tipped highly in your favor since you have sustain, ranged harass and Crescendo which counters Death Lotus. Poke as much as you can and wait for her to use her Death Lotus so that you can use Crescendo. Even though the lane is in your favor, it's not an easy lane. Try stay ahead and always pay attention to Katarina.
Lux - The Lady of Luminosity -
Match-up: Skill-based
This a lane tipped in her favor. If you get caught with her snare when she has her ultimate, you're pretty much dead. Her poke is also great so it's hard to poke her back. It's a hard lane, but not entirely unwinnable.
Nidalee - The Bestial Huntress -
Match-up: Counter
Her Javelin Toss hits very hard. She counters most squishy casters. Her Javelin Toss is her only good move, so try to capitalize by poking while it's on cooldown.
Soraka - The Starchild -
Match-up: Easy
The ultimate battle! AP Soraka versus AP Sona! While I wish this battle would be closer, it's not. You out poke Soraka, but she out heals you. Pre-6 you might having a hard time, however once you get your ultimate she won't be able to do much to you. It's better to engage right after she uses Infuse so you don't Flash+Crescendo and then get silenced, unable to follow up.
Swain - The Master Tactician -
Match-up: Counter
This is a very hard lane for Sona. He's tanky, has sustain, and deals a lot of damage. Turret hug and try your best to poke. Once he hits 6 he'll just heal off all your poke and you'll be forced to turret hug.
Teemo - The Swift Scout -
Match-up: Easy
Very easy lane. I'd go as far as to say you're a hard counter to Teemo. Just heal off his Blinding Dart and poke him with Hymn of Valor. Power Chord still works when blinded. You can easily burst him down with Crescendo.
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The more I use Sona the more counters I'll update this with. I also urge you all to try AP Sona and report back with your findings
! I really need to us espell chekc