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Sona

Champion guide

Patch 26.16

Sona

Maven of the Strings

  • Support
  • Mana

Three melodies that never stop and an ultimate that makes a whole team dance. She does nothing spectacular, she just makes her side permanently better.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
450+70
HP regen (per 5s)
5.05+0.55
Mana
310+45
Mana regen (per 5s)
7.65+0.65
Attack damage
50+3
Attack speed
0.644+2.3 %
Armor
15.3+3.3
Magic resist
30+0
Attack range
550
Move speed
330

Abilities

Sona, Power Chord

Passive

Power Chord

After casting 3 spells, Sona's next attack deals bonus magic damage and causes her target to deal reduced damage for a few seconds.

  • Sona Q, Hymn of ValorQ

    Hymn of Valor

    5 ranks
    Cooldown
    7 s
    Cost
    65/70/75/80/85 Mana
    Range
    825
    Damage
    60/110/160/210/260 (+50 % AP)

    Persistent Aura: Grants nearby allied Champions 6/8/10/12/14 Attack Damage and Ability Power. Active: Deals 60/110/160/210/260 (+50 % AP) magic damage to the nearest 2 enemies, prioritizing Champions.

  • Sona W, Aria of PerseveranceW

    Aria of Perseverance

    5 ranks
    Cooldown
    7 s
    Cost
    65/70/75/80/85 Mana
    Range
    1,000
    Healing
    30/55/80/105/130 (+50 % AP)

    Persistent Aura: Grants nearby allied Champions 8/12/16/20/24 Armor and Magic Resist. Active: Heals Sona and the most wounded nearby allied Champion for 30/55/80/105/130 (+50 % AP) Health.

  • Sona E, Song of CelerityE

    Song of Celerity

    5 ranks
    Cooldown
    7 s
    Cost
    65/70/75/80/85 Mana
    Range
    1,000

    Persistent Aura: Grants nearby allied Champions 8/11/14/17/20 Move Speed. Active: Grants nearby allied Champions 6/8/10/12/14% Move Speed for 1.5 seconds.

  • Sona R, CrescendoR

    Crescendo

    3 ranks
    Cooldown
    170/150/130 s
    Cost
    100 Mana
    Range
    900
    Damage
    150/250/350 (+70 % AP)

    Strikes an irresistible chord dealing 150/250/350 (+70 % AP) magic damage and forcing enemy Champions to dance for 1.5 seconds.

In short

Sona plays on rhythm rather than windows. Each of her three melodies leaves an aura around her: damage with Hymn of Valor, resistances with Aria of Perseverance, movement speed with Song of Celerity. You don't cast them for the immediate effect but for the state they leave your team in.

Her Power Chord passive rewards rotating through them: three abilities cast, and her next auto attack hits hard while cutting the target's damage. Crescendo is one of the few ultimates that can freeze an entire team. Against all that, extreme fragility and a mana pool that punishes every button pressed for nothing.

Strengths and weaknesses

She's the support who shapes a lane the most without ever taking a risk. The Aria heal keeps a carry alive through poke, the Hymn makes every auto attack trade favourable, and the passive turns a plain attack into serious harassment. Song of Celerity is underrated: on this map, movement speed decides half the rotations and half the ambushes.

Her flaws are brutal. She has no escape, a tiny health pool, and a constant choice between healing, poking and speeding up, because her mana won't cover all three. Before her ultimate she has no crowd control at all, so any enemy engage simply lands. This is a champion with no safety net, who lives or dies on positioning.

Laning phase

Your lane is about rotation, not spam. Chain three abilities to arm the passive, then land the auto attack on the enemy champion: the damage reduction it applies makes the next trade a win for your carry. That's your real pressure, far more than the Hymn's direct damage.

Resist healing at the first sliver of missing health. The Aria is expensive, and a Sona with no mana is a Sona doing nothing for a full minute. Keep enough to cast a melody when a gank arrives: movement speed saves more often than the heal. And remember vision is at least as much your job as the jungler's.

Power spikes

Your major spike is the ultimate, no argument. Before it you're a comfort. After it you can open or cancel any teamfight single-handedly. The rest of your game organises around its availability.

After that, items that fix your mana matter more than raw power, because they finally let you play all three melodies instead of rationing two. Items that strengthen your auras and healing return far more than a damage item on a champion who was never going to kill anyone alone.

Teamfights and positioning

You stand behind everyone, at the edge of what your auras can cover. That's the champion's central constraint: your effects are zones around you, so you have to be close enough for them to reach and far enough not to die. Managing that balance is the entire job.

Crescendo is the most important decision of the game. Landed on three or four enemies lined up, it wins the fight. Panicked onto a single target, it leaves you spectating. Rotate your melodies while the scrum lasts: celerity to enter or disengage, perseverance when the damage lands, valor when your team has the upper hand.