Not Updated For Current Season
All Random, All Mid (ARAM) is my Favored Game mode to play. One reason is builds that would be frowned upon, or would be really bad in Summoner's Rift can be quite viable.
This ARAM build's focus is to stack Mana, with (or ) to convert it into AP and abuse procs with .
Please Refer to the Notes above for details on Items, Masteries, and Runes.
Good use of , Sona's passive, is key to this build, especially upon building (or even just the ).
When no enemies are around, or your running to lane, or away from the enemy base to prevent a counter push, Just spamming your abilities, minding the Cooldown on 's mana charge, is a good idea. You want to have ~400+ mana charged on it before finishing , depending on how much gold you make before dying.
After building or , mind the 2 second Cooldown on the SpellBlade passive when pushing creep waves and turrets/inhibitor. Even with just 20% CDR, your skills will be spammable enough to cast one every 2 seconds to burn through targets. Always try to have be the spell that procs when pushing.
is a staple for most, and with the change to , is now my go-to second summoner spell. The Utility is brings is hard to beat.
was my default secondary summoner spell on ARAM when it was a party heal. Now that it is only a 2 person heal, its not up to par anymore. You'll have a better, more spammable, heal in your arsenal for just being .
is 'meh' on ARAM, in my opinion. I've rarely seen it secure a kill. Sure its useful for the Greiv Wounds, but with no Recall/Fountain healing, pokes are better suited then it.
on ARAM? Can't recall seeing someone with it, let alone it being useful. It's got good utility, but I find better.
... Nope. This build has u start with 2 Mana pots, with gold to spare for more if you're sketchy on your mana usage. Also, after Catalyst/RoA you'll never have Mana issues, so 's usefulness drops off quick.
In the future I may add additional AP Sona ARAM builds to this guide, especially if requested. *nudgenudge*
Thanks for reading this build guide & let me know what you think, and/or how the build works out should you try it for yourself. Which might take time, as you might not get Sona whilst playing ARAM.
Peace
-Zaz
- Oct 09, 2019 Hey, im moon, and I've been playing Sona since season 6. I made this guide to share my knowledge and experience of AP Sona with you. This build came about because one of my friends, who was the person who recommended I try Sona, gave me the wrong build, which ended up being a mix of his Sona build, and his Ahri build.
- We track the millions of LoL games played every day to gather champion stats, matchups, builds & summoner rankings, as well as champion stats, popularity.
- Jun 07, 2015 This video is unavailable. Watch Queue Queue. Watch Queue Queue.
Patch 10.5 ARAM NA Nidalee Build Guide. Welcome to the METAsrc Nidalee build guide. We've used our extensive database of League of Legends stats along with proprietary algorithms to calculate the most optimal build for Nidalee.
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AP Sona: Mana-Cannon (ARAM Build)
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Spells:
Flash
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Support Role
Support Role
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Is Sona Healing Through Dmg On Aram Life
Items
Ability Order
Q
E
Introduction
AP Sona Mana-Cannon Build
(This is my First Build Guide, Constructive Criticism Welcome)
(This is my First Build Guide, Constructive Criticism Welcome)
All Random, All Mid (ARAM) is my Favored Game mode to play. One reason is builds that would be frowned upon, or would be really bad in Summoner's Rift can be quite viable.
This ARAM build's focus is to stack Mana, with (or ) to convert it into AP and abuse procs with .
Please Refer to the Notes above for details on Items, Masteries, and Runes.
Change Log
4/11/2014 - Added change log, Adjusted Core Purchases Order w/Note, Added 'Captain' boot enchant option, Added joke Pro and Con, Updated Summoner Spells.Pros / Cons
Pros: + Good Burst & Sustained damage + Big Shift after Archangels/Seraph's is built + Great teammate to have on ARAM + Heals, Slows, AOE Dmg, Off/Def/Speed Buffs, Stun, etc... + Teams with Sona often win ARAM | Cons: - Glass Cannon (lessened after RoA) - Often Focused/Burst Down - Squishy - Can Lag teammates with low-end computers/toasters - Spamming Q-W-E in rapid succession may lead to excessive Wear-&-Tear for your keyboard |
Abilities
Staring with all 3 basic abilities allows for quick mana charge stacks on .- Use to poke/harrass, or just for the passive aura for team mates to have stronger pokes.
- Use to heal yourself and a nearby ally after taking a hit, or use as proactive Armor/MR boost on incoming Poke(s).
- Use to get back from base to lane, to boost teammates' escapes or chases, or to just guarantee an assist on a kill when you are too far away.
Good use of , Sona's passive, is key to this build, especially upon building (or even just the ).
- + is great burst damage, and with enough CDR, great sustained damage, and a good turret buster with .
- + is best used against an enemy just before heavy burst, be it a high damage ultimate, or an assassin's skill spam.
- + is useful for Kiting, denying chase, or giving chase.
When no enemies are around, or your running to lane, or away from the enemy base to prevent a counter push, Just spamming your abilities, minding the Cooldown on 's mana charge, is a good idea. You want to have ~400+ mana charged on it before finishing , depending on how much gold you make before dying.
After building or , mind the 2 second Cooldown on the SpellBlade passive when pushing creep waves and turrets/inhibitor. Even with just 20% CDR, your skills will be spammable enough to cast one every 2 seconds to burn through targets. Always try to have be the spell that procs when pushing.
Summoner Spells
is my first choice for any champ on ARAM. Very useful for when Pulled/leashed into enemy team (,), when your about to be hit with a heavy skill (), or burst down by skill spam().is a staple for most, and with the change to , is now my go-to second summoner spell. The Utility is brings is hard to beat.
was my default secondary summoner spell on ARAM when it was a party heal. Now that it is only a 2 person heal, its not up to par anymore. You'll have a better, more spammable, heal in your arsenal for just being .
is 'meh' on ARAM, in my opinion. I've rarely seen it secure a kill. Sure its useful for the Greiv Wounds, but with no Recall/Fountain healing, pokes are better suited then it.
on ARAM? Can't recall seeing someone with it, let alone it being useful. It's got good utility, but I find better.
... Nope. This build has u start with 2 Mana pots, with gold to spare for more if you're sketchy on your mana usage. Also, after Catalyst/RoA you'll never have Mana issues, so 's usefulness drops off quick.
Summary
This is my favorite version of this build to play when I get Sona on ARAM.In the future I may add additional AP Sona ARAM builds to this guide, especially if requested. *nudgenudge*
Thanks for reading this build guide & let me know what you think, and/or how the build works out should you try it for yourself. Which might take time, as you might not get Sona whilst playing ARAM.
Peace
-Zaz
So i was just going through the patch notes and saw this there. I know its just aram and that it doesnt matter this much but why do champs like sejuani which are tanky as fck take less dmg or nidalee who is insanely good in aram deal 12% more dmg in aram after the nerf before 15%. I mean i get why meeles take a bit less dmg cause they are fcked in this game mode but meele champs with good gab closers shouldnt get any damage reduction or damage buff at all. We've made an adjustment to the calculations that go into designating your Champion Mastery Grade at the end of an ARAM game to better represent the nuances of the game mode! Additionally, more nerfs and buffs! END OF GAME MASTERY GRADE Modified calculations to be more accurate for ARAM 9.12 Nerfs FIORA +8% damage dealt & -8% damage taken ⇒ No changes compared to other modes JHIN -5% damage dealt ⇒ -8% damage dealt KASSADIN +10% damage dealt & -5% damage taken ⇒ -5% damage taken KATARINA +8% damage dealt & -8% damage taken ⇒ +5% damage dealt & -5% damage taken LUX -10% damage dealt & +8% damage taken ⇒ -10% damage dealt & +10% damage taken NIDALEE +15% damage dealt ⇒ +12% damage dealt QUINN +10% damage dealt & -10% damage taken ⇒ +8% damage dealt & -8% damage taken REK’SAI +18% damage dealt & -10% damage taken ⇒ +12% damage dealt & -10% damage taken SEJUANI -10% damage taken ⇒ -8% damage taken SONA -10% damage dealt & -15% healing done & -15% shielding done & +12% damage taken ⇒ -15% damage dealt & -18% healing done & -18% shielding done & +15% damage taken TAHM KENCH +8% damage dealt & -8% damage taken ⇒ -5% damage taken TALON +10% damage dealt & -5% damage taken ⇒ -5% damage taken TRUNDLE Normal ⇒ +5% damage taken MORDEKAISER +5% damage dealt & -5% damage taken ⇒ No changes compared to other modes 9.12 Buffs CORKI Normal ⇒ +5% damage dealt & -5% damage taken ELISE +5% damage dealt ⇒ +5% damage dealt & -5% damage taken FIZZ +5% damage dealt ⇒ +5% damage dealt & -5% damage taken GALIO +5% damage taken ⇒ No changes compared to other modes ILLAOI +5% damage taken ⇒ No changes compared to other modes JARVAN IV Normal ⇒ +5% damage dealt & -5% damage taken KARTHUS -8% damage dealt ⇒ -6% damage dealt KLED Normal ⇒ +5% damage dealt & -5% damage taken NOCTURNE +5% damage dealt & -10% damage taken ⇒ +10% damage dealt & -12% damage taken RIVEN +5% damage dealt ⇒ +5% damage dealt & -5% damage taken SWAIN -6% damage dealt & +6% damage taken ⇒ -5% damage dealt YORICK -5% damage dealt & +8% damage taken ⇒ -5% damage dealt & +5% damage taken
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