
Maven of the Strings
Sona
Roles and difficulty from the global official site, lane from the China-server official site
Latest Meta Stats
Popular Sona builds in game
Taken from the in-game loadout screen as of 2026-08-29. The pick count and win rate are shown exactly as the game reports them.
Deeper health and mana pool, plus Magic Resistance
- Relic Shield
- Crimson Lucidity
- Harmonic Echo
- Staff of Flowing Waters
- Winter's Approach
- Kaenic Rookern
When two or more enemies deal mainly magic damage and you want more health
Kaenic Rookern supplies 80 Magic Resistance. Its Magebane passive grants a magic shield absorbing 50-150 + 14% of max HP after 12 seconds without taking magic damage. Winter's Approach adds 350 Max Health and 500 Max Mana, and its Awe passive grants bonus HP equal to 8% of max Mana. Build 1 totals +1025 Max Health and +80 Magic Resistance, so the deeper health pool feeds straight into that shield.
Speed up your ally's attacks, slow the enemy's
- Relic Shield
- Crimson Lucidity
- Ardent Censer
- Harmonic Echo
- Frozen Heart
- Staff of Flowing Waters
When your carry relies on basic attacks and the enemy's damage does too
Ardent Censer grants an allied champion other than yourself 15%-34% Attack Speed for 6 seconds when you heal or shield them, and adds 16-22 bonus magic damage to their attacks. That bonus damage can critically strike. Frozen Heart's Chill lands on enemy champions for 3 seconds whenever you deal or take basic-attack or magic damage, slowing their attack speed by 9% per stack and 36% at 4 stacks. Build 2 totals 80 Armor, 145 Ability Power and 15% Heal and Shield Power.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
Max Skill 1 for early poke and lane control, then level Skill 2 next to increase your healing from mid game onward.
Sona Skills

Power Chord
Chord: Casting a basic ability grants Sona a non-stacking buffing aura for 3 second(s).
Reduces basic ability cooldowns by 2% (Lv).
Casting a basic ability places other basic abilities on 0.54-second cooldowns.

Hymn of Valor
Aura: Gains an aura that lasts 3 second(s). The next attack by allied champions within the aura is empowered to deal an additional 8 magic damage (8 + 20%AP).
The empowered aura deals 1.2 times the damage of the normal aura.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cost | 60 | 65 | 70 | 75 |
| Base Damage | 40 | 80 | 120 | 160 |
| Bonus Damage | 8 | 13 | 18 | 23 |

Aria of Perseverance
Aura: Gains an aura that grants allied champions within it a shield that absorbs 25 damage (25 + 18%AP) for 3 seconds.
Shields granted by the empowered aura absorb 1.2 times the damage that shields granted by the normal aura do.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cost | 85 | 90 | 95 | 100 |
| Heal | 35 | 50 | 65 | 80 |
| Shield | 25 | 50 | 75 | 100 |

Song of Celerity
Aura: Gains an aura that lasts 5 second(s). Allied champions within the aura gain 10% Movement Speed (10 + 3%AP).
The empowered aura grants 1.2 times the Movement Speed that the normal aura does.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| MS | 15% | 16% | 17% | 18% |
| MS | 10% | 11% | 12% | 13% |

Crescendo
Active: Plays a chord that emits a soundwave every 0.75 second(s) as it travels to the target location. The soundwave deals 35 magic damage (35 + 15%AP) and stuns enemies hit for the first time for 1 second(s). Enemies caught inside the chord are also slowed.
| Details | LVL 1 | LVL 2 | LVL 3 |
|---|---|---|---|
| Cooldown | 80 | 75 | 70 |
| Base Damage | 35 | 60 | 85 |
| Slow | 25% | 30% | 35% |
Base Stats
League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)
The site's latest patch is 7.2d, but these figures come from 7.2. The 8 champions adjusted since then — Yone, Jinx, Leona, Rumble, Nasus, Ryze, Jayce, Nidalee — no longer match the live game.
A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.
Critical damage is 175% for every champion. These figures exclude items and runes.
Sona Strengths
- ✓Passive that turns the empowered auto-attack into a guaranteed stun
- ✓Auras with strong late-game impact and a wide wave Ult
- ✓Short cooldowns that let her keep cycling skills
Sona Weaknesses
- ×Very fragile early and easily pressured
- ×Burns mana quickly because she cycles skills constantly
- ×No escape tool; dies instantly if caught
Early Game
Early on, poke and pressure with Skill 1 and the passive empowered auto-attack stun. Sona is among the most fragile champions, though. Watch your positioning, do not force kills, and wait for your mid-game scaling.
Mid Game
Sona's strength shows once the team starts moving as a group. Keep cycling Skill 2 heals and shields and Skill 3 movement speed. That lets your team set up vision and rotate to objectives ahead of the enemy.
Late Game
Late game, with high ability haste, spamming Skill 2 makes your whole team much harder to kill. Keep the passive stun ready at all times. You become the backbone of teamfights, supporting allies with your auras.
Teamfights
In teamfights, keep adjusting your position so every ally sits inside your auras while you cycle skills. When an enemy assassin dives, stop them with the passive stun. Send your Ult wave through the enemy team to break their formation.
⚠️ Common Mistakes
Wasting the passive stun on poke
Since her rework, Sona's empowered auto-attack always stuns, making it her key self-peel tool. If you spend it on casual poke, you have nothing left when the enemy jungler or an assassin dives you. Track your stacks at all times and keep the stun ready for an enemy champion.
Sona Combos
Stun Combo
Stun with the empowered passive auto, then follow up with Skill 1.
Teamfight Combo
Move in with Skill 3, stun several enemies with Ult, then damage them with Skill 1.





