Normal order: R > W > Q > E.
Build consigliata
elementi / Tasso vittoria / Tasso scelta
N/A
26.9Oggetti chiave
- Prezzo totale
- 2,200
- Prezzo
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
- Prezzo totale
- 900
- Prezzo
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Prezzo totale
- 2,250
- Prezzo
- 850
+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.
- Prezzo totale
- 2,200
- Prezzo
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
- Prezzo totale
- 2,250
- Prezzo
- 850
+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.
- Prezzo totale
- 900
- Prezzo
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Prezzo totale
- 2,200
- Prezzo
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
- Prezzo totale
- 900
- Prezzo
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Prezzo totale
- 2,900
- Prezzo
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
Situazionalielementi
- Prezzo totale
- 2,200
- Prezzo
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
57.26%- Prezzo totale
- 900
- Prezzo
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
57.45%- Prezzo totale
- 2,250
- Prezzo
- 850
+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.
57.85%- Prezzo totale
- 2,200
- Prezzo
- 700
+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.
57.78%- Prezzo totale
- 2,300
- Prezzo
- 850
+30 Ability Power +15 Ability Haste +100% Base Mana Regen +10% Heal and Shield Power Intervention Restore 150 - +350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.
56.78%- Prezzo totale
- 2,900
- Prezzo
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
55.91%- Prezzo totale
- 2,500
- Prezzo
- 450
+45 Ability Power +16% Heal and Shield Power +100% Base Mana Regen First Light Gain +2% Heal and Shield Power and +10 Ability Power per +100% Base Mana Regen .
57.57%- Prezzo totale
- 2,250
- Prezzo
- 800
+35 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +10 Ability Haste Rapids Healing or Shielding an ally grants you both +40 Ability Power and +15 Ability Haste for 6 seconds.
58.78%- Prezzo totale
- 2,200
- Prezzo
- 500
+35 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Soul Siphon Gain 35% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all Soul Charges to restore Health.
58.39%- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
51.58%- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
51.09%Oggetti iniziali
- Prezzo totale
- 400
- Prezzo
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
57.77%- Prezzo totale
- 900
- Prezzo
- 50
+20 Ability Power +100% Base Mana Regen +10 Ability Haste
57.77%- Prezzo totale
- 50
- Prezzo
- 50
Consume Restores +120 Health over 15 seconds.
59.97%- Prezzo totale
- 400
- Prezzo
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
59.97%- Prezzo totale
- 900
- Prezzo
- 50
+20 Ability Power +100% Base Mana Regen +10 Ability Haste
59.97%- Prezzo totale
- 400
- Prezzo
- 400
+150 Health
59.53%- Prezzo totale
- 400
- Prezzo
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
59.53%- Prezzo totale
- 600
- Prezzo
- 400
+50% Base Mana Regen +8% Heal and Shield Power
59.53%Oggetti chiave
- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 2,900
- Prezzo
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 2,900
- Prezzo
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
Situazionalielementi
- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
47.19%- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
46.53%- Prezzo totale
- 2,900
- Prezzo
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
46.90%- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
45.35%- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
46.34%- Prezzo totale
- 2,900
- Prezzo
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
48.31%- Prezzo totale
- 900
- Prezzo
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
47.86%- Prezzo totale
- 3,500
- Prezzo
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
47.22%- Prezzo totale
- 2,200
- Prezzo
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
48.10%- Prezzo totale
- 2,850
- Prezzo
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
46.71%- Prezzo totale
- 3,000
- Prezzo
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
46.49%- Prezzo totale
- 2,700
- Prezzo
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
43.16%Oggetti iniziali
- Prezzo totale
- 150
- Prezzo
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.55%- Prezzo totale
- 1,200
- Prezzo
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.55%- Prezzo totale
- 1,200
- Prezzo
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
50.32%- Prezzo totale
- 50
- Prezzo
- 50
Consume Restores +120 Health over 15 seconds.
50.27%- Prezzo totale
- 400
- Prezzo
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
50.27%- Prezzo totale
- 900
- Prezzo
- 50
+20 Ability Power +100% Base Mana Regen +10 Ability Haste
50.27%Migliori potenziamenti
Potenziamenti / Tasso vittoria
| Nome | Rarità | Tier | Tasso scelta | Partite | |
|---|---|---|---|---|---|
Scegli Windspeaker's Blessing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 63.34% | 7.76% | 1,293 |
Scegli Upgrade Mikaels Blessing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 60.02% | 5.12% | 853 |
Scegli Sonata quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 57.14% | 19.96% | 3,327 |
Scegli Mind to Matter quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 55.09% | 5.42% | 904 |
Scegli Firefox quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 54.84% | 5.39% | 899 |
Scegli Eureka quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 54.62% | 5.39% | 899 |
Scegli First-Aid Kit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 54.39% | 22.91% | 3,819 |
Scegli Shrink Engine quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 54.10% | 5.19% | 865 |
Scegli Critical Healing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 53.28% | 16.45% | 2,742 |
Scegli Empyrean Promise quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 52.72% | 5.18% | 863 |
Scegli Overflow quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 52.56% | 8.89% | 1,482 |
Scegli Keystone Conjurer quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 52.36% | 6.48% | 1,081 |
Scegli Transmute: Prismatic quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 51.80% | 6.33% | 1,056 |
Scegli Phenomenal Evil quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 51.76% | 8.70% | 1,451 |
Scegli All For You quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 51.47% | 19.22% | 3,204 |
Scegli Witchful Thinking quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 51.04% | 5.78% | 964 |
Scegli Sonic Boom quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 50.78% | 12.37% | 2,062 |
Scegli Grandma's Chili Oil quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 50.40% | 9.01% | 1,502 |
Scegli I'm a Baby Kitty Where is Mama quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 50.35% | 6.79% | 1,132 |
Scegli Circle of Death quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 49.90% | 5.97% | 996 |
Scegli Crack Open That Egg quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 49.84% | 5.48% | 913 |
Scegli Weighted Popoffs quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 49.69% | 4.88% | 813 |
Scegli Empowered By The Faithful quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 49.56% | 8.81% | 1,469 |
Scegli Rabble Rousing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 49.25% | 4.81% | 802 |
Scegli Holy Fire quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 49.03% | 12.98% | 2,164 |
Scegli Magic Missile quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 47.36% | 7.26% | 1,210 |
Scegli OK Boomerang quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 62.18% | 1.87% | 312 |
Scegli Buff Buddies quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 57.55% | 2.74% | 457 |
Scegli Stats on Stats! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 57.23% | 2.90% | 484 |
Scegli Divine Intervention quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 56.24% | 3.61% | 601 |
Scegli Transmute: Gold quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 55.93% | 3.04% | 506 |
Scegli Poro Blaster quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 55.60% | 3.38% | 563 |
Scegli ADAPt quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 54.78% | 3.01% | 502 |
Scegli Infinite Recursion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 54.75% | 1.58% | 263 |
Scegli Recursion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 53.81% | 3.62% | 604 |
Scegli Giant Slayer quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 53.30% | 2.09% | 349 |
Scegli Hat on a Hat quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 52.34% | 2.57% | 428 |
Scegli Feel the Burn quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 52.17% | 1.66% | 276 |
Scegli Big Brain quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 52.03% | 1.78% | 296 |
Scegli Transmute: Chaos quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 51.70% | 1.94% | 323 |
Scegli Bread And Jam quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 51.56% | 3.27% | 545 |
Scegli Speed Demon quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 51.33% | 2.26% | 376 |
Scegli Stats! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 51.27% | 1.90% | 316 |
Scegli From Beginning to End quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 51.19% | 2.27% | 379 |
Scegli Red Envelopes quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 50.98% | 2.46% | 410 |
Scegli Protein Shake quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 50.69% | 3.46% | 576 |
Scegli Ocean Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 50.40% | 2.25% | 375 |
Scegli Void Rift quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 50.27% | 2.23% | 372 |
Scegli Donation quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 50.00% | 1.68% | 280 |
Scegli Spiritual Purification quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 49.86% | 2.15% | 359 |
Scegli Quest: Wooglet's Witchcap quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 49.84% | 1.84% | 307 |
Scegli Laser Heal quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 49.61% | 3.82% | 637 |
Scegli Marksmage quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 49.48% | 3.48% | 580 |
Scegli Thread the Needle quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 49.23% | 1.95% | 325 |
Scegli Executioner quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 49.14% | 2.45% | 409 |
Scegli Celestial Body quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 48.86% | 2.64% | 440 |
Scegli Bread And Butter quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 48.74% | 2.14% | 357 |
Scegli Infernal Conduit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 48.02% | 2.27% | 379 |
Scegli Perseverance quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 47.58% | 2.85% | 475 |
Scegli Jeweled Gauntlet quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 45.16% | 3.35% | 558 |
Scegli Apex Inventor quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 45.09% | 2.08% | 346 |
Scegli Twin Fire quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 44.86% | 1.93% | 321 |
Scegli Critical Missile quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 42.07% | 1.63% | 271 |
Scegli Self Destruct quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 58.45% | 0.85% | 142 |
Scegli Cheating quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 55.91% | 1.52% | 254 |
Scegli Tank Engine quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 55.45% | 1.27% | 211 |
Scegli Zealot quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 55.38% | 0.78% | 130 |
Scegli Snowball Roulette quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 54.82% | 1.18% | 197 |
Scegli Stats on Stats on Stats! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 53.61% | 1.00% | 166 |
Scegli Frost Wraith quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 53.26% | 1.10% | 184 |
Scegli With Haste quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 53.10% | 1.36% | 226 |
Scegli Ultimate Awakening quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 52.99% | 0.70% | 117 |
Scegli Ultimate Revolution quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 52.87% | 0.94% | 157 |
Scegli Upgrade Zhonya quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 52.82% | 1.17% | 195 |
Scegli Growth Spurt quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 52.21% | 0.82% | 136 |
Scegli Mighty Shield quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 51.01% | 0.89% | 149 |
Scegli Biggest Snowball Ever quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 50.91% | 0.99% | 165 |
Scegli Ethereal Weapon quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 50.69% | 0.86% | 144 |
Scegli Juiced quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 50.28% | 1.07% | 179 |
Scegli Pandora's Box quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 49.78% | 1.34% | 223 |
Scegli Ice Cold quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 49.29% | 0.84% | 140 |
Scegli Pinball quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 48.36% | 1.28% | 213 |
Scegli It's Critical quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 48.24% | 1.02% | 170 |
Scegli Tank It Or Leave It quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 48.00% | 0.75% | 125 |
Scegli Vulnerability quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 47.93% | 0.73% | 121 |
Scegli It's Killing Time quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 47.79% | 1.49% | 249 |
Scegli Snowball Upgrade quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 47.60% | 1.37% | 229 |
Scegli Searing Dawn quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 46.75% | 1.01% | 169 |
Scegli Homeguard quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 46.70% | 1.09% | 182 |
Scegli Hextech Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 46.27% | 0.80% | 134 |
Scegli Restless Restoration quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 45.50% | 1.13% | 189 |
Scegli Leg Day quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 44.44% | 0.86% | 144 |
Scegli Watch Out Grapefruit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 43.61% | 0.80% | 133 |
Scegli Escape Plan quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 60.00% | 0.66% | 110 |
Scegli Back to Basics quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 58.82% | 0.51% | 85 |
Scegli Veil of Warding quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 58.56% | 0.67% | 111 |
Scegli Erosion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 57.14% | 0.38% | 63 |
Scegli Missing Ping Augment quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 56.86% | 0.61% | 102 |
Scegli Quantum Computing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 54.08% | 0.59% | 98 |
Scegli Upgrade Sword of Blossoming Dawn quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 53.77% | 0.64% | 106 |
Scegli Nightstalking quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 53.64% | 0.66% | 110 |
Scegli Repulsor quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 53.62% | 0.41% | 69 |
Scegli Goliath quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 53.13% | 0.38% | 64 |
Scegli Omni Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 52.38% | 0.50% | 84 |
Scegli Goldrend quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 51.16% | 0.52% | 86 |
Scegli Tap Dancer quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 50.98% | 0.61% | 102 |
Scegli Fey Magic quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 48.28% | 0.52% | 87 |
Scegli Firebrand quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 47.62% | 0.50% | 84 |
Scegli Dropkick quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 46.91% | 0.49% | 81 |
Scegli Mad Scientist quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 46.67% | 0.36% | 60 |
Scegli Droppybara quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 46.59% | 0.53% | 88 |
Scegli Purist - Caster quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 46.25% | 0.48% | 80 |
Scegli Skilled Sniper quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 46.15% | 0.55% | 91 |
Scegli Infernal Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 44.64% | 0.67% | 112 |
Scegli Ominous Pact quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 44.00% | 0.60% | 100 |
Scegli Scopier Weapons quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 43.53% | 0.51% | 85 |
Scegli Dive Bomber quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 42.39% | 0.55% | 92 |
Scegli Vampirism quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 41.27% | 0.38% | 63 |
Scegli Holy Snowball quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 40.63% | 0.38% | 64 |
Scegli Bread And Cheese quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 40.48% | 0.50% | 84 |
Scegli Upgrade Sheen quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 40.00% | 0.54% | 90 |
Scegli Quest: Urf's Champion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 39.66% | 0.35% | 58 |
Scegli Quest: Steel Your Heart quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 37.84% | 0.44% | 74 |
Scegli Light 'em Up! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 37.50% | 0.62% | 104 |
Scegli Dawnbringer's Resolve quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 34.57% | 0.49% | 81 |
Sona Skill Combos
Extracted from the skill order guide
If an augment pushes you into damage trading and your team can already protect itself, move toward R > Q > W > E.
If an augment strongly rewards movement, chasing, dodging, or repositioning, consider R > W > E > Q or a partial E investment after W.
Put points in R whenever it is available, max W first, max Q second, and leave E for last unless the game clearly demands movement.
Sona Counters
Counters and threats extracted from the matchup guide
Counters
6Sona counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Sona is countered by these champions in ARAM: Mayhem.
Read counter detailsSona Team Comp Highlights
Partner patterns extracted from the team comp guide
Best Full-team Lockdown Partner
Amumu gives Sona the hard engage she does not want to provide alone. His area lockdown forces enemies to stand close together, which makes Sona's Crescendo much easier to layer without needing a risky flash-style angle.
Cleanest One-button Engage Cover
Malphite solves Sona's biggest team-building problem: someone has to start the fight decisively. His engage makes enemies react instantly, and Sona is excellent at turning that short panic window into a won fight with Crescendo, speed, and sustained shielding.
Highest Payoff Sustained Carry Pairing
Jinx turns Sona's small repeated advantages into real damage. Sona helps her survive poke, reposition during trades, and stay in the fight long enough to trigger resets. Jinx gives Sona a reason to play a slower front-to-back fight instead of gambling everything on one Crescendo.
Layered Sustain, Poke, And Crowd Control Chain
Seraphine stacks naturally with Sona because both champions reward grouped allies and extended fights. Sona brings constant support and a fast defensive reset; Seraphine adds longer-range control, wave pressure, and another major teamfight ultimate. Together they make short poke trades miserable for the enemy if the team is not getting hard engaged for free.
Flexible Engage, Trap Setup, And Backline Access
Jarvan gives Sona a clear fight shape. He can force enemies into a limited area, threaten the backline, and create a moment where Crescendo is much harder to dodge. Sona, in return, helps him survive after the initial dive and gives the rest of the team speed to follow before Jarvan gets stranded.
Sona ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | A scaling support who keeps the team healthy between trades and wins long front-to-back fights when nobody can easily reach you. | A fight stabilizer and reset enabler who helps the team survive the first burst, then speeds them into the punish window. | Shift from passive scaling to active survival; your team loses immense follow-up power if you die early. |
| Defensive Spell Timing | Cycles spells frequently for aura uptime and uses W often to soften poke damage during extended lane phases. | Holds W for burst windows and shields at the right moment rather than topping someone off after damage forces them out. | Stop auto-cycling spells; holding W for enemy engage burst is stronger than maintaining constant aura uptime. |
| Crescendo Usage | Waits longer for a clumped enemy team to find the perfect multi-person ultimate angle for maximum impact. | Used to interrupt a dive or punish a grouped chase immediately, rather than waiting for the perfect highlight angle. | Stop the lethal engage first; holding R too long often means your team dies before the perfect angle appears. |
| Teamfight Spacing | Sits behind the frontline and near carries, moving in and out for auras while waiting for a strong angle. | Keeps a wider safety buffer to avoid getting caught with the carry by one engage tool or a Snowball hit. | Stand close enough to support but separated enough to avoid one-button disaster hitting both you and your carry. |
| Recovery Tempo | After a lost trade, Sona can often heal the team back up and reset the lane state before the next major fight. | Enemies re-engage quickly, so spending all mana on a doomed fight leaves nothing for the next immediate engage. | When your frontline retreats, stop fishing for aura value, back up, and preserve resources for the next fight. |
Champion Analysis
Ruolo / Tasso vittoria
In Hextech Mayhem (ARAM) mode, Sona the Maven of the Strings is a ranged support with powerful team-wide buffs and excellent healing capabilities. Sona is a mysterious musician from Ionia who has possessed the magical ability to manipulate others' emotions through music since childhood, at the cost of being unable to communicate through speech. Her gentle and elegant personality uses music as her voice to express emotions and thoughts. Sona shares a deep friendship with Ashe, often playing music to inspire Ashe's tribe. In Hextech Mayhem, Sona functions as a ranged support whose passive, Power Chord, causes every few spell casts to empower her next basic attack with an energy wave that produces different effects based on the last spell cast — slow, reduced damage output, or magic resistance reduction. This passive allows Sona to disrupt enemies while supporting allies. Her Q, Hymn of Valor, is Sona's primary damage ability — dealing magic damage to nearby enemies while granting allies bonus attack damage, simultaneously outputting damage and enhancing allies. Sona's W, Aria of Perseverance, is her core healing ability — providing heal and shield to nearby allies, serving as the team's primary sustain source in Hextech Mayhem. Her E, Song of Celerity, grants movement speed to nearby allies, boosting the entire team's mobility. Sona's ultimate, Crescendo, is her signature ability — releasing a massive soundwave that deals magic damage and forces enemies to dance, making it one of the most powerful AoE crowd control abilities in the game. In Hextech Mayhem's crowded fights, this consistently controls multiple champions. For itemization, Moonstone Renewer is the core item, paired with Mikael's Blessing and Redemption. Runes should feature Guardian alongside Font of Healing and Revitalize, with Biscuit Delivery and Cosmic Insight in the secondary tree. Sona's straightforward yet powerful support kit makes her one of the best enchanter picks in Hextech Mayhem.
Consigli chiave
Blog guide / N/A
Sona wins Mayhem games by making every small trade unfair, but she cannot be played as a passive backline healer. She must step in with her frontline, tag enemies with damage and aura patterns, then drift back into shield and speed range. Standing too far away causes her team to start fights without her buffs; standing too close leaves her vulnerable to snowballs and engages. Sona should not initiate fights unless the enemy is already lined up for her ultimate. She should let a tank, bruiser, or crowd-control starter force movement, then follow up by layering her ultimate across the escape path. Using speed before the fight fully starts lets her frontline reach the enemy before being poked down, and she should arrive alongside them, not behind them. When holding ultimate, she should not stun the first target she sees if enemy carries are still free; instead, hold the angle for backline clumps, divers landing on her carry, or enemies walking through the narrow lane. Sona’s best fights often start when the enemy dives too far. She should move sideways instead of straight back when an assassin lands on her carry, keeping her in range to shield, speed, and ultimate while avoiding skillshots aimed down the lane. Ulting across the diver’s exit rather than their entry often yields cleaner kills. When multiple enemies dive, she should protect the carry who can still deal damage rather than wasting casts on an unreachable teammate. During escapes, running in curves instead of straight lines buys time for defensive casts and makes snowball recasts less clean. If marked by snowball, Sona must back up before it is reactivated and stand near teammates who can punish the arrival. After losing a fight, she should stop trying to save an impossible teammate and instead speed survivors out to reset. In narrow-lane spacing, Sona should stand one step behind her most important damage dealer, offset diagonally against hook or stun threats, and use minions as temporary cover, respecting open lane when the wave dies. She should vary her wall positions to avoid predictable retreats. On target priority, she should poke whoever is safe but save control for whoever can end the fight, punishing enemy carries that step into aura range and focusing the target her whole team is hitting. Snowball should be used sparingly, mostly when ultimate is ready or to reposition defensively. If an ally lands snowball first, Sona should prepare speed and ultimate angle. Augments that reward frequent casting, uptime, shielding, healing, movement, or safe poke are preferred, and she should trigger combat augments before the enemy disengages and defensive augments as the engage begins. Movement-based augments are best during lane swings. When her team has wave control, she steps forward with minions; when pushed in, she focuses on keeping allies healthy and saving ultimate for the follow-up dive. After winning a fight, she helps the push but does not lead it, staying behind the most likely target. On dives, she supports from behind a durable ally, ulting only if multiple defenders are under pressure. If behind, Sona plays for denial, keeping the wave alive, grouping with diagonal spacing, and trading health only when her team can answer. Her comeback fight starts with a failed enemy dive: she shields the first target, ults the overcommit, and speeds her team forward once the diver is controlled. The simple rule is that Sona should make her team faster into good fights, harder to kill during the first burst, and cleaner on the exit.
Read full guideGuida stile
N/A / Potenziamenti
Sona wins Mayhem by making every short trade unfair and every long fight cleaner for her team. Play just behind your first engager or healthiest bruiser, close enough to tag allies with auras and follow crowd control, but far enough back that enemy Snowball, hooks, and dive tools have to go through someone else first. Your job is to keep tempo: poke when the wave is safe, shield and heal when the enemy answers, then punish grouped enemies with your ultimate when they overstep. From levels 1-6, focus on surviving the first brawl and building lane control. Start behind the front line and slightly off-center. Take short, repeatable trades: step up when minions meet, cast poke, then back out before the enemy layers damage. Treat Snowball as a defensive or follow-up tool, not an opener. Early deaths break aura uptime and give the enemy room to hit the turret. Pick early augments that favor safer casting, more supportive uptime, better teamfight durability, or reliable poke; choose consistency over greed unless your team already has strong peel. Push when your team has range advantage and the enemy cannot engage through minions. Stall when the enemy has stronger early all-in. When ahead, hold the middle brush and force the enemy to walk into your poke. When behind, group tight to share shields and healing, clear the wave, and bait the enemy into overchasing. Reach level 6 with your team mostly healthy, then start thinking in clusters: enemies standing in a line, stacked at turret, or divers landing on the same ally. At levels 7-11, spacing becomes critical. Stand one step behind the ally most likely to start fights, then slide backward the moment divers look at you. Never stand alone on a flank unless enemy engage tools are down. Cycle between poke when your team is healthy and recovery when they have taken damage. Use Snowball to extend winning fights, not to create coin flips. Augment choices should now match the lobby: lean into sustain and shielding for long fights, defensive options against heavy dive, and damage only if it does not force unsafe range. Push after a won fight only if at least two allies can hit the turret. When ahead, turn every wave into a health tax and save ultimate for the real commit. When behind, play around your strongest ally and make them hard to kill. Look for the first clean ultimate that hits multiple enemies or stops a diver, then convert immediately. At levels 12+, one mistake decides the map. Stand behind the frontline near your highest-damage ally, keeping an escape path open. Assume the enemy is looking at you first. Poke less randomly; a small hit on a tank is not worth being caught before the final fight. Late Snowball is for confirmed follow-up or emergency repositioning, never flying in first because your aura value is too high to trade for a risky one-for-one. Choose late augments around the actual win condition: repeated casting and durability for extended fights, or holding strongest tools until hard engage begins. Push hard after clean kills, letting minions and frontliners absorb pressure. When ahead, group and force the enemy to defend under pressure, holding ultimate for the moment they break the siege. When behind, turtle around turret, keep the wave thin, and punish impatient dives. After every late fight, make the call fast: push to end if enemies are dead and teammates have health, take the safest structure and reset if carries are low, or retreat together and prepare one last layered defense around your ultimate.
Read full guidePunti forti e deboli
Tasso vittoria / Tasso scelta
Sona Maven of the Strings operates around a central tension: her power depends entirely on staying alive and delivering repeated low-risk value. When ahead, her strength is turning small poke wins into sustained health advantages. She should play just behind the most stable ally, never beside or in front, and use speed and sustain to reset fight rhythm so the enemy is forced to engage from bad range or surrender wave control. Her ultimate or main engage-denial tool must be held for the real commit—punishing the second champion to enter after a tank, not catching a single frontliner. The lead evaporates instantly if she steps up like a carry and gets caught, because the team loses healing, shielding, speed, and follow-up control simultaneously. She wins by making every enemy step cost health and throws when she stacks with carries, giving the enemy a multi-target engage. After a won fight, she must avoid overstaying when respawns are about to collide with a low-health team; backing off before the enemy returns with fresh tools preserves the lead. When behind, her job shrinks to denying the clean fight. She gives ground before giving a death, standing far enough back that the enemy must commit deep to reach her. She prioritizes the ally who can still carry the next fight, not the one already mispositioned, and does not follow a doomed target into guaranteed crowd control. Her ultimate is used defensively—hold it for the diver or assassin who commits onto the backline, not for a flashy engage. She plays around cooldown gaps she can see: step up for one short rotation after the enemy misses a key spell, then back out, never continuing forward after the punish window ends. Minion waves serve as shields against linear threats, then she falls back when the wave dies. The recovery plan is clear, heal, retreat, repeat until the enemy gets impatient. In both states, augment choices must match the game state. Ahead but threatened by burst, she takes defensive or anti-burst augments over pure greed; if her team already has damage, she picks augments that improve uptime, safety, or teamwide value to make the lead harder to crack. Behind, she solves survival first—durability, safer positioning, movement, or emergency protection—because Sona’s value multiplies only if she is alive. If the team is being poked out, she favors sustain and shielding. If the team cannot escape dives, she values movement and peel-oriented augments used at the start of the enemy commit. The core rule across both states is that Sona’s lead comes from repeated, low-risk value: ahead, she makes the enemy bleed for every step and refuses the throw engage; behind, she stays alive long enough for the enemy to waste their winning tools, and if an action puts her in front of her team with no guaranteed payoff, it is usually wrong.
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Campioni / Ruolo
Sona Maven of the Strings relies on a passive called Power Chord, which readies an enhanced auto-attack every three basic abilities. In ARAM Mayhem’s constant, high-ability-haste environment, she generates these stacks rapidly, making the Power Chord a critical fourth ability rather than a bonus. She should almost never auto-attack without a stack unless strictly last-hitting or probing a shield. The effect of the Power Chord depends on the last ability cast. After Q, it deals extra damage for poke or finishing low-HP targets. After W, it reduces the target’s damage output, functioning as a defensive trade tool to neuter a diver or assassin. After E, it slows the target, enabling catches or peeling. Wasting the W-empowered chord on a non-threatening tank or auto-attacking without a stack removes significant kill pressure or safety. Her primary damage source is Q, which sends two seeking bolts that prioritize champions and grants a temporary damage aura to nearby allies. In Mayhem, this is her “press to trade” button; the auto-targeting allows focus on positioning, but minions or a tank can block the intended target. The standard poke rhythm is to open with Q, then immediate auto for the empowered chord. She should use Q on cooldown early, stand near damage-dealing allies to share the aura, and in teamfights spam Q while only walking forward for the auto if safe. Counterplay includes enemies hiding behind minions or engaging during Q’s brief cast time. Q is maxed first. W provides a heal to the most wounded nearby ally plus a shield to herself and nearby allies, along with the damage-reduction Power Chord. In Mayhem’s poke-heavy fights, W maintains team health and counters burst combos. The “W-auto” peel is crucial when an assassin or diver commits. She should not use W at full health; it wastes mana and cooldown. The heal prioritizes the lowest HP target, which can be a minion or tank, so positioning to keep the carry in aura radius is essential. W is maxed second in most games. E grants a decaying movement speed burst to herself and allies, with a slow on the Power Chord. This is her primary escape and engage setup—used to dodge skill shots, close gaps for Q-auto or R, or peel melee champions. It should be saved for critical moments like dodging a skill shot or avoiding a bush ambush; using it just to move faster down lane may leave her vulnerable. The speed boost decays, so timing matters, and hard crowd control nullifies it. E is maxed last. The ultimate, R, sends a massive wave that stuns all enemies hit, with stun duration scaling with travel distance. This is the game-changing ability in Mayhem. Flash-R is the primary engage tool; point-blank R is instant and near impossible to miss. She can also use R to peel multiple divers. It should not be fished from max range due to slow travel time, nor held forever waiting for a perfect five-man stun. A two- or three-man stun that saves a life or secures kills is often better than a wasted ultimate. Missing R in a teamfight is devastating, leaving the team without follow-up crowd control. R is upgraded at levels 6, 11, and 16.
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Sona Maven of the Strings can easily be played poorly in ARAM: Mayhem because her spells feel safe and low-commitment. The trap is thinking that pressing abilities without intent helps, but good Sona play requires spacing, aura timing, Power Chord discipline, and reading when your team can actually use your buffs. Standing beside the frontline instead of behind it turns Sona into an easy target for Snowball follow-up or long-range crowd control. The correct habit is to play one step behind the most reliable frontliner, moving forward only when your aura reaches allies about to trade. If tagged, kite backward through your team and use defensive spells on retreat until the enemy’s engage tools are spent. Pressing heal or shield as soon as an ally takes minor poke leaves your defensive spell missing when real burst lands; instead, use it when an ally is about to be hit again, when your team commits forward, or when multiple teammates can benefit. If used too early, back away and posture defensively until your next rotation. Throwing Crescendo at the first visible enemy wastes your strongest fight-stopper; hold it for clustered enemies, a diving carry, or a guaranteed follow-up moment where your team is in range. If you whiff, shift immediately into peel mode. Using Power Chord randomly on the closest target loses the chance to reduce a diver’s threat or secure a kill; know what you want before the empowered attack is ready, and if spent poorly, rebuild it safely while staying behind allies. Auto attacking too often because of the empowered basic attack causes you to step into range of bruisers, hooks, and burst mages; auto only when the target is controlled or retreating, and cancel the chase if you overstep. Casting movement speed after a teammate is already caught provides no dodge benefit; use speed before the dangerous moment to dodge a telegraphed engage, kite away, or close distance after crowd control. If mistimed, switch to damage control with shields and careful positioning. Layering every spell at once with no read on the fight leaves your team with nothing during the next enemy push; stagger casts around what is happening. If you dumped everything early, step back and wait for another cycle. On the decision side, building or choosing augments as if you are a solo damage carry when your team needs sustain and peel loses the main reason Sona is picked; match your setup to the lobby. Treating Sona as safe because she stays behind is a trap; assassins and hard engage champions wait for your defensive tools to be wasted. Track the enemy who can reach you and position based on that threat. Following a low-health ally too far forward turns one death into two; save allies who can still escape and protect the rest. Starting fights with Crescendo when your team is too far away wastes the crowd control; check ally position before committing and back up if you ult too early. Staying in lane at low health because Sona can heal makes you vulnerable to poke and execute pressure; respect your health bar and stand far back if one clean hit would kill you. Ignoring health relic and wave position while cycling spells loses free sustain windows; move early when a relic fight is likely and use speed to help allies. Playing the same way into poke comps and dive comps is a mistake; against poke use movement to dodge and look for decisive engage windows, against dive hold defensive tools and make the enemy overcommit.
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Sona
Is Sona a backline enchanter or a poke mage in ARAM: Mayhem? Sona is mainly a backline enchanter who wins by staying alive through repeated trades. If your team already has strong engage, play behind them and chain movement, shielding, healing, and follow-up damage instead of fishing alone. The tradeoff is that your personal burst is not worth dying for; one greedy step can remove most of your team’s sustain. When should I pick Sona in Mayhem? Pick Sona when your team has at least one champion who can stand in front of you or start fights reliably. If your draft is full of fragile poke champions, you can still work, but you must play slower and punish enemies after they miss engage tools. The tradeoff is that Sona makes good teams feel unkillable, while bad spacing makes her look useless fast. What is Sona’s biggest weakness? Her biggest weakness is getting reached before she can cycle her defensive tools. If assassins, hook champions, or hard engage are waiting, hold your position behind minions and allies instead of stepping up for a small poke hit. The tradeoff is giving up some lane pressure, but staying alive keeps your whole team in the fight.
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