- Tier
- T2
- Posizione
- #39
- Tasso vittoria
- 52.50%
- Tasso scelta
- 0.53%
Aphelios è attualmente classificato T2 nei dati ARAM Mayhem. Vedi guida campione

Sona è attualmente classificato T2 nei dati ARAM Mayhem.
Sona Maven of the Strings
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.
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.
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.
Be annoying, not reckless. If the enemy frontline is slow or their engage missed, step forward with your team, tag damage, then back out before they can answer. The tradeoff is that early poke helps control space, but Sona cannot afford extended front-line trading like a tank or battle mage.
Use Sona’s ultimate to punish stacked enemies, stop a dive, or guarantee a kill when your team is ready to follow. If the enemy engage champion is clearly looking for you, it is often better to hold it defensively rather than open with it. The tradeoff is patience: a saved ultimate can deny a losing fight, but holding it too long can let a free pick escape.
Only do it when the target cluster is high value and your team is close enough to instantly collapse. If you go in while your carries are clearing waves or retreating, you trade your life for a highlight attempt that usually fails. The safer play is to let the enemy start, dodge the first threat, then counter-engage into their committed formation.
Stand near teammates who can peel, and avoid being the closest visible target when an assassin is missing from vision or waiting in brush. If they dive, move backward while using your defensive tools and let your team punish their overcommit. The tradeoff is that you may cast fewer offensive spells, but forcing assassins to enter your whole team is how Sona survives.
Use minions, side movement, and short windows after enemy poke misses to refresh your team and return pressure. If your team keeps eating skillshots for free, do not chase them into bad space just to heal one person; stabilize the group and wait for a cleaner wave. The tradeoff is that Sona can soften poke over time, but she cannot erase constant bad positioning.
Stay just behind the engager and be ready to speed the follow-up, protect the first focused ally, and layer your ultimate after enemies clump. If you enter too early, the enemy can turn on you before your frontline locks them down. The tradeoff is timing: arrive late and your engage dies alone, arrive first and you become the engage target.
Play around repeated retreats and re-entries. If the enemy frontline runs at you, help your team create space, then turn once their gap closers or engage tools are spent. The tradeoff is that kiting teams may give up ground, but Sona is excellent at making enemies overextend for a fight they cannot cleanly finish.
Protect the ally who is both under threat and still able to deal damage or control space. If your carry is untouched but your engager is about to die after starting a good fight, supporting the engager can buy the seconds your damage dealers need. The tradeoff is triage: Sona helps everyone, but wasting attention on a doomed ally can lose the players who could still win.
Do not panic-cast just because someone took minor damage. If the enemy is not ready to commit, save your stronger defensive timing for when burst, crowd control, or dive actually starts. The tradeoff is that your team may sit at imperfect health, but having tools ready during the real engage matters more than topping off every scratch.
Favor augments that improve survivability, repeated casting, team utility, movement, or safe scaling. If an augment only rewards you for standing close to enemies or dealing damage like a carry, take it only when the enemy team cannot reliably punish your range. The tradeoff is simple: greedy damage choices can snowball, but defensive and utility choices usually let Sona influence more fights.
Most of the time, use Snowball defensively or as a scouting and repositioning tool, not as a blind engage button. If a low-health target is isolated and your team is already moving forward, following Snowball can help finish the fight. The tradeoff is that taking Snowball puts Sona in danger, so never reactivate into the enemy team unless the fight is already won or your ultimate will decide it.
Carry by making every enemy engage worse and every allied trade easier. If your team is ahead, group tightly enough to abuse your aura-style value without stacking into obvious area control; if behind, slow the game down and punish overextensions near your side of the lane. The tradeoff is that Sona rarely wins by one flashy play, but she can decide the match by surviving five fights the enemy expected to end quickly.