Is Sona Healing Through Dmg On Aram

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AP Sona: Mana-Cannon (ARAM Build)

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Spells:

Flash

Ranked #1 in
Support Role
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Items

Ability Order

Q
E

Introduction

AP Sona Mana-Cannon Build
(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.
Before getting , Sona's should be used sparingly. Try only using it to stun 2 ore more enemies at once. After completing , and a point or 2 more into it, spamming the skill to secure a kill/ace, to stop enemies when chased, or just to make enemies dance is fine(not really that last one).
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
-ZazThis build has been archived and is for historical display only

This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.

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This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

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Runes:

Dark Harvest
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Absolute Focus
Scorch

Spells:

Exhaust

Ranked #1 in
Support Role
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Items

Ability Order

Q
E

Threats & Synergies

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Soraka

She isn't really dangerous, but very annoying. If the opponent ADC isn't stupid, you aren't going to get much done without a gank.

Alistar

Don't stay close to avoid his dive.

Bard

Dodge and sustain.

Braum

Janna

Lulu

Morgana

Nautilus

Stay behind minions to avoid Dredge Line.

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Tahm Kench

Thresh

Stay behind minions to avoid the hook.

Is sona healing through dmg on aram water

Vel'Koz

Zyra

Blitzcrank

Don't go near bushes without vision or stay near walls through which he can reach you if he has been seen around. Especially bad because he can just pull you to his allies for a quick end.

Introduction

This is the build I use for burst damage orientated Sona as a support. It isn't meant to be an ideal build, though I want to pursue it. I update the guide as I test things out myself. Advises are always welcome.

Runes

DOMINATION

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Dark Harvest: Not initially as good as the other keystones, but it still offers decent damage when timed right. Its greatest benefit comes late game, so try to farm soul essences whenever possible when it doesn't hinder your team too much. You usually get enough souls from the lanes and team fights.
Taste of Blood: I took Cheap Shot instead of this at first, but without something to trigger the effect, the damage remains low. Dark Harvest makes up for the damage. With Taste of Blood your sustain and chance of survival is better during fights. I suggest taking Cheap Shot if you have an ADC like Ashe with you, who can help to trigger it.
Eyeball Collection: It doesn't give an initial damage boost, but it's the only rune here that gives damage. You can pick vision as well for the utility.
Ravenous Hunter: Same as with Taste of Blood, though no initial benefit. Ingenious Hunter is a good option if you are comfortable enough without the extra healing. Ingenious Hunter reduces the cooldown for Hextech Revolver's passive, meaning more damage.
SORCERY

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Absolute Focus: More ability power means more damage, and you get some from the start.
Scorch: Burst damage. Good for poking during the lane phase and later.

Items

Hextech Revolver: A bit weird pick at first glance, but I focus on dealing burst damage, so this is an ideal item for me. No need to worry about activation either. Cheap to get and you can upgrade it later if you have extra money. No match has lasted long enough for me to upgrade it yet.

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Rod of Ages: I'm not much of a fan of Zhonya's Hourglass and alike, so I rather get this. The hourglass relies on activating it at the right moment while Rod of Ages gives you a bunch of health right away and more later, along with other benefits. More ability power later on means more damage as well. You can take the hourglass if you find yourself unable to survive opponents' dive and what not.

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Spells

Exhaust can be changed to Ignite if the opponents don't have a champion or champions that have fast basic attack. I might consider taking it if the opponents don't have a tank on bottom lane and the only fast basic attack is at another lane.
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