

Sona
Maven of the Strings
How this differs from the live game
- Auras of basic abilities are persistent
- Power Chord (P) does bonus damage
- Crescendo (R) is wider
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks are for Q poke and Crescendo damage, both of which deal magic damage. Armor seals and MR glyphs keep Sona alive in bottom-lane trades, while gold quints support the low-income ward-and-aura economy.
This is a 0/9/21 support page: defense gives enough durability to survive lane, while utility gives Flash uptime, mana regen, gold generation, extra starting resources, active-item CDR, and movement speed.
Skill order
ultimate at 6, 11 and 16Power Chord
- Hymn of Valor (Q) takes points at levels 1, 3, 5, 7, 9.
- Aria of Perseverance (W) takes points at levels 2, 4, 8, 10, 12.
- Song of Celerity (E) takes points at levels 13, 14, 15, 17, 18.
- Crescendo (R) takes points at levels 6, 11, 16.
Max Q first for lane poke and aura damage, then W for stronger sustain and defensive aura value in grouped fights. Take one early W for lane stability, while E is delayed because its main value is mobility rather than trading power.
Alternative — Max W before Q in very hard poke lanes where surviving and sustaining the ADC matters more than winning trades.
Why these items
Openingsall within the 475 starting gold
Faerie ward start — Default support start when you want mana regen plus maximum early ward coverage.
Charm mixed vision start — Use when early lane brush or jungle path control matters enough to buy a Vision Ward immediately.
Flask sustain start — Use into heavy poke lanes when repeated health and mana refills are more valuable than extra level-one ward count.
Corein buy order
1Sightstone800gSightstone is the core support purchase because Season 3 supports carried the warding burden and Sona needs the health.
2Philosopher's Stone700gPhilosopher's Stone gives gold income plus health and mana regen, then builds into Shurelya's Reverie.
3Shurelya's Reverie2,100gShurelya's Reverie gives Sona a reliable team speed boost for engaging with Crescendo or disengaging after poke.
4Aegis of the Legion2,150gAegis of the Legion adds teamwide resistances that stack naturally with Sona's defensive aura role.
Situationalonly when the game asks for it

Locket of the Iron Solari2,225gBuy Locket of the Iron Solari when the enemy team has AoE burst and your team needs a fight-wide shield.

Mikael's Crucible2,500gBuy Mikael's Crucible when one carry is being caught by stuns, roots, slows, or suppressive pick tools you can cleanse.

Twin Shadows1,900gBuy Twin Shadows when your team needs pick setup, scouting, or help chasing before Crescendo range.

Shard of True Ice1,600gBuy Shard of True Ice when your lane started Lucky Pick and your team benefits from an extra AoE slow for peel or chase.

Zhonya's Hourglass3,260gBuy Zhonya's Hourglass only in unusually gold-rich games where assassins dive you before you can cast Crescendo.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
Magic penetration marks are for Hymn of Valor and Crescendo, both of which deal magic damage and are Sona's real mid-lane kill buttons. Armor seals cover autos and minion damage, MR glyphs cover mage lanes, and AP quints strengthen Q poke, W sustain, and R burst.
Standard 21/0/9 AP mid page: offense gives AP, magic penetration, CDR and execute damage, while utility gives Flash cooldown, mana sustain, and Runic Affinity for longer blue buffs.
Skill order
ultimate at 6, 11 and 16Power Chord
- Hymn of Valor (Q) takes points at levels 1, 3, 5, 7, 9.
- Aria of Perseverance (W) takes points at levels 2, 8, 10, 12, 13.
- Song of Celerity (E) takes points at levels 4, 14, 15, 17, 18.
- Crescendo (R) takes points at levels 6, 11, 16.
Max Q first for lane poke and wave pressure, then W for mid-game sustain and defensive aura value, with one early E point for positioning and Power Chord cycling. Crescendo is taken at 6, 11 and 16.
Alternative — W max before Q was a defensive lane option into heavy poke or all-in pressure where surviving to team fights mattered more than winning trades.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most mid lanes: AP, health, mana regen and last-hit mana refund let Sona trade with Q while staying in lane.
Boots and sustain start — Use against skillshot or gank-heavy lanes where early movement speed keeps you alive and lets you dodge before first recall.
Flask start — Use into attrition lanes when you expect repeated short trades and want refillable health and mana instead of early combat stats.
Corein buy order
1Tear of the Goddess700gTear of the Goddess lets mid Sona spam Q/W/E to charge mana and keep auras cycling without going dry.
2Morellonomicon2,200gMorellonomicon gives cheap AP, mana regen, 20% CDR, and Grievous Wounds from magic damage for mid-game skirmishes.
3Lich Bane3,000gLich Bane converts Sona's constant spell casting and Power Chord attacks into real mid-lane burst.
4Rabadon's Deathcap3,300gRabadon's Deathcap turns her AP ratios on Q, W and Crescendo into relevant late-game damage and healing.
Situationalonly when the game asks for it

Void Staff2,295gBuy Void Staff when enemy carries or frontliners are stacking magic resist and flat penetration no longer carries your damage.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range comps where you can stand close enough for the MR-reduction aura during Crescendo fights.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs extra catch and you need health to survive entering ult range.

Deathfire Grasp3,100gBuy Deathfire Grasp when ahead and playing for single-target pick burst before Crescendo or Q-Power Chord.

Mercury's Treads1,200gSwap to Mercury's Treads against heavy magic damage or crowd control, accepting lower damage than Sorcerer's Shoes.

Ninja Tabi1,000gBuy Ninja Tabi into oppressive AD auto-attack lanes or AD-heavy teams when surviving matters more than spell penetration.
One build, written by a player. Newest first.
Write a Sona buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of HealthQuint
- Magic Penetration +9.00
- Health +78.00
- Armor +9.00
- Magic Resist +12.60
Not the author's. This is a 0/9/21 support page for the author's Philosopher's Stone, Ruby Sightstone, Locket, Twin Shadows, and Runic Bulwark build: utility gold, wards, item-actives, Flash cooldown, and movement fit the aura-support plan, while the 9 Defense points match the armor, magic resist, and health rune page. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Power Chord
- Hymn of Valor (Q) takes points at levels 1, 3, 5, 7, 9.
- Aria of Perseverance (W) takes points at levels 2, 8, 10, 12, 13.
- Song of Celerity (E) takes points at levels 4, 14, 15, 17, 18.
- Crescendo (R) takes points at levels 6, 11, 16.
Not the author's. This order maxes Q first for lane pressure with magic penetration marks, then W for the defensive aura and sustain that match Locket and Runic Bulwark, leaving E for later utility. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Spawn — The opening as the guide publishes it.
Corein buy order
1
2Ruby Sightstone1,700g
3Ionian Boots of Lucidity1,000g
4
5Twin Shadows1,900g
6Runic Bulwark2,950g
Situationalonly when the game asks for it

Boots of Speed325g

Ionian Boots of Lucidity1,000g

Morellonomicon2,200g

Twin Shadows1,900g
Notes
the author's own wordsSoundwaves - Diamond Sona — rated 9.8/10 from 30 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by Encross, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/soundwaves-diamond-sona-guide-by-encross-319788).
Abilities
per rankPower Chord
After casting 3 spells, Sona's next attack deals bonus magic damage and causes her target to deal reduced damage for a few seconds.
Hymn of Valor5 ranks
Sona plays the Hymn of Valor, granting nearby allied champions bonus Damage and Ability Power. Additionally, casting this ability sends out bolts of sound, dealing magic damage to the nearest two enemy champions or monsters.
- Damage
- 60 / 110 / 160 / 210 / 260 + 50% AP
- Cooldown
- 7s
- Cost
- 65 / 70 / 75 / 80 / 85 Mana
- Range
- 825
Aria of Perseverance5 ranks
Sona plays the Aria of Perseverance, granting nearby allied champions bonus Armor and Magic Resist. Additionally, casting this ability sends out healing melodies, healing Sona and a nearby wounded ally.
- Healing
- 30 / 55 / 80 / 105 / 130 + 50% AP
- Cooldown
- 7s
- Cost
- 65 / 70 / 75 / 80 / 85 Mana
- Range
- 1000
Song of Celerity5 ranks
Sona plays the Song of Celerity, granting nearby allied champions bonus Movement Speed. Additionally, casting this ability energizes nearby allies with a burst of speed.
- Cooldown
- 7s
- Cost
- 65 / 70 / 75 / 80 / 85 Mana
- Range
- 1000
Crescendo3 ranks
Sona plays her ultimate chord, forcing enemy champions to dance and dealing magic damage to them.
- Damage
- 150 / 250 / 350 + 70% AP
- Cooldown
- 170 / 150 / 130s
- Cost
- 100 Mana
- Range
- 900
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri matches Sona's range, has much higher burst, and can force the fight whenever Charm or Spirit Rush is available.
Watch for Charm: if it hits, Ahri gets the full Orb of Deception and Fox-Fire trade before Sona can answer.
How to beat
Hold max Hymn of Valor range and play behind minions so Charm cannot start the duel. Bait Charm first, then step up for Q plus Power Chord and immediately back away before Spirit Rush lets her chase through your aura speed.
Later Ahri wins the side lane because she can pick Sona before the fight starts. In teamfights Sona is more valuable if she stays out of Charm range and uses Crescendo after Ahri spends Spirit Rush charges forward.
- Do not Power Chord if it means walking out from behind minions into Charm.
- Aria of Perseverance is strongest after Orb's first hit, before the true-damage return.
- If Ahri ults past your front line, Crescendo her landing path rather than her starting spot.

AkaliUnfavoured
Akali's repeated Shadow Dance gap closes and shroud control overwhelm Sona once she reaches melee range.
Watch for Shadow Dance: it removes Sona's spacing and lets Akali trigger Mark of the Assassin for lethal follow-up.
How to beat
Stay outside Shadow Dance range until Akali spends a charge on something else, then punish with Q and Power Chord while moving away with Song of Celerity. Save Crescendo for after she commits onto you, because casting it before Twilight Shroud often lets her disappear and reset.
Later Akali crushes the side lane and should never be matched alone. In teamfights Sona plays with carries, keeps reveal and peel ready, and uses Crescendo defensively when Akali dives the back line.
- Power Chord's damage reduction is best after Akali lands, not before she commits.
- Do not chase into Twilight Shroud unless Crescendo is guaranteed to hit.
- Song of Celerity before her first dash can deny the Mark trigger window.

AlistarEven
Alistar has little kill threat if Sona avoids the Headbutt-Pulverize engage, but she also struggles to kill him through Triumphant Roar and Unbreakable Will.
Watch for Headbutt: it puts Sona into Pulverize range or knocks her into terrain for a forced melee trade.
How to beat
Poke from 550 range and never stand close enough for Alistar to start with Pulverize. If he uses Headbutt without a wall or follow-up, kite back with E and re-enter with Q once his engage is down.
Later Neither champion wants the side-lane duel, and Alistar becomes harder to kill once he has tank items. Teamfights are the real matchup: Sona should avoid being the first target and answer Alistar's engage with Crescendo on his carries, not into Unbreakable Will.
- If Alistar activates Unbreakable Will, stop trying to burst him and reposition.
- Power Chord's damage reduction matters during his ultimate-enhanced autos.
- Keep enough distance that Headbutt cannot push you back into his team.

AmumuEven
Sona can kite and poke Amumu before he connects, but one Bandage Toss into Curse of the Sad Mummy can decide the duel.
Watch for Bandage Toss: it stuns Sona, pulls Amumu into Despair range, and sets up his ultimate.
How to beat
Stand behind minions or at max Q range so Bandage Toss has to be blind or delayed. After it misses, use Q and Power Chord while retreating with E, and save Crescendo to interrupt his walk-up after the first cooldown cycle.
Later Amumu usually wins any isolated fight if he can start it, while Sona contributes more as a back-line teamfight champion. Stay spread from allies so Curse of the Sad Mummy cannot catch you and the carries together.
- Do not trade autos while Despair is ticking unless Bandage Toss is already down.
- Crescendo after Bandage Toss lands can create enough space to survive the second rotation.
- Aria's resist aura is valuable before his Curse damage, not after you are already low.

AniviaUnfavoured
Anivia outranges Sona, controls space with Flash Frost and Crystallize, and effectively has a second health bar through Rebirth.
Watch for Flash Frost: the stun enables Frostbite burst and gives Anivia time to wall Sona into Glacial Storm.
How to beat
Stay off the direct line of Flash Frost and avoid fighting near walls where Crystallize can trap your retreat. Only trade after Flash Frost passes, then use Q plus Power Chord and leave before Glacial Storm turns the area into a losing fight.
Later Anivia wins side lane through wave control, wall picks, and Rebirth insurance. Sona should group, keep enough distance to avoid Flash Frost, and use Crescendo when Anivia commits forward or channels a zone around her team.
- Do not spend Crescendo just to pop Rebirth unless your team can finish the egg.
- Song of Celerity is best saved for escaping Crystallize angles.
- If Glacial Storm is already under you, stop trading and leave immediately.

AnnieUnfavoured
Annie's longer auto range and instant Pyromania stun give her a cleaner burst window than Sona can survive.
Watch for Pyromania Tibbers: the stun plus Tibbers burst deletes Sona before she can kite.
How to beat
Track Annie's stun count and do not step into Disintegrate or Tibbers range when Pyromania is ready. Harass only when her stun is down, and save Crescendo to stop her follow-up after she commits rather than trying to race her burst.
Later Annie is still more dangerous in side lane because one stun starts the kill. In teamfights, Sona must spread from carries and counter-engage after Annie flashes or drops Tibbers.
- Respect Annie's 625 attack range; she can tag you before your Q-auto trade completes.
- If her stun is charged, your Power Chord trade is not worth taking.
- Mikael's is for allies in real fights; it will not save Sona from the initial Tibbers damage alone.

AsheUnfavoured
Ashe outranges Sona and turns every basic attack into a slow, making it hard for Sona to disengage once the trade starts.
Watch for Frost Shot: repeated slowed attacks keep Sona inside Ashe's auto and Volley range.
How to beat
Do not take extended auto trades; step in only for Hymn of Valor and Power Chord, then use Song of Celerity to break contact. If Enchanted Crystal Arrow is down or dodged, Sona can force a short burst trade with Crescendo before Ashe stacks too many autos.
Later Ashe wins the side lane with range and sustained damage. Sona should group and use Crescendo or Mikael's timing around Enchanted Crystal Arrow rather than trying to duel her.
- Power Chord's damage reduction should land before Ashe's extended auto sequence.
- Stand away from minions angled for Volley poke.
- If Arrow misses, that is the only real window to all-in.

BlitzcrankEven
Sona wins when Rocket Grab misses, but Blitzcrank wins hard if he lands the hook into Power Fist and Static Field.
Watch for Rocket Grab: it pulls Sona out of her preferred range and guarantees Blitzcrank's knock-up combo.
How to beat
Play behind minions and punish missed Rocket Grab with Q, Power Chord, and immediate movement back. If Blitzcrank uses Overdrive to run at you, hold Crescendo until he commits to melee so he cannot sidestep it.
Later Blitzcrank is not a side-lane duelist, but a single hook still kills Sona if she is alone. In teamfights, keep vision control and stand where a hook hits a tank or minion before it ever reaches you.
- Never use Power Chord if it forces you into a clear hook lane.
- Crescendo can stop the follow-up after a bad hook, but it must be instant.
- His Mana Barrier makes low-health bait risky; finish only with cooldowns ready.

BrandUnfavoured
Brand's spell damage and Blaze punish Sona's short trade pattern harder than her auras can answer.
Watch for Sear after Blaze: once Sona is burning, Sear stuns and guarantees Pillar of Flame or Pyroclasm damage.
How to beat
Stay behind minions to block Sear and never stand still inside Pillar of Flame's delay. Trade only after Brand misses either Sear or Pillar, then back out before Blaze damage and Conflagration turn the exchange.
Later Brand wins isolated fights unless Sona catches him first with Crescendo. In teamfights, Sona must avoid clumping for Pyroclasm and use Crescendo to interrupt his follow-up after he commits a spell rotation.
- If Blaze is already on you, sidestep first and trade second.
- Do not fight Brand in narrow paths where Sear is easy to line up.
- Aria helps against poke, but it does not make a full Brand combo survivable.

Cho'GathUnfavoured
Cho'Gath is too durable for Sona to burn down and his Rupture into silence and Feast gives him a decisive kill window.
Watch for Rupture: the knock-up and slow let Cho'Gath walk into Feral Scream and Feast range.
How to beat
Keep moving laterally at max Q range and do not auto if it lets Cho'Gath predict Rupture under you. Once Rupture misses, poke briefly and retreat before Feral Scream can silence your escape or Crescendo.
Later Cho'Gath dominates side lane through tank stats, sustain, and Feast threat. Sona should group, use auras to blunt his engage, and save Crescendo for his back line unless Cho'Gath is trapping a carry.
- Never hold Crescendo too long if Feral Scream is about to silence you.
- Power Chord's damage reduction is useful when he walks into Feast range.
- Do not stand near terrain where Rupture plus body blocking cuts off your exit.

CorkiUnfavoured
Corki has stronger sustained damage, better burst trading, and Valkyrie to either chase Sona or escape Crescendo.
Watch for Gatling Gun: it keeps Sona in Corki's forward damage cone and shreds armor during extended trades.
How to beat
Take only short Q and Power Chord trades from the edge of range, then leave before Gatling Gun runs. Try to bait Valkyrie defensively; once it is down, Crescendo is much harder for Corki to escape.
Later Corki wins side lane with autos, missiles, and Valkyrie safety. In teamfights, Sona should stay behind the front line and use Crescendo after Corki Valkyries forward or sideways into a committed position.
- Do not chase through Valkyrie's fire trail to finish a trade.
- Power Chord's damage reduction is strongest before Corki begins Gatling Gun autos.
- Minions can block Missile Barrage splash angles, but they do not protect from Phosphorus Bomb.

Dr. MundoUnfavoured
Dr. Mundo outlasts Sona with regeneration and health while Infected Cleaver makes it difficult for her to keep distance.
Watch for Infected Cleaver: the slow lets Mundo keep Burning Agony on Sona and walk her down through repeated trades.
How to beat
Stay behind minions to block Cleaver and only poke when he has missed it or used it on the wave. If Sadism is active, disengage with E and save Crescendo for stopping his chase, not for trying to kill through the healing.
Later Mundo wins the side lane because Sona cannot cut through his health and regeneration alone. In teamfights she should help kite him, apply utility, and rely on teammates with anti-heal or sustained damage to finish him.
- Morellonomicon matters only if you can damage him while he is low enough for the Grievous Wounds trigger.
- Do not stand in a straight lane where Cleaver has no minion to hit first.
- Power Chord's damage reduction is better than extra poke when he commits with Masochism.

EvelynnUnfavoured
Evelynn's camouflage and burst engage deny Sona the spacing she needs to win a clean ranged duel.
Watch for Shadow Walk flank: Evelynn starts the fight from detection range and forces Ravage plus Hate Spike before Sona can prepare Power Chord.
How to beat
Avoid isolated fog and keep wards or allied presence between you and Evelynn's approach paths. If she appears, immediately use E to create space and hold Crescendo until she commits through the slow from Agony's Embrace.
Later Evelynn wins side lane and pick scenarios, while Sona is stronger grouped if she is not the first target. Teamfights revolve around denying Evelynn's flank and using Crescendo as peel when she dives the back line.
- Twin Shadows is valuable because it checks the flank before Evelynn chooses the fight.
- Do not spend Crescendo on her first step forward if she has not committed Ravage range.
- Power Chord's damage reduction should hit Evelynn, not a nearby minion, when she opens.

EzrealUnfavoured
Ezreal can poke from outside Sona's comfortable trade pattern and escape her all-in with Arcane Shift.
Watch for Mystic Shot: repeated hits lower Ezreal's cooldowns and let him win without standing in Crescendo range.
How to beat
Fight around minions so Mystic Shot cannot freely hit you, and answer missed Qs with short Hymn of Valor trades. Bait Arcane Shift first; if he uses it aggressively or sideways, Crescendo can lock him down before he resets the fight.
Later Ezreal wins side lane through mobility and long-range poke. Sona contributes more in grouped fights by sustaining poke, speeding engages, and punishing Arcane Shift with Crescendo.
- Do not chase Ezreal in a straight line where Mystic Shot keeps landing.
- If Arcane Shift is up, Crescendo must be held until he blinks or is forced into a wall angle.
- Aria can soften Essence Flux poke, but it will not win a long ranged exchange.

FiddlesticksUnfavoured
Fiddlesticks' fear and Drain punish Sona's short range, and Crowstorm makes any isolated mistake lethal.
Watch for Terrify: it prevents Sona from interrupting Drain or leaving Crowstorm range.
How to beat
Stay outside Terrify range unless Crescendo is ready, and do not let him start Drain for free. If Drain begins and fear is down, interrupt with Crescendo or break range immediately with E before he heals through your damage.
Later Fiddlesticks is more dangerous from fog than in a fair lane duel, while Sona is better in visible front-to-back fights. Keep wards deep enough to spot Crowstorm channels and save Crescendo or Mikael's for the fear engage.
- Dark Wind silence can stop your emergency Crescendo, so do not clump with minions in bounce range.
- If he channels Crowstorm from fog, run first and cast after he appears.
- Power Chord's damage reduction is useful only if it lands before Drain or Crowstorm ticks stack up.

GangplankUnfavoured
Gangplank's Parrrley poke, Remove Scurvy cleanse, and stronger sustained melee damage make Sona lose once he closes distance.
Watch for Remove Scurvy: it cleanses Crescendo's control and heals through Sona's best all-in window.
How to beat
Poke from max Q range and avoid trading autos after Parrrley puts you low. Try to force Remove Scurvy with a smaller exchange before committing Crescendo; if it is available, use Crescendo defensively to escape rather than expecting a kill.
Later Gangplank wins the side lane with Parrrley pressure and cleanse safety. In teamfights, Sona should avoid Cannon Barrage zones, keep speed for repositioning, and wait out Remove Scurvy before using Crescendo to lock him down.
- Do not Crescendo first unless Remove Scurvy is down or he will simply cleanse it.
- Power Chord's damage reduction is best before he reaches melee and applies Grog-Soaked Blade.
- Boots of Swiftness help more than raw armor when Cannon Barrage and slows decide whether you escape.

GarenUnfavoured
Sona can tag Garen from range, but she lacks the damage and hard disengage to stop Decisive Strike into Judgment once he closes.
Watch for Decisive Strike: the speed burst breaks slows and lets Garen force the melee range where Sona cannot keep trading.
How to beat
Hold max Hymn of Valor range and hit him often enough to keep Perseverance down. Do not spend Crescendo just for damage; save it for when Decisive Strike carries him through Song of Celerity and he commits to Judgment. If he uses Q on minions or to retreat, step up for a Power Chord trade and leave before it returns.
Later Garen wins the side lane because he can run Sona down and outlast poke with Perseverance. In teamfights, Sona is more useful if she stays behind her front line, keeps his passive off before objectives, and uses Crescendo to stop his dive or peel his execute target.
- Auto or Q him every few seconds so Perseverance never turns the lane into a reset.
- Power Chord after W is best when he reaches you, because the damage reduction blunts Judgment and Demacian Justice setup.
- Do not rely on Song of Celerity alone after he starts Decisive Strike; it removes slows and closes fast.
- Crescendo as he enters melee range, not after you have already eaten the full spin.

GragasUnfavoured
Gragas outranges Sona's sustain windows with Barrel Roll and can force the fight with Body Slam into Explosive Cask displacement.
Watch for Body Slam: the dash and slow lets Gragas start a burst trade before Sona can choose spacing.
How to beat
Stand just outside Body Slam range and only step in for Q when Barrel Roll is down or badly placed. Keep Song of Celerity ready to sidestep the barrel detonation and avoid letting Explosive Cask knock you back toward him. Commit only after he misses Body Slam, because that is the window where he cannot force contact.
Later Gragas still wins isolated side fights by picking the engage angle and sustaining through poke with Happy Hour. Sona is stronger grouped, where Crescendo can punish his Body Slam entrance and aura defenses reduce his poke before objectives.
- Do not chase through a placed Barrel Roll; he wants you slowed for Body Slam.
- Power Chord after W is valuable if he lands Body Slam and starts his burst sequence.
- If Explosive Cask is up, position so the knockback sends you sideways or away from him, not into his team.
- Short Q pokes are fine, but extended trades favor his passive healing.

HeimerdingerUnfavoured
Heimerdinger controls the duel space with turrets and grenade threat, so Sona has trouble entering Q range without losing the trade first.
Watch for CH-1 Concussion Grenade: the direct stun locks Sona in turret fire and removes her ability to kite.
How to beat
Do not fight inside multiple H-28G Evolution Turrets; clear or avoid the nest before trading. Hold max range, move unpredictably when he winds up grenade, and only commit after it misses. If he is away from turrets, Sona can Q and Power Chord him, then back out before rockets and turret focus stack up.
Later Heimerdinger wins static side-lane setups because Sona cannot quickly break his turret zone alone. In teamfights and sieges, Sona should avoid walking into his setup first and save Crescendo for grouped enemies after grenade is down.
- Count turrets before trading; one turret is pokeable, two or more makes the area his fight.
- Stand near minions only when you are not the closest rocket target.
- A missed grenade is your best window to Q, Power Chord, and leave.
- Crescendo does not remove turret damage, so do not ult inside his nest unless the kill is immediate.

JannaEven
Neither support kills cleanly if both play well, with Sona having better repeat poke and Janna having better shielded disengage.
Watch for Eye Of The Storm: the shield absorbs Sona's Q-Power Chord trade and lets Janna win the return auto window.
How to beat
Bait Eye Of The Storm with a light Q or forward step, then trade again while it is down. Stay slightly outside Zephyr range so Janna must choose between shielding poke or walking into Crescendo range. Commit only if Monsoon is unavailable or if Crescendo can interrupt her before she resets the fight.
Later Neither wants a true side-lane duel, and Janna is harder to pin down alone. In teamfights, Sona usually offers more offensive engage with Crescendo, while Janna denies dives with Monsoon; wait out or force Monsoon before committing your ultimate.
- Do not spend Power Chord into Eye Of The Storm unless you are only breaking the shield for an ally.
- Her 475 attack range means you can Q-auto from outside many of her return trades.
- Crescendo can stop Monsoon setup if you cast before she creates distance.
- If she uses Zephyr aggressively, punish the lost passive movement with Song of Celerity chase.

Jarvan IVUnfavoured
Jarvan IV's gap close and Cataclysm punish Sona's low mobility, and she rarely has enough damage to win before he finishes the engage.
Watch for Cataclysm: the terrain traps Sona in melee range where Song of Celerity cannot create space.
How to beat
Keep enough distance that Demacian Standard plus Dragon Strike cannot reach you from fog or over minions. If he misses the knockup combo, answer with Q and a W Power Chord, then retreat before his cooldowns cycle. Save Crescendo for Cataclysm or the moment he dashes in, because using it early leaves you trapped afterward.
Later Jarvan wins the side lane and can repeatedly force Sona's flash or ultimate. Grouped fights are better for Sona if she stays outside flag-combo range and uses Crescendo to counter his dive after he commits.
- Do not stand near his Demacian Standard; Dragon Strike can turn it into the engage path.
- W Power Chord after he enters Cataclysm reduces his follow-up damage.
- Crescendo through the arena wall timing is not the point; stop him before he gets free autos.
- Armor matters more than extra poke if he is the one choosing fights.

JaxUnfavoured
Jax eventually forces Leap Strike range and Sona cannot match his sustained melee damage through Counter Strike and Grandmaster's Might.
Watch for Leap Strike: it bypasses Sona's ranged spacing and starts the trade on Jax's terms.
How to beat
Stay at max range and do not auto into Counter Strike when he activates it. Use Song of Celerity to pull away after Leap Strike and hold Crescendo for his second commit, not his first step forward. Your winning trades are short Q-Power Chord hits before he has a nearby unit or cooldown angle to jump onto you.
Later Jax wins side lane decisively once items are finished. In teamfights, Sona should never be isolated near a ward or minion he can jump to, and Crescendo should be saved to interrupt his dive on the back line.
- If Counter Strike is running, stop autoing and create space instead of feeding his dodge window.
- Do not stand beside allied minions or wards that give him a shorter Leap Strike path.
- W Power Chord is better than Q Power Chord once he reaches melee.
- After Grandmaster's Might stacks, disengage; extended trades are no longer playable.

KarthusEven
Sona can dodge and sustain through some Lay Waste poke, but Karthus wins if Wall of Pain lets him keep her inside Defile and repeated Qs.
Watch for Wall of Pain: the slow and shred make Sona easy to chain with Lay Waste and punish her low base durability.
How to beat
Keep moving laterally at Q range and avoid walking through Wall of Pain unless Crescendo guarantees a kill. Trade after he misses isolated Lay Waste, then use Song of Celerity to exit before Defile range becomes permanent. If he is low, remember Death Defied still lets him cast, so leave the corpse zone immediately.
Later Karthus is more dangerous in side lane if he can wall and chase with Defile, but Sona contributes more peel and engage around grouped carries. In teamfights, spread before Requiem pressure matters and use Crescendo to stop him before he stands in the middle of your team.
- Do not finish him at low health while standing in Defile; Death Defied can trade the kill back.
- A sideways dodge beats Lay Waste better than running straight away after Wall of Pain.
- W aura is meaningful before Requiem, but it will not save you if you stay in his E.
- Crescendo is strongest before he enters your team, not after his passive is already active.

KassadinUnfavoured
Kassadin resists Sona's magic poke and can silence into Riftwalk trades that she cannot answer once he has levels.
Watch for Null Sphere: the silence stops Sona from healing, speeding away, or casting Crescendo during his engage window.
How to beat
Punish him before Riftwalk by holding Q range and using Power Chord when Null Sphere is down. After level 6, stand far enough that he must Riftwalk first before Q silence, then Crescendo as he lands if he commits. Do not spam spells near him for free Force Pulse access unless you are ready to disengage immediately.
Later Kassadin wins side lane heavily and can pick Sona whenever she is alone. In teamfights, stay grouped with control behind you, track his Riftwalk angle, and save Crescendo for the moment he appears on a carry.
- His passive makes raw Q poke less decisive than it looks.
- If he silences you before Crescendo, the duel is usually lost.
- Do not charge his Force Pulse with pointless aura cycling when he is nearby.
- Banshee's Veil can block the first silence and give you time to ult.

KatarinaEven
Sona can interrupt Death Lotus with Crescendo and kite pre-commit, but Katarina wins if Shunpo gets her into reset range after Sona spends control.
Watch for Death Lotus: the channel overwhelms Sona if Crescendo is down or mistimed.
How to beat
Hold distance from both Katarina and any Shunpo target near you. Trade with Q and back away, saving Crescendo specifically to cancel Death Lotus or punish Shunpo arrival. If she uses Shunpo defensively or wastes Death Lotus, chase with Song of Celerity and Power Chord before her cooldowns reset.
Later Katarina is more threatening in messy fights than in a clean duel because Voracity can reset through Sona's team. Sona should stay out of Shunpo range, keep Crescendo for Death Lotus, and avoid giving Katarina a low-health reset target after the first engage.
- Do not ult before Death Lotus unless the burst kill is certain.
- Stand away from allied minions and champions that let Shunpo close the gap.
- W Power Chord after Shunpo reduces her all-in if she cannot immediately ult.
- If she leaves with Shunpo, do not chase into fog where she can turn with cooldowns.

KayleUnfavoured
Kayle outranges Sona during Righteous Fury, slows her with Reckoning, and denies Sona's burst window with Intervention.
Watch for Righteous Fury: the temporary range turns Kayle into a stronger sustained ranged duelist than Sona.
How to beat
Do not trade while Righteous Fury is active unless you are only landing a quick Q from max range. Bait Reckoning or wait out Righteous Fury, then Q-Power Chord and disengage before the next ranged attack cycle. Save Crescendo until after Intervention is forced, because ulting into invulnerability wastes your only hard stop.
Later Kayle wins the side lane with ranged sustained damage and self-protection. In teamfights, Sona should play for multi-target Crescendo after Intervention is used or on targets Kayle cannot protect, while keeping auras active through her poke windows.
- Righteous Fury changes the matchup; when it is down, Kayle is much easier to space.
- Do not chase a low-health Kayle if Intervention is ready.
- Power Chord after W helps survive her ranged all-in after Reckoning lands.
- Boots of Swiftness are useful because Reckoning slow is often how she keeps hitting you.

KennenUnfavoured
Kennen matches Sona's range, threatens repeated stuns through Mark of the Storm, and can force an all-in with Lightning Rush and Slicing Maelstrom.
Watch for Slicing Maelstrom: the storm stacks marks while damaging Sona and can lock her down before she escapes.
How to beat
Respect mark count more than health totals; back away when one or two marks are already on you. Dodge Thundering Shuriken before stepping up for Q, and keep Crescendo for Lightning Rush or Slicing Maelstrom instead of using it as poke. If his E is down, you can take a short trade and leave before Electrical Surge turns the mark into a stun.
Later Kennen wins isolated duels if he can reach Sona with ultimate, but Sona can swing teamfights by counter-ulting his engage. Stay spread enough that his storm cannot hit the whole back line and use Crescendo when he rushes in, not after everyone is stunned.
- Track Mark of the Storm stacks; the third hit is the real cooldown you are playing around.
- A missed Q is your safest Q-Power Chord window.
- Do not stand close enough for Lightning Rush to tag you for free before his ultimate.
- Mercury's Treads reduce the stun chain and are more valuable than extra damage here.

Kog'MawUnfavoured
Kog'Maw's Bio-Arcane Barrage outranges and out-DPSes Sona, while Void Ooze prevents her from cleanly disengaging.
Watch for Bio-Arcane Barrage: the bonus range and percent-health magic damage let Kog'Maw win trades before Sona reaches meaningful threat range.
How to beat
Do not duel him while Bio-Arcane Barrage is active; back out with Song of Celerity and re-enter once it ends. Sidestep Void Ooze before committing, because the slow lets him keep the range advantage. If he overextends without W, Crescendo into Q-Power Chord can burst him, but leave immediately after the kill to avoid Icathian Surprise.
Later Kog'Maw wins side-lane DPS contests and melts Sona if she is alone. In teamfights, Sona's job is to enable the engage onto him with Crescendo or peel him off with auras and W Power Chord once his frontline starts protecting him.
- Bio-Arcane Barrage range is the timer; fight after it expires, not during it.
- Do not run straight down Void Ooze, even if Crescendo is available.
- After killing him, move away at once because Icathian Surprise can still trade back.
- W Power Chord cuts his damage during the active W window.

Lee SinUnfavoured
Lee Sin's Sonic Wave threat and burst mobility make it difficult for Sona to keep the fight at her preferred poke range.
Watch for Sonic Wave / Resonating Strike: landing Q gives Lee Sin the guaranteed gap close that turns the duel into melee burst.
How to beat
Fight behind minions or from angles where Sonic Wave cannot connect cleanly. If he misses Q, step up for Q-Power Chord and immediately kite with Song of Celerity before Safeguard or Tempest closes space. Save Crescendo for his Resonating Strike arrival or Dragon's Rage setup, because stopping the second half of the engage is how you survive.
Later Lee Sin wins side-lane picks and can kill Sona quickly if he finds fog-of-war Q. In teamfights, Sona should stand behind minions or allies, ward flanks, and use Crescendo to punish his kick attempt rather than chasing him.
- Minions are your shield; do not give him a clear Sonic Wave line.
- If Q misses, he has to spend a worse engage tool and you can punish briefly.
- W Power Chord is strongest after Resonating Strike connects.
- Dragon's Rage can kick you into his team, so keep your back angle clean.

LeonaEven
Leona cannot easily kill Sona alone without ally damage, but if Zenith Blade lands she can lock Sona down long enough to win the trade.
Watch for Zenith Blade: the line engage pulls Leona onto Sona and starts her stun chain.
How to beat
Stand behind minions or outside Zenith Blade line and punish her melee range with Q whenever E is down. Do not waste Crescendo into Eclipse if you cannot disengage afterward; use it to stop her follow-up after she connects. If she misses E, chase briefly with Song of Celerity and Power Chord before her cooldowns return.
Later Leona is not a natural side-lane duelist, but she can still pin Sona if she catches her alone. In teamfights, Sona should stay behind carries, cleanse or avoid Solar Flare follow-up where possible, and counter-engage with Crescendo after Leona commits.
- Her passive needs allies, so a true 1v1 is less lethal than her lane engage.
- Zenith Blade is the matchup; when it misses, she has to walk at you.
- Do not stand still after Solar Flare appears, even if you plan to ult.
- W Power Chord after her engage reduces her limited solo damage while you kite out.

LuluEven
Lulu can blunt Sona's burst with shield and Wild Growth, while Sona has better sustain and a stronger fight-ending ultimate if Lulu misuses Whimsy.
Watch for Whimsy: the disable or speed swing denies Sona's commit and can stop her from casting at the critical moment.
How to beat
Trade from max Q range so Glitterlance is easier to sidestep and Lulu has to choose between shielding poke or saving Help, Pix! for return damage. Bait Whimsy with movement rather than Crescendo, then commit while it is down. If Wild Growth is ready, do not all-in unless Crescendo catches her before she can reset the health gap.
Later Neither support wants a long side-lane duel, and Lulu becomes very hard to finish through Wild Growth. In teamfights, Sona has the stronger multi-target engage, but she must avoid being polymorphed before Crescendo and should track who Lulu is saving ultimate for.
- Do not Power Chord into Help, Pix! unless the shield is already low.
- Whimsy can stop your Crescendo timing, so force it before committing.
- Glitterlance slow makes her kite stronger than her raw range suggests.
- If Pix is on another target, Lulu's own trade pattern changes; use that window for a short poke.

LuxUnfavoured
Lux matches Sona's range while threatening a binding combo that Sona is too fragile to absorb at equal items.
Watch for Light Binding: the root lets Lux land Lucent Singularity and Finales Funkeln before Sona can kite or heal.
How to beat
Play just off the minion line so Light Binding cannot tag you through a predictable target. Poke only after Q is down, then move out before Lucent Singularity slow holds you in beam range. Save Crescendo for when she misses Binding or steps forward to ult, because engaging while Q is ready often gets you rooted first.
Later Lux wins isolated picks from range, while Sona is better in grouped fights if she avoids the first binding. Use auras to soften poke, keep lateral spacing from your carries, and look for Crescendo when Lux walks up after spending Q or E.
- Minions do not fully protect you because Light Binding can hit two targets.
- Do not stand inside Lucent Singularity waiting to see if she detonates it.
- A missed Binding is your clearest window to Q-Power Chord or Crescendo.
- Banshee's Veil can block the spell that starts her entire combo.

MalphiteUnfavoured
Sona can chip Malphite before level 6, but Seismic Shard removes her spacing and Unstoppable Force gives him the first real all-in.
Watch for Unstoppable Force: closes through your range, knocks you up, and starts the burst before you can cast Crescendo.
How to beat
Stay outside Seismic Shard range when Granite Shield is up, then use Q and Power Chord only after the shield is broken. If he spends Seismic Shard for poke, speed yourself with E and take the short trade before backing out. Save Crescendo for after he commits with Unstoppable Force, not as a poke tool.
Later Malphite wins the side lane because he can force on Sona whenever his ultimate is ready. In teamfights he is far more dangerous as an engager, so Sona should stand off-angle, keep W aura up before impact, and counter-Crescendo the follow-up rather than frontlining.
- Break Granite Shield before using a Power Chord trade.
- Do not answer Seismic Shard by running in a straight line; E sideways to deny the follow-up angle.
- Crescendo after his knockup catches more of his team than trying to ult him first.

MalzaharUnfavoured
Malzahar outranges Sona's sustain with damage-over-time pressure and Nether Grasp turns any even trade into a locked-down kill.
Watch for Nether Grasp: suppresses you in Null Zone and prevents you from casting W, E, or Crescendo during his kill window.
How to beat
Keep minions between you and his Voidling pathing, and do not stand in your own wave when Malefic Visions is ready to bounce. Trade only after he uses Call of the Void or Malefic Visions on the wave, then step in for Q plus Power Chord and immediately leave. If his ultimate is up, hold Crescendo until he has either used it or walked too close without Null Zone under you.
Later Malzahar wins isolated fights unless Sona has a cleanse effect ready. In teamfights, Sona's job is to stay outside Nether Grasp range, protect the suppressed target with auras and Mikael's when applicable, and punish his channel with Crescendo if he exposes himself.
- Do not let Malefic Visions bounce to you from a dying minion.
- Kill or kite away from Voidlings before they stack free damage during trades.
- If you buy Quicksilver Sash, use it on Nether Grasp immediately, then Crescendo before he resets spacing.

Master YiUnfavoured
Sona can harass Yi early, but once he reaches her with Highlander she lacks enough reliable control to survive his sustained attacks.
Watch for Highlander: makes him immune to your slows and gives him the speed to keep hitting through Song of Celerity.
How to beat
Hold maximum auto range and avoid using Power Chord before Alpha Strike, because he can dodge the attack timing by becoming untargetable. Bait Alpha Strike with a step forward, then E away and use Crescendo only when he reappears and commits to melee range. If he uses Meditate to block your burst, stop dumping spells and reposition instead.
Later Master Yi dominates the side lane and can run Sona down without teammates nearby. In teamfights, Sona should stay near hard crowd control, save Crescendo for his post-Alpha landing, and use W aura before he enters rather than after she is already low.
- Highlander ignores the slow from Power Chord's E version, so do not rely on it to escape.
- Crescendo where Alpha Strike ends, not where Yi started it.
- If he starts Meditate, use the channel time to create distance instead of feeding its damage reduction.

Miss FortuneEven
Both champions share 550 range, so the duel comes down to whether Sona avoids Double Up angles and interrupts Bullet Time with Crescendo.
Watch for Bullet Time: channels enough cone damage to outpace Aria of Perseverance if you cannot cancel or sidestep it.
How to beat
Do not stand behind low-health minions, because Double Up gives Miss Fortune winning poke without letting you answer. Trade when Strut is down, use Q plus Power Chord, then drift out before Impure Shots stacks too long. Hold Crescendo to cancel Bullet Time unless she has already spent it poorly.
Later Miss Fortune wins straight side-lane DPS if she gets uninterrupted autos, while Sona is much stronger in grouped fights. Sona should play behind her frontline, keep W aura running into Bullet Time, and use Crescendo to cancel the channel or catch her after she roots herself in place.
- Attack her once before committing so Strut falls off.
- Never give Double Up a backline bounce angle through a minion.
- Crescendo instantly cancels Bullet Time if you are not already dead in the cone.

MorganaEven
Morgana blocks Sona's decisive Crescendo with Black Shield, but Sona can win short trades if she dodges Dark Binding and does not stand in Tormented Soil.
Watch for Black Shield: absorbs your magic damage and prevents Crescendo's dance until the shield breaks.
How to beat
Play just outside Dark Binding lines and use minions to force Morgana to choose between wave control and hitting you. If she casts Black Shield early, wait it out instead of ulting into it, then trade while it is down. Commit only after Dark Binding misses, because getting rooted in Tormented Soil gives her the winning exchange.
Later Neither wants a pure side-lane duel, but Morgana is safer alone because Dark Binding into Soul Shackles threatens picks. In teamfights Sona can be more decisive if she tracks Black Shield and aims Crescendo at unshielded targets or waits for the shield to be broken.
- Do not Crescendo the Black Shield target unless the shield is already cracked.
- Step out of Tormented Soil before casting extra spells; her spell vamp rewards long trades.
- A missed Dark Binding is your cleanest Q and Power Chord window.

NasusUnfavoured
Sona can kite Nasus briefly, but Wither eventually removes her spacing and Fury of the Sands lets him outlast her damage.
Watch for Wither: slows your movement over time until Nasus can walk into Siphoning Strike range.
How to beat
Stay at max range and punish him only when Wither is down or he is using Siphoning Strike on minions. If Wither lands, use E immediately before it ramps too far and do not turn for extra autos. Save Crescendo for when he commits with Fury of the Sands, then disengage rather than trying to burn through the ultimate.
Later Nasus wins the side lane heavily once Siphoning Strike is stacked and defensive items are finished. Sona should not answer him alone; in teamfights she peels his Wither target, layers auras, and uses Crescendo to stop his walk through the backline after his first commit.
- Do not spend Crescendo before Fury of the Sands unless it guarantees escape.
- Power Chord's damage reduction is more valuable than minor poke once he reaches melee.
- If Wither is already ramped, casting E late will not save greedy positioning.

NidaleeUnfavoured
Nidalee can choose the range of the fight with brush speed and cougar mobility, while one long Javelin Toss forces Sona too low to contest.
Watch for Javelin Toss: long-range poke that can take most of your health before Nidalee ever commits.
How to beat
Fight around minion cover and do not chase into brush where Prowl lets her reset spacing. If Javelin Toss misses at long range, step forward for Q and Power Chord before she can freely heal with Primal Surge. Keep Crescendo for her cougar jump-in, because using it for poke lets her disengage and heal back up.
Later Nidalee wins isolated side-lane pressure through poke, traps, and repeated disengages. Sona is better in grouped fights if she denies spear angles, keeps W aura active after trap reveals, and saves Crescendo for Nidalee's cougar entry or exposed backline position.
- A Bushwhack hit makes the next spear and cougar trade much worse; back off while revealed and shredded.
- Do not follow Nidalee into brush without vision.
- Ult the cougar commit, not the human-form heal window.

Nunu & WillumpEven
Nunu is hard for Sona to kill because Consume sustains him, but he also struggles to finish her unless Ice Blast leads into Absolute Zero.
Watch for Ice Blast: point-and-click slow and attack-speed reduction that pins you long enough for Absolute Zero positioning.
How to beat
Keep enough distance that Ice Blast does not automatically become an Absolute Zero setup. When he uses Ice Blast for poke, answer with Q and Power Chord while backing away with E. Save Crescendo to interrupt Absolute Zero or to stop him from walking the channel onto you.
Later Nunu is sturdier in side lanes but rarely kills Sona alone without repeated slows. In teamfights, his Blood Boil value and Absolute Zero zone matter more than the duel, so Sona should hold Crescendo for the channel and use Shurelya's-style movement to pull allies out of the slow field.
- Do not waste burst into Consume range if a minion wave is beside him.
- Crescendo cancels Absolute Zero before the burst lands.
- If Blood Boil is active, respect his chase range even before Ice Blast.

OlafUnfavoured
Olaf's axe slows force Sona to spend speed defensively, and Ragnarok removes the value of her ultimate when he actually commits.
Watch for Ragnarok: makes Olaf immune to Crescendo and lets him run through your only hard stop.
How to beat
Stand behind minions or terrain angles that make Undertow harder to chain, and never walk toward a thrown axe he can pick up. Poke only when Undertow misses or is out of reach, then retreat before he closes for Reckless Swing. If Ragnarok is active, do not cast Crescendo into him; use E and terrain to stall until it expires.
Later Olaf wins the side lane decisively because he ignores Sona's control and sustains through low-health fighting. In teamfights, Sona should kite backward with her team, shield before Reckless Swing range, and save Crescendo for Olaf's teammates while he is immune.
- Axe pickup is the real timer; move away from the axe, not just away from Olaf.
- Power Chord's damage reduction is better than slow while Ragnarok is running.
- Do not ult Olaf during Ragnarok unless you are hitting other targets too.

PantheonUnfavoured
Pantheon's point-and-click stun and early physical burst punish Sona's low durability before she can build a meaningful trade.
Watch for Aegis of Zeonia: jumps onto you, stuns you, and guarantees Heartseeker Strike damage if you are in range.
How to beat
Stay outside Aegis of Zeonia range and use Q only when he has just spent Spear Shot or is blocked by minions. Break Aegis Protection with a basic attack or low-value hit before using Power Chord. Commit with Crescendo only after his stun is down; otherwise he starts the exchange and you lose too much health before casting.
Later Pantheon still wins isolated picks if he reaches Sona first, though his scaling is less oppressive than true duelists. In teamfights Sona should ward flanks against Grand Skyfall, group tightly enough for auras, and Crescendo him after his leap or as he channels Heartseeker Strike.
- Do not put Power Chord into Aegis Protection.
- If he walks forward with passive ready, assume he wants W into Heartseeker Strike.
- Crescendo can punish Heartseeker Strike because he is committed in its cone.

RammusUnfavoured
Rammus is too tanky for Sona to kill quickly, and Powerball into Puncturing Taunt makes her attack him while he returns damage.
Watch for Puncturing Taunt: forces you to attack Rammus during Defensive Ball Curl and removes your ability to kite.
How to beat
Keep enough distance that Powerball has to be obvious, then sidestep or E away before impact. Do not auto into Defensive Ball Curl unless you are only trying to break a tiny amount of health; wait it out and re-space. Use Crescendo after Powerball connects or after Taunt ends to stop the follow-up, not into his full defensive window.
Later Rammus wins the side lane by catching Sona and shrugging off her damage. In teamfights, Sona should avoid being the first Taunt target, keep W aura up against his engage, and use Crescendo to peel his arrival or catch the carries following him.
- Do not help Defensive Ball Curl by taking unnecessary autos into it.
- Powerball is easiest to dodge before he reaches full speed; move early.
- If Taunt is down, he has trouble forcing Sona to stay in Tremors.

RyzeUnfavoured
Ryze matches Sona's range but has much stronger repeated spell damage and Rune Prison stops her from kiting the rotation.
Watch for Rune Prison: roots you at 550 range and lets Ryze unload Overload and Spell Flux before you can create space.
How to beat
Do not trade from exactly equal range unless Rune Prison is down; he wins the instant root exchange. Bait him to use a spell on minions, then step in for Q plus Power Chord and leave before Arcane Mastery refreshes his rotation. Crescendo is best used to interrupt his Desperate Power chase or to disengage after he roots you.
Later Ryze wins side-lane duels once his mana and cooldown scaling are online. In teamfights Sona should stay behind the frontline, avoid Spell Flux bounces through clustered allies, and use Crescendo when Ryze activates Desperate Power and moves forward.
- Do not stand beside minions or allies when Spell Flux can bounce.
- Rune Prison range matches your attack range, so max-range autos are not safe by default.
- If Desperate Power is active, disengage first and trade after it ends.

ShacoUnfavoured
Shaco controls the start of the duel with Deceive and Jack In The Box, while Sona is too fragile if she face-checks or wastes Crescendo on the clone.
Watch for Deceive: lets Shaco appear behind you for Backstab damage before you can set the spacing.
How to beat
Do not walk through unwarded brush or narrow paths where Jack In The Box can fear you before Shaco appears. If he Deceives in, immediately move away from your previous path, use W, and hold Crescendo until you can identify the real Shaco. Commit only after Deceive and boxes are down, because then his melee pattern is much easier to kite.
Later Shaco wins isolated fights by choosing the angle and forcing Sona into traps. In teamfights he is less reliable, so Sona should stay grouped, use vision items to deny flank routes, and save Crescendo for the real champion diving her backline.
- Never Crescendo the first Shaco you see if Hallucinate timing is suspicious.
- Jack In The Box fear can make a won kite turn into a lost duel.
- Backstab means running straight away after Deceive can increase his damage if he is already behind you.

ShenEven
Shen is difficult for Sona to kill through Feint and sustain, but he lacks lethal pressure unless Shadow Dash lands cleanly.
Watch for Shadow Dash: taunts you into melee range and gives Shen time to apply Vorpal Blade and Ki Strike.
How to beat
Hold max range and angle sideways so Shadow Dash has to predict rather than travel straight through you. Trade after Feint expires, because hitting the shield wastes Sona's limited burst. If he taunts forward and misses, use Q, Power Chord, and E to kite before his cooldown returns.
Later Shen is more useful in side lanes because Stand United lets him pressure while still joining fights. Sona should not chase him alone; in teamfights she should punish his arrival point with Crescendo or peel whoever he taunts after teleporting in.
- Do not spend Power Chord into Feint unless you need the damage reduction immediately.
- Stand to the side of your minion wave so Shadow Dash cannot hit you and retreat through the same line.
- When Shen channels Stand United nearby, Crescendo can stop the channel if you are in range.

SingedUnfavoured
Sona can poke Singed while he approaches, but Fling plus Mega Adhesive traps her in Poison Trail where her sustain cannot keep up.
Watch for Fling: throws you behind Singed into Poison Trail and usually into Mega Adhesive's slow zone.
How to beat
Never chase Singed through Poison Trail; make him walk into your Q range instead. Keep enough space that Mega Adhesive is a warning, not a guaranteed Fling setup, and use E as soon as he turns toward you with Insanity Potion. Crescendo should stop his approach before Fling range or buy time after he flips you, depending on whether you still have room to run.
Later Singed wins side-lane fights because Sona cannot hold him in place or survive extended poison damage. In teamfights, Sona should avoid following his path, keep auras on allies he disrupts, and save Crescendo for his backline's follow-up rather than wasting everything on a tanky Singed.
- If you are behind Singed, stop attacking and leave the poison trail first.
- Mega Adhesive plus Fling is the danger zone; one without the other is much less lethal.
- Do not ult only to chase him unless his team cannot punish the cooldown.

SionUnfavoured
Sion's point-and-click stun and shield burst force Sona into trades she cannot survive if she stays close enough to damage him.
Watch for Cryptic Gaze: stuns you long enough for Death's Caress detonation and Enrage attacks to land.
How to beat
Respect Cryptic Gaze range and avoid trading while Death's Caress is active, because popping or eating the shield both favor him. Harass only after the shield expires or detonates on minions, then back out before the stun comes up again. Use Crescendo defensively when he walks in with shield ready, especially if Cannibalism is active and he wants a long melee fight.
Later Sion wins isolated fights through stun setup, shield damage, and lifesteal during Cannibalism. Sona's teamfight value is higher if she stays out of Cryptic Gaze range, shields allies before the detonation, and uses Crescendo to stop Sion's melee uptime rather than trying to burst him alone.
- Do not waste Q and Power Chord into a fresh Death's Caress shield.
- If Cannibalism is running, kite until it falls instead of feeding his healing.
- Cryptic Gaze is targeted, so your only answer is staying out of range or stopping him first.

SivirUnfavoured
Sivir outranges Sona only slightly less than most marksmen but wins extended trades because Spell Shield can deny Crescendo or a Power Chord setup while her autos and Boomerang Blade outdamage Sona's auras.
Watch for Spell Shield blocks Crescendo or Hymn of Valor and refunds Sivir the window Sona needs to win the trade.
How to beat
Stay just outside Boomerang Blade's return path and trade with Q plus Power Chord only when Spell Shield is down or baited by a harmless spell. Do not ult first unless she has already used E; commit after she misses Q, because that is her biggest non-auto damage window.
Later Sivir wins the side lane through waveclear and sustained attacks, while Sona is much stronger grouped if Crescendo is not shielded. In teamfights, hold R until Sivir's Spell Shield has been forced by poke or another engage tool.
- Angle sideways after Boomerang Blade passes so the return blade misses.
- Use a non-ultimate aura cast to bait Spell Shield before Crescendo.
- Power Chord's damage reduction is best used after Sivir activates On The Hunt and starts autoing.
- Do not chase her through minions when Ricochet is bouncing for free damage.

SkarnerUnfavoured
Skarner can run Sona down through her poke with Crystalline Exoskeleton and wins decisively if Impale connects.
Watch for Impale suppresses Sona and drags her into Skarner's melee damage or his team.
How to beat
Hold max Q range and spend E defensively, not as a chase tool, because Skarner only needs one shielded approach. Bait Crystalline Exoskeleton first; once the shield breaks or expires, poke and back away before he can re-stack Crystal Slash.
Later Skarner wins isolated side-lane fights if he reaches Sona, but Sona is better in grouped fights when she can stay behind allies. Save Crescendo to interrupt his follow-up after Impale or to stop him before he reaches carry range.
- Do not walk forward while Crystalline Exoskeleton is active.
- Crescendo before Impale range is safer than trying to ult after suppression starts.
- Power Chord's damage reduction matters most when Skarner is already on top of you.
- Ward flanks; Skarner's duel starts when he appears beside you, not when he is in Q range.

SorakaEven
Neither support kills quickly, but Soraka's silence and larger sustain can outlast Sona unless Sona times burst around Infuse and Wish.
Watch for Infuse silences Sona, stopping the spell chain needed for Power Chord and delaying Crescendo.
How to beat
Trade in short Q plus auto patterns and back out before repeated Starcalls lower your magic resist. Wait out Infuse before committing with Crescendo, then use Power Chord immediately so Soraka cannot simply heal through the burst timing.
Later Neither wants the side lane duel, and Soraka's global Wish can swing fights Sona is not in. Sona's teamfight edge is reliable AoE control, so force clustered fights where Crescendo hits more than one target before Soraka can reset health bars.
- Do not stand in Starcall range for repeated casts just to land one Q aura tick.
- Track Wish before judging lethal; Soraka often survives the first all-in.
- If Infuse is down, Soraka has no hard answer to Crescendo.
- Power Chord after her heal is stronger than spending it into fresh Astral Blessing armor.

TaricUnfavoured
Taric's targeted stun lets him force melee range, and his armor aura plus healing make Sona's poke too slow to decide the duel before he locks her down.
Watch for Dazzle stuns Sona and lets Taric walk in for Shatter, Radiance, and empowered attacks.
How to beat
Respect Dazzle range and harass only when Taric has used it or cannot follow through. If he starts walking straight at you, use E to widen the gap and save Crescendo for after Dazzle so you can stop the melee continuation.
Later Taric is still favored in a side-lane duel if he can stun first, but Sona brings better long-range engage and disengage in full teamfights. Play behind your frontline and make Taric choose between stunning you or saving Dazzle for a carry.
- Do not let him close the distance before Dazzle; its damage is higher up close.
- Crescendo after Dazzle denies his Shatter-Radiance follow-up.
- Power Chord's damage reduction is useful once he commits with Radiance active.
- His armor aura makes auto-trading worse than spell-poking.

TeemoUnfavoured
Teemo's blind, poison autos, and mushroom control make extended kiting trades bad for Sona unless she catches him with Crescendo before poison stacks up.
Watch for Blinding Dart removes Sona's Power Chord auto while adding burst damage.
How to beat
Do not fight him inside prepared mushroom ground; sweep or avoid obvious trap paths and force the duel in open space. Bait Blinding Dart before spending Power Chord, then ult and burst during the blind downtime rather than chasing through Toxic Shot ticks.
Later Teemo wins side lanes through traps and persistent poke, while Sona is far more useful grouped if she avoids mushroom damage before the fight. Buy vision and force front-to-back fights where Teemo cannot isolate you.
- Never bank the duel on Power Chord while Blinding Dart is ready.
- Use E to disengage after Toxic Shot lands; standing for one more auto favors Teemo.
- Crescendo is your cleanest answer if he appears from Camouflage close to you.
- Avoid narrow jungle paths where Noxious Trap guarantees the slow.

TristanaUnfavoured
Tristana matches Sona's early range and eventually outranges her, with Rocket Jump and Buster Shot letting her choose when the duel starts or ends.
Watch for Rocket Jump closes onto Sona, deals damage, and applies the slow that lets Tristana finish with autos.
How to beat
Hold enough distance that Rocket Jump cannot land behind you and cut off your retreat. Trade only after she uses Rocket Jump for movement or wave pressure; if she jumps in, Crescendo immediately before Rapid Fire autos stack the fight out of reach.
Later Tristana dominates the side lane once her range scales and her sustained damage is finished. Sona should not answer her alone late; group, save Crescendo for Tristana's jump or front-line peel, and let allies handle the damage check.
- Do not stand near low minions when Explosive Shot splash can add free damage.
- Crescendo during Rocket Jump's landing window stops her all-in before Rapid Fire takes over.
- Power Chord's damage reduction is better than extra damage when she activates Rapid Fire.
- Her Buster Shot can knock you out after your ult, so avoid ulting at the edge of your range.

TryndamereUnfavoured
Sona can kite briefly, but Tryndamere's Spinning Slash and Undying Rage make the all-in last longer than her peel does.
Watch for Undying Rage prevents lethal damage and lets Tryndamere keep chasing after Sona has spent Crescendo.
How to beat
Keep max range and use E as soon as he starts forward, not after he has already used Spinning Slash onto you. Force Spinning Slash first, then Crescendo and retreat; only re-enter when Undying Rage is down or about to expire.
Later Tryndamere crushes the side lane and Sona should not match him alone. In teamfights, Sona's job is to slow the first engage, ult him or his backline during Undying Rage, and kite until the invulnerability ends.
- Do not use Crescendo as lethal if Undying Rage is available.
- Power Chord's damage reduction is valuable after Spinning Slash, when he is forced to auto.
- Mocking Shout punishes turning away, so create distance before he is behind you.
- Boots and slows matter more than trying to outdamage him.

Twisted FateEven
Twisted Fate can win with Gold Card into Wild Cards, but Sona can punish his low durability if she dodges cards and times Crescendo before his loaded auto lands.
Watch for Pick A Card's Gold Card stuns Sona and guarantees his follow-up damage.
How to beat
Hover at max Q range and move laterally so Wild Cards does not hit after Gold Card pressure. If he locks Gold Card, back off until it times out or ult him before he gets into attack range; commit when Pick A Card is down.
Later Twisted Fate is more dangerous in side lanes because Gate and Destiny create map pressure, not because he wants a fair duel. Sona should group and punish his arrival point with Crescendo if he teleports into a fight.
- Watch the card color, not just his movement; Gold Card changes the whole trade.
- Crescendo can stop him before the Gold Card attack connects if he steps in carelessly.
- Do not chase after Destiny reveals you; he is usually buying time for help.
- Power Chord after Gold Card is down can win the short trade.

TwitchUnfavoured
Twitch's stealth opener and Expunge burst let him start the duel on his terms, and Sona rarely survives a full Spray and Pray channel alone.
Watch for Ambush lets Twitch appear in auto range with attack speed before Sona has positioned or charged Power Chord.
How to beat
Do not walk unwarded into fog where Ambush can create the first hit for free. If he opens, Crescendo immediately to break his damage window, then E away before Deadly Venom stacks make Expunge lethal.
Later Twitch wins isolated fights from stealth, while Sona wins by staying grouped and controlling his reveal timing. In teamfights, hold Crescendo for his Spray and Pray line or force him to ult from a bad angle.
- A warded approach is the matchup; without vision he chooses the duel.
- Count poison stacks before staying for another Q.
- Power Chord's damage reduction is strongest right as Spray and Pray starts.
- Do not line up with allies when Twitch ults, even in a duel setup near a wave.

VayneUnfavoured
Vayne has equal base range, stronger dueling mobility, and Silver Bolts punishes Sona's low durability if the fight lasts past the first spell rotation.
Watch for Condemn knocks Sona away or stuns her into terrain, ending her chance to kite or cast cleanly.
How to beat
Fight in open space away from walls and hold Crescendo for after Vayne commits with Tumble or Final Hour. Take short Q trades only; if Condemn is available near terrain, do not step forward for Power Chord.
Later Vayne hard wins side-lane duels and scales into a carry Sona cannot answer alone. Sona's value is teamfight peel: reveal her path with vision, ult her when Final Hour commits, and use Power Chord's damage reduction on her first real damage window.
- Wall distance matters more than health total once Condemn is ready.
- Do not chase Final Hour Vayne after she Tumbles invisible.
- Power Chord's damage reduction is better than trying to race Silver Bolts.
- Crescendo is most reliable after she Tumbles, when her reposition is spent.

VeigarUnfavoured
Veigar's Event Horizon creates a kill zone, and Primordial Burst punishes Sona's AP-heavy builds much harder than she can punish his low mobility.
Watch for Event Horizon traps Sona or stuns her on the edge, setting up Dark Matter and Primordial Burst.
How to beat
Stand outside Event Horizon cast range and poke only when you can immediately sidestep Wild Cards-style skillshots, especially Dark Matter. If he cages, do not panic-walk through the wall; wait inside, dodge W, then Crescendo as he steps up for R or Q.
Later Veigar is more lethal in both side-lane picks and teamfight burst, but Sona can decide grouped fights with faster AoE control. Build magic resistance if he is the main threat and use Crescendo before he gets a clean single-target combo on you or a carry.
- Never touch the cage wall unless you are choosing to be stunned.
- Crescendo can punish Veigar when he walks forward to cast Primordial Burst.
- Magic resistance is more valuable than extra healing once his combo is lethal.
- If Dark Matter is down, the cage is mostly a zoning tool rather than instant death.

WarwickUnfavoured
Warwick's sustain outlasts Sona's poke, and Infinite Duress gives him a guaranteed all-in once he reaches range.
Watch for Infinite Duress suppresses Sona and deals enough damage for Warwick to finish with Hungering Strike and autos.
How to beat
Stay out of his ultimate range and use E preemptively when Blood Scent or his movement shows he is committing. Poke while Hungering Strike is down, but do not extend; if he ults, you need Quicksilver-style cleanse or allies, because Crescendo cannot be cast while suppressed.
Later Warwick wins the side-lane duel and picks isolated Sona easily. In teamfights, Sona should position behind teammates, save Crescendo for Warwick's follow-up if he ults someone else, and itemize cleanse or tenacity when he targets her.
- Do not rely on low-health bait; Blood Scent makes escape worse.
- Power Chord's damage reduction should land before his autos, not after Hungering Strike heals him.
- If Infinite Duress is available, your spacing is the defensive cooldown.
- Cleanse items are specifically valuable when he ults you every fight.

WukongUnfavoured
Wukong's dash, stealth reset, and Cyclone knockup let him force melee combat where Sona's poke and movement aura are not enough.
Watch for Nimbus Strike puts Wukong directly on Sona and starts his burst before she can kite.
How to beat
Keep minions between you and Wukong when possible so his dash angle is predictable, and do not waste Crescendo into Decoy. Once Nimbus Strike is used, wait half a beat to confirm the real Wukong, then ult or E away before Cyclone keeps you knocked up.
Later Wukong wins isolated duels and is also a major teamfight threat if he reaches Sona's backline. Sona should play outside flank angles and use Crescendo either to stop his Cyclone engage or to counter-engage after Decoy is gone.
- Do not ult the clone; watch whether he keeps moving after Decoy timing.
- Power Chord's damage reduction is best placed after Nimbus Strike, before Crushing Blow and Cyclone damage.
- Avoid standing near extra targets that let Nimbus Strike connect through the wave.
- If Cyclone is down, he is much easier to kite with E.

ZileanEven
Zilean outranges and controls Sona with Time Bomb and Time Warp, but Sona can win if she forces Chronoshift early and disengages before the revive resolves.
Watch for Time Warp slows Sona or speeds Zilean, deciding whether she can ever enter Crescendo range.
How to beat
Respect his 600 range and avoid taking free Time Bombs just to land Q. Commit only when Time Warp has been used aggressively or defensively already; if Chronoshift is cast, stop spending damage and reposition to control the revive point.
Later Zilean is safer in side lanes because speed control and revive deny clean kills, while Sona's Crescendo is stronger immediate teamfight lockdown. In grouped fights, do not blow the full engage into a Chronoshift target unless your team can camp the revive.
- Do not chase through Time Warp slow; he will reset cooldowns with Rewind.
- If Chronoshift is active, use the time to move, not to overkill.
- Crescendo is best after he uses Time Warp, because he cannot instantly kite out.
- Time Bomb poke adds up faster than Sona's heal if you trade at his range.
No champion by that name.
18- Attack damage
- 101
- Ability power
- 40
- Armor
- 136.4
- Magic resist
- 114.6
- Attack speed
- 0.896
- Cooldown reduction
- 26%
- Critical strike chance
- 0%
- Move speed
- 386.25

Click an item to leave it out of the numbers.
Resources
- Health
- 2,708
- Health regen
- 31.4 / 5s
- Mana
- 1,075
- Resource regen
- 49.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QHymn of Valorrank 5/5
- Damage
- 280
WAria of Perseverancerank 5/5
- Healing
- 150
RCrescendorank 3/3
- Damage
- 378
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.896
- Average hit
- 101
- Normal hit
- 101
- Critical hit
- 202
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 101
- Ability power
- 741.75
- Armor
- 130.4
- Magic resist
- 42.6
- Attack speed
- 0.896
- Cooldown reduction
- 24%
- Critical strike chance
- 0%
- Move speed
- 393.75

Click an item to leave it out of the numbers.
Resources
- Health
- 1,640
- Health regen
- 14.4 / 5s
- Mana
- 1,647
- Resource regen
- 43.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QHymn of Valorrank 5/5
- Damage
- 643
WAria of Perseverancerank 5/5
- Healing
- 501
RCrescendorank 3/3
- Damage
- 887
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.896
- Average hit
- 103
- Normal hit
- 103
- Critical hit
- 206
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 10.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 101
- Ability power
- 0
- Armor
- 71.4
- Magic resist
- 30
- Attack speed
- 0.896
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 330
Resources
- Health
- 1,640
- Health regen
- 14.4 / 5s
- Mana
- 1,075
- Resource regen
- 18.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QHymn of Valorrank 5/5
- Damage
- 260
WAria of Perseverancerank 5/5
- Healing
- 130
RCrescendorank 3/3
- Damage
- 350
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.896
- Average hit
- 101
- Normal hit
- 101
- Critical hit
- 202
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 101
- Ability power
- 40
- Armor
- 141.4
- Magic resist
- 116.6
- Attack speed
- 0.896
- Cooldown reduction
- 15%
- Critical strike chance
- 0%
- Move speed
- 408.75
Click an item to leave it out of the numbers.
Resources
- Health
- 2,806
- Health regen
- 21.4 / 5s
- Mana
- 1,075
- Resource regen
- 30.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QHymn of Valorrank 5/5
- Damage
- 280
WAria of Perseverancerank 5/5
- Healing
- 150
RCrescendorank 3/3
- Damage
- 378
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.896
- Average hit
- 101
- Normal hit
- 101
- Critical hit
- 202
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.