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Sona Build Guide by CrizCatastrophe

Not Updated For Current Season

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League of Legends Build Guide Author CrizCatastrophe

Sona:"Hey I Can Kill People Too!" Guide for Mid

CrizCatastrophe Last updated on August 11, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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[Guide Introduction]

Hello, and welcome to my guide. My name is Criz and today i'll be revealing how I play a mean AP Carry Sona Mid, over the past few months I have been playing Sona as a mid carry and learned about alot of her strengths and weaknesss for being a carry in a game. How Sona handles her lane depends on a variety of things like which enemy champion is she up againist and if her team's jungler is capable of decently ganking her lane. But then again, that is how it is with all AP Carries to be honest, but anywho, this is my first guide that I have ever written so I would aprreicate good and bad comments on how I presented everything. I also welcome questions that have to deal with Sona, buildwise/skillwise, anything that has to do with Sona is fine with me and I will answer it to the best of my ability. Thank you for reading this and I hope that you enjoy my guide along with learning a few things about being an AP Carry Sona.

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[Sona's Strengths And Weaknesses]

The Positives Of Sona:

  • Her passive has three different added effects on the next auto attack, depending on which skill was used last.
  • Her Q ability hurts badly in both, Early and Mid game which can allow her to push her enemy laner out of lane.
  • Her ability to heal herself can keep her in lane longer than enemy champions that don't have some sort of lane sustain.
  • Her ultimate is one of the best in the game, it can actually be used to gank either top or bot lane very successfully.
  • Her skills and passive auras can provide extra offense or defense stats for her and her teammates.
  • Her skills and passive auras can also help in either escaping from the enemy or chasing them.
The Negatives Of Sona:
  • Her endgame gameplay is definetely not her strongsuit, the only thing that she has going for her is her ultimate and ability to change auras for different situations.
  • Her defensive and health stats are lacking due to the fact that she is catagorized as a support champion, she takes hits like your grandmother.
  • Low global cooldowns on her abilities make it easy for her to go OOM very easily.
  • Early game farmming is rough for her, due to the fact that she only has one main source of damage, last hitting with her auto attacks are a must.
  • She can't really push mid lane, champions like Morgana or Cassiopeia can push mid to her tower, making her lose CS.
  • It takes some time to master the art of playing Sona as an AP carry in mid, this is because there are so many other mages that can do it better than her.
  • If you fail horribly in mid as her, you will be called a troll for failing.

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[Masteries For Offensive Damage]

  • Mental Force
    Taking this mastery gives Sona an extra 4 Ability Power at level 01, this along with her passive from allows her to start with 8 Ability Power. We grab this mastery in order to open a line down this tree.
  • Sorcery
    Thanks to your four points in Mental Force, you were able to unlock this mastery that gives Sona an extra 4% CDR. This mastery will help Sona get close to pretty much having max CDR by mid game.
  • Arcane Knowledge
    This opened because you placed four points into Sorcery, this gives Sona an extra 10% Magic Penetration. This along with your runes means that Sona's will hurt early and mid game.
  • Havoc
    Putting three points into this mastery gives Sona an extra 1.5% Damage, this means that all the damage that Sona would've done before has been increased making her harrass hurt even more.
  • Blast
    Putting four points into this mastery gives Sona an extra 1 Ability Power Per Level Gain, this means that by endgame Sona will have an extra 18 Ability Power.
  • Archmage
    Putting four points into this mastery gives Sona an extra 5% Ability Power, with this mastery along with and passive aura from , Sona should start with around 10-13 Ability Power at level 01.
  • Executioner
    Putting a point into this mastery allows Sona to do 6% More Damage to targets under 40% Health, this means extra damage is applied to the target which is always good.
  • Resistance
    Putting three points into this mastery gives Sona an extra 6 Magic Resist at level 01, this is a tiny bit helpful in early game laning phase againist the enemy mage.
  • Hardiness
    Putting one point into this mastery gives Sona an extra 2 Defense, it is kinda pointless but you need four points in this tree in order to move downward to the real prize.
  • Durability
    Putting four points into this mastery gives Sona an extra 6 Health Per Level Gain, this means by endgame Sona will have an extra 108 Health. This doesn't really help Sona at all, but we're putting points in this to unlock the next mastery for her early game.
  • Veteran's Scars
    Thanks to putting four points into Durability this mastery was unlocked, placing the last point into this gives Sona an extra 30 Health at level 01. This helps Sona not become victim to being First Blood as easily.

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[Runes For Offensive Damage]


Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

Greater Seal of Ability Power

Greater Glyph of Ability Power
  • Greater Quintessence of Potency
    Having three of these quintessences gives Sona an extra 15 Ability Power at level 01, this along with her masteries and passive from should put Sona between 23-25 Ability Power at level 01.
  • Greater Mark of Insight
    Having nine of these marks gives Sona an extra 8.55 Magic Penetration, this along with her masteries make it so that her early and mid game harrass is better.
  • Seal of Potency
    Having nine of these seals give Sona an extra 5.31 Ability Powerat level 01, this along with her quintessences and masteries makes it so that she should have between, 28-32 Ability Power at level 01.
  • Glyph of Potency
    Having nine of these glyphs give Sona an extra 10.8 Ability Power at level 01, this along with her other runes and masteries makes it so that she should have between 38-42 Ability Power at level 01.

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[Sona's Skills + Skill Leveling Seqence]

  • Power Chord
    This is Sona's Passive Ability, it in my opinion is an amazing passive to have. After Sona casts three spells, her next Auto Attack is given an Extra Effect depending on what Sona's last casted spell was along with doing Extra Magic Damage to the selected enemy target.

    If was last casted, Power Chords's extra magic damage is doubled. For best harrass on your enemy laner, use Sona's Q along with this Power Chord to dwindle down the enemy's health.

    If was last casted, along with the extra magic damage from Sona's Power Chord, the selected target's damage output is lowered by 20% for four seconds, use this on an enemy champion when expecting a large amount of damage to be done to you.

    If was last casted, along with the extra magic damage from Sona's Power Chord, the selected target's speed will be lowered by 40% for two seconds, use this when ganking other lanes or using it to slow an enemy champion to either catch up to them or retreat.
  • Hymn of Valor
    This is Sona's only source of damage besides her ultimate, this is by far, one of the best harrassing skills in the game in my opinion. It allows Sona to emit two bolts of sound that applys magical damage to the two targets that are hit, prioitizing enemy champions over minions if the enemy champions are close enough to Sona. This spell cannot be avoided unless the target is unable to take any source of damage such as or . This ability also gives Sona and nearby teammates bonus Ability Power and Attack Damage, the bonus depending on the rank of the ability. Takes a point at level one, and max this as soon as possible.
  • Aria of Perseverance
    This ability allows Sona to heal herself and an injured teammate, if there are more than one injured teammate in Sona's range, then it will heal the person that is considered more injured. This ability can help Sona sustain in lane againist enemy mid champions that are unable to heal themselves such as Lux or Fizz. This ability also gives Sona and her nearby teammates bonus Defense and Magic Resist, an extra effect of this ability is that Sona and the teammate that recieved the heal will have double the Defense and Magic Resist bonus for three seconds. The bonus depends on the rank of the ability. Take a point at level two, and max this after maxing .
  • Song of Celerity
    This ability give Sona and nearby teammates bonus movement speed. After casted, Sona and her affected teammates will gain a bonus of movement speed depending on the rank of the ability for 1.5 seconds. This ability can be used to escape from enemy champions or to chase them down. Take a point at level four, and max this after maxing and .
  • Crescendo
    This ability is by far, one of the best ultimates in the game. Sona plays her ultimate chord in a directed area, causing damage to all enemy champions in the area along with making them dance for 1.5 seconds. Sona's ultimate is a fight changer, it can really save her or her teammates from a gank or completely catch an enemy off guard or even buy your team enough time to pretty much ace them. This ultimate along with ultimate's from champions like Malphite or Amumu can really shutdown the enemy team. Put a point in this at level 06 and upgrade at level 11 and lvl 16.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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[Summoner Spells Section]

This section will reveal information on which summoner spells are best suited for AP Carry Sona and which spells should be avoided on using her, but feel free to use whatever you would like to. These are just my thoughts and views on the combos.
  • Flash:
    Sona doesn't have an ability that can get her from one place to another in a nanosecond like Kassadin or Ezreal nor does she have a jump like Fizz or Shen, flash fixes that. It can be used to escape from an enemy gank or can be even used to get off her cresendo on the enemy team to initiate a fight.
  • Exhaust:
    This summoner spell is used to either buy enough time for that last second you need for to get off cooldown to kill your enemy or to lower the enemy champion's damage output for Sona to finish off or escape. Sona already has a built in slow with her and combo, and she already has a built in debuff for damage output from her and combo. But this spell is basically both of those passive effects in one.
  • Ignite:
    This summoner spell is used to deal with those pesky mids like Swain or Ahri. It lowers healing received on top of dealing true damage, you can use this to finish off an enemy if your combo didnt, but I dislike having this summoner spell on Sona. Her spells are ranged and in order to use ignite, Sona needs to be decently near the enemy to use which can put her in harms way.
  • Teleport:
    This summoner spell is used to teleport to an ally tower, minion, ward, Teemo mushshroom, Heimerdinger tower, Yorick ghost Jarvan IV flag. I don't really reccomend this, Sona is able to get back from her base to mid tower fast enough by using .
  • Clarity:
    This spell is used to recover mana, the amount depends on what your current level is. Early game, Sona has mana issues like any AP Carry if you just spam and spam, but if you know when and when not to use your abilities then you won't be needing this at all.
  • Revive:
    Sona has , she doesn't need this.
  • Heal:
    You're not support Sona, you do not need this.
  • Clairvoyance:
    You're not support Sona, you do not need this.
  • Smite:
    You're not jungle Sona, you do not need this.
  • Surge:
    You're not Kayle or Teemo, you do not need this.
  • Revive:
    You're not Karthus, you do not need this.
  • Cleanse:
    You're not Vayne, you do not need this.
Reccomended Combos:

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[Sona's Core Item Build + Optional Items + Situational Items]

Welcome to the fun part, discussing item builds. Early game for Sona builds around having a large amount of Mana Regen and obtaining Max Cooldown Reduction before the laning phase is over. This is due to the fact that Sona's is a champion that is easy to spam her abilities due to the having low global cooldowns and when she obtains maxcdr, her ability cooldowns aren't drastically long. I will also discuss on my views of certain items and give out situational items that depend on how well you are farmming.

Item Sequence

Athene's Unholy Grail

Morello's Evil Tome

Rabadon's Deathcap

Lich Bane

Void Staff
The items above are the items that I normally build whenever I play AP Carry Sona, now I will explain my reasons as to why I go with these items one piece at a time.
  • Sorcerer's Shoes:
    This item is a given as to why I would pick these, i'm building her as an AP Carry, of course she would love to have 20 Magic Penetration. Rushing this as a first or second item can really harrass the enemy laner you're up againist.
  • Athene's Unholy Grail:
    This item was meant for Sona, it has everything that she needs. 90 Ability Power, 15% CDR, 15 Mana Regen, and two amazing passives. Sona has been known as the queen of assists, this is due to the fact that to just get an assist, she just needs to hit either her Aria of Aria of Perseverance or and bam, scored an assist. And with the grail's passive of restoring 12% of your mana for every kill or assist, she doesnt go OOM as much as she normally would. I normally go after purchasing my starting items and rush to build this asap.
  • Morello's Evil Tome:
    This is normally the second item that I build after buying , the reason as to why is simply for the fact that it has the 20% CDR that I would need to have 39% out of the 40% that we can get along with having 12 Mana Regen on it to stack with the regen from your grail as well. Plus it has 75 Ability Power and don't you dare forget that it also has the on use effect to reduce healing and health point regen effects by 50% for eight seconds. This is nice if you chose not to go with and you ended up going againist someone like Swain. Just don't forget to use and time it properly.
  • Rabadon's Deathcap:
    This is built after I get to max cdr, the reason why deathcap is third because at this point, the laning phase is either done or just about to be over so damage is needed. You have your max cdr to spam away so it is time to get the 140 Ability Power and 30% Ability Power Increase from this. And as a reminder, Sona has Aria of Aria of Perseverance so her little bandage heal is going to get better and better along with her damage output.
  • Lich Bane:
    Alright, so now you have max cdr along with some damage, time to build a lich bane. Why you ask? When you use an ability, your next physical attack will deal an additional 100% of your Ability Power in damage, combine the Lich Bane passive with Sona's with the passive for . It is easy to activate the Lich Bane passive since Sona is easy to spam and trust me, enemies will notice you passive and Lich Bane combo when you're taking chunks of their hp away. Also, you get 7% Movement Speed too, so you're able to escape or chase more with that along with . And you just can't forget that this baby has a nice 80 Ability Power too.
  • Void Staff:
    So the game should either be over by now or the final teamfights are starting to begin, I pretty much have my build done by now after I got my Lich Bane so my last slot is usually used for a optional item. But I really enjoy my and to hit like a truck so the extra 40 Magic Penetration and 70 Ability Power from this little guy works perfectly for me.

Item Sequence

Deathfire Grasp

Mejai's Soulstealer

Rod of Ages

Rylai's Crystal Scepter

Will of the Ancients
The items above are the optional items that have potential on AP Carry Sona, i'll state the reason as to why they are in this section. One of these items occasionally replace the that I build in my sixth slot.
  • Archangel's Staff:
    I am iffy with this item, I can see why many Support and AP Carry Sonas build this item but I honestly don't like it. I mean, the 45 Ability Power, 400 Mana, and 25 Mana Regen isn't bad since Sona does spam alot, but the Passive barely makes it useful when it comes to being a full on AP Carry. Sona isnt Ryze so she doesn't gain much AP from the Archangel passive. 25 Mana Regen is lovely but I am already getting the equal amount of regen from my Death Tome and Grail along with getting max CDR. If you plan to get this, build instead of the Chalice as a first item for the regen and to start getting stacks. Finish building this as a third item cause if you rush building this, you're really losing on alot of damage early on and Sona needs that early harrass to succeed.
  • Deathfire Grasp:
    Another item that I am iffy on, the base stats of 80 Ability Power and 15% CDR can make it so that is replaces your for the CDR part. But you're also losing on the Mana Regen since a couple of patches back they removed the Mana Regen from the Deathfire. But you have to consider that you're trading on use effects, you're going from a free ignite debuff to dealing magic damage to target champion equal to 25% of their current health (+4% per 100 Ability Power) with a minimum of 200 damage. If you plan on going with this item, I would reccomend building it after so that you would have some sort of Mana Regen and Ability Power to go with this. Also, remember that the on use efect is best used before causing damage to the target so that means it would be an opener. A suggestion combo involving this item would proceed as followed: - - - - . You can also to catch them off guard, you might end up killing them with that burst. Also, Lich Bane passive would go lovely for the part, but since it is early game, a could go well too.
  • Mejai's Soulstealer:
    As mentioned before, Sona has been known as the Queen of Assists, Mejai's can work for her really well since she is able to get those assist stacks up easily. This item would replace your simply because when Mejai's is fully stacked, you recieve 15% CDR, it is 5% less CDR than the Death Tome but you're gaining160 Ability Power by having it fully stack, that is 85 more ability power than the Death Tome. Combine all that Ability Power from being fully stacked with you're having 300 Ability Power before adding the Deathcap's Passive effect. Not bad, if you plan on going with Mejai's, play it somewhat safe while getting high up in the amount of stacks, remember you lose 1/3 of your stacks for every death so losing stacks constantly can pretty much make it a useless item. Build this with a survivability item like or .
  • Rod of Ages:
    This item brings back memories of when I first started playing League of Legends. Let's take a gander on this beauty, base stats are as followed: 60 Ability Power, 450 Health Points, 525 Mana. These base stats are actually pretty nice for staying in lane, plus the fact that Sona is able to heal herself using so that means that it'll be rougher to push her out of lane since she has acquired more sustain by now having a bigger health and mana pool. But that isn't it yet, the passive of gaining 18 Health, 20 Mana, and 2 Ability Power every 1 min, (bonuses cap at +180 Health, +200 Mana and +20 Ability Power) is even more lovely so while she is laning, her health and mana pool are getting even bigger. And yet there is more, you can't forget the second passive of upon leveling up, ROA restores 250 health and 200 mana over 8 seconds. For Sona, I would prefer this survivability item over , i'll explain as to why I prefer this in the Crystal Scepter Section.
  • Rylai's Crystal Scepter:
    I dislike this item for AP Carry Sona, but there is a way that this can be useful for her. Let's take a look on how this measures up to , Rylai's bases stats are: 80 Ability Power and 500 Health Points. There isn't Mana or Mana Regen on this, but that is alright because of the passive. Your spell damage will slow the target's movement speed by 35% for 1.5 seconds (15% for multi-target spells and damage-over-time spells and spells with a cooldown time below 3 seconds. This is where it gets iffy for Sona. Sona's only ability that works with Rylai's is her , this is because her is a stun that lasts 1.5 seconds and that is the same time that the Rylai's passive lasts, so the passive is over by the time the stun from her ultimate is finished. Leaving it so that her Q is the only ability that can benefit from the passive. However, if used correctly, this can be an amazing item that can save your life. In lane you're constantly poking your enemy laner with which means that they are being slowed from the effect so they really can't chase you which gives you time to return back behind your minions safely. This can also help prevent ganks from the jungler/bot lane/top lane, if someone pops out of the bush just simple slow them with , pop your and flee. So this item isn't bad, but it really depends on your Sona preference.
  • Will of the Ancients:
    I rarely build this on my AP Carry Sona, but on those rare occasions that I do build it, I usually don't regret it. The base stat is50 Ability Power, that is it. But what makes WOTA a decent item for Sona is the passives, it gives nearby allied champions and herself an extra 30 Ability Power along with 20% Spell Vamp. The Spell Vamp isn't bad but it isn't life changing since her heal from will probably heal more than you will ever spell vamp from your or . But if you have ally AP Caster then by all means, pick up this sucker and demand your fellow AP Caster to build one as well since it can stack twice adding on another 30 Ability Power and 20% Spell Vamp.

Item Sequence

The two items above are for if you are drastically losing in CS, being behind is usually occured when going up againist champions like Morgana or Cassiopeia. These champions are able to push Sona to her tower all day long meaning that there is a high chance that the tower will killsteal minions. If you find yourself OOM alot early on and being behind in CS then feel free to grab yourself a Philosopher's Stone for the 8 Mana Regen and 5 Gold Per 10 Seconds. If you're doing alright on controlling your Mana but you're behind on CS, feel free to get a Kage's Lucky Pick, it has 25 Ability Power plus 5 Gold Per 10 Seconds., this is now needed to build or anyway so it really isn't a losing situation to go Kage's Pick instead of the Philsopher's Stone.

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[Sona's Solo Gameplay]

Sona's begining game harass is wonderful with her , the damage output is amazing for the mana cost. However, unlike other AP Carries like Ahri or Morgana, farmming for most of the game as Sona can be a hassle to do. She heavily relies on last hitting with her autoattacks, but by midgame you should have Mana Regen and Ability Power to be able to last hit with your . Eventually Sona is able to one shot two caster minions with her Q, but that usually occurs in mid game or if you got some kills early on.

The thing about Sona is that she really doesn't have a combo to use on enemies, this is mostly because she only has two offensive abilities, and . Because she doesn't really have a combo to pull off to have burst damage, she mostly has to play a game of poke and go. Get close to the enemy champion, , , then flee. You pretty much want to repeat doing this while you farm CS until your target gets rather low. Your enemies will either underestimate you or return to base. If they stayed and you think that you're capable of killing your target, - - - - .

This is pretty much how AP Carry Sona is played in mid 1v1.

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[Sona's Team Gameplay]

Sona has an important role in teamfights no matter what role she plays, AP Carry, Support, AD Carry, or jungler. The reason why she is always important is because of her , this ability is amazing for teamfights because it can really be a fight changer. And the neat thing about AP Carry Sona is that her ultimate will hit like a truck on top of stunning the enemy team for your team to walk all over them. Her ultimate can actually be used to help gank other lanes, notice bot lane being pushed to their tower? Simply your way down there and once you're in position, ping for your allies to know you're ready and then bam, pop off that ultimate and hopefully get a double kill or at least get your fellow carry a kill or two.

Also, by endgame, Sona's will be nice poke damage from the amount of Ability Power she has collected but that isn't all it has increased. Remember her little bandage heal from begining game? Well now that you have a large amount of Ability Power, her little heal can actually heal her and her ally. It you have max CDR, than you're able to spam your heal more and it might actually save a teammate or two in a teamfight. Her auras end game are what helps make her shine for a support, but AP Carry Sona has increase healing power on top of Damage so she brings more to a teamfight then you're average support Sona.

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[Sona's Mid Lane Rivals] TO BE FINISHED SOON...

This section will inform you on how Sona handles herself againist other AP Carries that you'll usually see in Mid, I am also throwing in some champions that you would possibly see in mid as well which is a few AD Carries like Varus and Ashe. Difficulty levels will be measured in ☆ icon, it goes one star being easy to five stars being difficult.

1v1 Difficulty stands for how Sona does in a 1v1 fight without either side having aid from teh jungler except maybe besides having blue buff.

Farmming Difficulty stands for how Sona is able to farm in lane againist this opponent, i'll give hints and tips on how you should attempt to farm in lane while going againist this opponent.
  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    1v1 Gameplay: Ahri, The Nine Tailed Fox, is meant to be a mage assassin. Her has a long range that is capable of hitting twice, the outer throw dealing magical damage while the return to Ahri deals true damage. Ahri is also able to and if it lands, Ahri's combo of - - - will pretty much kill her at one point of the game. Ahri's will also make it hard for Sona to land her ultimate.

    Farmming Gameplay: Standard last hitting rules apply here but can be found being difficult to do, this is because Ahri probably notices that there isn't much that you can do aginist her as Sona and because of this she is probably zoning you. A 5 Gold Per 10 item will be needed right away to help counter being zoned.

    Overall: Ahri does the job that she was created to do really well againist Sona and that is to shut down the enemy carry. Ahri's combo starting with Charm makes it difficult to really control this lane.
  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    1v1 Gameplay: Akali, The Fist of Shadow, is meant to be a mage assassin. She is capable of harrasing with her while farmming minions with her . You can't forget that Akali is able to stealth using along with having for a gap closer up to three charges, this ends up making Akali a tough lane opponent for Sona to deal with.

    Farmming Gameplay: After Akali reaches level 06, farmming becomes difficult, this is because Akali's ultimate can get up to three charges on it making it so that she can combo Sona with - - - - - - to do an insane amount of damage and a possible chance of killing her. A 5 Gold Per 10 item would be worth getting due to the fact that Akali will begin zoning you.

    Overall: Akali is meant to be an assassin that can have a large damage burst depending on the number of charges that she has on her ultimate, Sona has difficulty dealing with her burst damage so a survivability item such as or can help out alittle with dealing with the damage.

  • 1v1 Difficulty Lvl: ☆ Farmming Difficulty Lvl:☆
    1v1 Gameplay: Once in a blue moon there will be a Mid Alistar, Sona should have little difficulty with him 1v1 but when he gets offensive then that probably means that the enemy jungler is nearby. Alistar will attempt to combo by knocking you up with followed by to throw you into his jungler so watch Alistar's movements and changes in gameplay for signs of an upcoming gank. If Alistar picked for a summoner skill, he might use it to then combo you.

    Farmming Gameplay: Last hitting with your auto attacks and occasional Q at some point will help you keep up in farm with Alistar. He isn't able to really harass you due to the fact that he is pretty much a melee mage that can enjoys knocking you around. Because he is so melee oriented, it is easy to farm from afar .

    Overall: Alistar cannot really do much damage to Sona due to the range of his abilities, but he does have some sustain in lane with his and whenever ganked or ultted by Sona he'll pretty much troll you with his to get out of your stun on top of taking reduced damage. Pretty much making it a boring 1v1 in mid kind of lane.

  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    Anivia, The Cryophoenix, is annoying no matter who you're playing. Sona has a difficult time dealing with Anivia as much as other mages do. She is able to stun if her hits you in which she'll take that stun time as the perfect time to harass you. After Anivia hits level 06, she's just going to push the lane all day with . Overall, Sona loses to Anivia.
  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    Annie, The Dark Child, she will rape you after she reaches level 06. 1v1 you cannot take her but keep in mind that her spells have horrible range, if you keep your distance then eventually if she feels that she is able to get her on you then she'll do it and combo you dead. Overall, Sona can't take on Annie by herself and needs to play passively when going up againist one.
  • 1v1 Difficulty Lvl: ☆☆☆ Farmming Difficulty Lvl:☆☆
    Ashe, The Frost Archer, is an AD carry that would love to kite Sona all day. Her can be annoying but if you stand behind minions and let them take the hits for you then you'll be fine. Ashe's cooldown on volley earlygame is decently long so once she uses volley then feel free to Q her. Once she reaches level 06 and gets her , she'll wait for the perfect time to ult you. but if you're playing passively then she'll probably only ult you if her jungler is nearby. Overall, Sona does alright againist Ashe, you just need to know when to be offensive.
  • 1v1 Difficulty Lvl: ☆☆☆ Farmming Difficulty Lvl:☆☆☆
    Brand, The Burning Vengeance, is a champ that Sona will do alright againist. Make sure you start with in order to dodge his , playing againist Brand is basically like playing Frogger, instead of dodging cares you're just dodging . Harass him whenever possible and do your best to push him out of lane. Overall, it is somewhat even, depends on if you suck on dodging his spells.
  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    Caitlyn, The Sheriff of Piltover, she has the longest base auto attack range. If you decide to be offensive againist her, you'll find yourself taking more damage from her auto attacks than what you ended up hitting her with your Q. She'll try to zone you with her
    , if you're dumb enough to run into them then she'll take the advantage of harassing you with her auto attacks and . Overall, Caitlyn outdoes Sona simply because of her range.
  • 1v1 Difficulty Lvl: ☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    Cassiopeia, The Serpent's Embrace, is a champion that can push Sona to her tower all day long after a certain point. Because of her and combo, her ultimate is similar to Sona's ulitmate, if you're looking after her when she casts it then you're stunned, if you're looking away then you'll be slowed. If you're able to dodge most of her abilities then you'll both be match damaged for damage, but that is onl if you're able to dodge her puddle and nocious blast. Overall, Sona gets pushed to her tower alot by Cassiopeia so Sona wont have much time to gank other lanes but she should be able to hold her own.
  • 1v1 Difficulty Lvl: ☆☆☆ Farmming Difficulty Lvl:☆☆☆☆
    Cho'Gath, The Terror of the Void, is annoying in mid lane. He is annoying because of his utility of CC he has along with his true damage ultimate that gives him more max health if he manages to kill something with it. He just gets tanky after level 06 when he is able to on minions. Just be careful of his on the floor and beware his , the silence can ruin your attempt on harassing him. The thing bout him is if he goes full AP with no armor or magic resist then he shouldnt be hard to harass. Overall, Sona is alright againist Cho'gath, just don't let him harass you.
  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    Diana, The Scorn of the Moon, will molest Sona in lane. She has two gap closers that won't allow you to get away once she reaches level 06. does a load of damage and harassing her isn'y possible since getting in distance of her allows her to pretty much eat your face by pulling you with . Her ult is refreshed if she hits you with first so pretty much she can use it twice on you for a large portion of your health. She also gets which shields her from damage and she's able to refresh that too. Overall, she'll pretty much own you and then /l at you over and over again.
  • 1v1 Difficulty Lvl: ☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆
    Draven, The Glorious Executioner, another AD carry that you'll grow to dislike if you're unfortunate enough to run into one in mid lane. His makes sure to demolish your health bar if you decide to get close to him, odds are he'll ignore you to continue farmming and then rape your health bar whenever he feel like it. You can probably handle him alright if you pay attention to when his skills are on cooldown. Be sure to alert your team when he hits level 06 cause he is able to anywhere on the map as he pleases. Overall, Sona might be able to deal with Draven, but she might fail. It is up in the air really.
  • 1v1 Difficulty Lvl: ☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆
    Ezreal, The Prodigal Explorer, can be annoying and hard to hit with your ultimate since he has . Free flash on top of probably taking the summoner skill ? Yeah, that will be annoying when he choses to chase or retreat. His only hits champions and it doesn't have too long a range but odds are he'll just use his arcane shift to jump near you to use it. Also, becareful once he reaches level 06, can hit any part of the map. Overall, Ezreal is a hassle to go up againist. He has a built in flash and has damage abilities that'll hurt your health, the thingis that these are all skillshots and if you're able to avoid alot of them then you'll do alright.
  • 1v1 Difficulty Lvl: ☆☆☆☆☆ Farmming Difficulty Lvl:☆☆☆☆☆
    Fiddlesticks, The Harbinger of Doom, has a silence that can harss very well along with a very.

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[Thanks To...]

I would love to thank jhoijhoi for her guide on coding and for the line deviders, I read her guide and it really helpped me with organizing my guide.