@fearless ideas to "buff" sona
Hello! I was playing many games with the Sona rework, the new auras are honestly a strong concept, but they still feel very weak, mostly at early and mid game. Honestly, building Sona defensive makes her weak, because of her scaling auras, and building her offensive makes her to a easy target to burst down, what might be problematic, because you're supposed to support your team, instead of dying.
I was thinking as first how to fix her "squishy-ness", and comparing her to other supports, she simply has a extreme low health base, she has even less health than a meele minion. Considering this, she really needs a health base buff to her early game to make her a bit more durable in lane.
Now an Idea for for Sonas passive:
Powerchord(My personal preference: Crescendo) Each time Sona casts a ability, all of Sonas other abilities cooldowns are reduced by 0.5 / 0.75 / 1 second. After 3 ability casts, Sona's next basic attack will deal bonus magic damage, with an additional effect depending on the last basic ability cast. ** NEW:** Additionally, at level 6, 11, and 16, all of Sonas non-ultimate abilities are reduced by 1 / 0.75 / 0.5 second and her passive cooldown reduction is increased by 0.25. NEW: At level 6, 11, and 16, the range of Sonas unique auras are increased by 50 units. (lvl 1: 350 / lvl 6: 400 / lvl 11: 450 / lvl 16: 500) NEW: Standing in Sonas Auras, will refresh the Aura-bonus (can be refreshed every second) and increase the duration of Sonas Aura for 0.5 seconds. Each ally can refresh the Aura once. MAX: 5 seconds (when all allies touch it.) **NEW:**At level 6 / 11 / 16, Sonas Auras recieve bonuses.
Why? This will mostly improve the current Sona rework, because she will have her abilities faster aviable, even without much cooldown reduction
And for the cooldowns of Sonas Q, W , and E: they all start with 11 Sec on Cooldown, but thanks to the new Passive, and the reduction of 1 seccond with each point she put's in a ability. This will give Sona a important choice: What to max first? Q for being more offensive, but weaker heals or movement speed, W for having stronger sustain, but less poke, or E for stronger engage and disengage but sacrificing early game sustain and power.
I updated her Passive a little bit. Reducing the Cooldowns for her Spells, so the passive cooldown reduction and the new additional cooldown reduction balances itself out. Additionally, standing in Sonas Auras will refresh the Aura-buffs. It is really stupid to stay close together in a teamfight, but that's now balanced with the Aura range increase.
Sonas Q:
Hymn of Valor Active: Sona sends out bolts of sound that deal magic damage to the two nearest enemies within 700-range, prioritizing champions. (Honestly, even if she lacks of wave clear and prefering it to make it like vlad's e, it's alright the way it is)
Magic Damage: 40 / 80 / 120 / 160 / 200 (+ 50% AP)
Aura: Sona and allied champions tagged with Hymn of Valor's aura deal bonus magic damage scaling on their attack damage AND ability power on their next basic attack OR ability within 3 seconds. This bonus damage is increased by 50% for Sona. The Magic Damage will trigger on Champions, turrets, and minions.
Hymn of Valor Magic Damage for allies: 20 / 30 / 40 / 50 / 60 (+ ALLIES 16 / 17 / 18 / 19 / 20% AP) (+ ALLIES 16 / 17 / 18 / 19 / 20%% AD) (+10 / 20 / 40) Sonas Magic Damage: 30 / 45 / 60 / 75 / 90 (+ 23 / 25.5 / 27 / 28.5 / 30% AP)(+ 23 / 25.5 / 27 / 28.5 / 30% AD) (+15 / 30 / 60)
Powerchord bonus remains unchanged.
Cooldown: 10 / 9 / 8. 25 / 7.75 Seconds
Sona's Q is honestly one of the strongest spells she has. Because of the weak base stats, it would be a better idea to let the Q aura bonus scale on allies AP/AD. Why? So Sona can build then more defensive, like she could before, and she knows, that she empowers her allies with her aura. It will also give Sona some of her early game dominance back, because her nerfed powerchord is right now extremly weak. NEW: To give Sona again the important decision what to max first, the bonus damage will scale with each rank in it, yet it will be a important decision for Sona players.
Sonas W:
Aria of Perseverance Active: Sona heals herself and a nearby allied champion with the lowest health percentage and gives Sona and her healed Ally bonus armor and magic resist for 3 seconds. The healing is increased by 1% for every 1% of the target's missing health.
Heal: 25 / 45 / 65 / 85 / 105 (+ 20% AP) Maximum Heal: 50 / 90 / 130 / 170 / 210 (+ 40% AP) Bonus Armor and Magic Resist: 10 / 15 / 20 / 25 / 30
Aura: Sona and allied champions tagged with Aria of Perseverance's aura are shielded for 1.5 to 3 seconds. Additionally, The aura gives bonus armor and magic resist.
Shield Strength: 50 / 90 / 130 / 170 / 210 (+ 40% AP) (+10 / 20 / 40) Shield lenght: 1 / 1.5 / 2 / 2.5 / 3 seconds Bonus Armor and Magic Resist: 5 / 7.5 / 10 / 12.5 / 15
Powerchord remains unchanged
Cooldown: 11 / 10 / 9.25 / 8.75 seconds
Sonas new heal is alright, but still somewhat weak if compared to other suports like tarics, namis, and etc heals. I considered about how to improve Sonas heal with keeping her numbers, so I thought, how about giving it like the old Sona? People might not noticed, but her old heal gave additional armor and magic resist to herself and the healed ally. It will help her almost dying allies extremly well with the additional armor and mr. About Sonas shield Aura, it's alright as it is, but still extremly weak. giving it the double numbers of her heal would be alright in my opinion. With the additional Shielding time, it will be easier for Sona to shield her allies from burst damage. NEW: Giving Sonas Aura additional armor and magic resist will improve her shield much better, as well, incoming burst damage will decreased alot.
Sonas E:
Song of Celerity Active: Sona gains a burst of bonus movement speed, giving allies within a range of 1000 a flat movement speed bonus, and ignores unit collision that decays down to the aura bonus over 3 seconds. The duration is increased by 0.5 seconds for each ally she tags with the aura.
Self Bonus Movement Speed: 13 / 14 / 15 / 16 / 17% (+ 7.5% per 100 AP) (+ 2% x Crescendo's rank) Flat Movement Speed Bonus: 10 / 20 / 30 / 40 / 50 units per second (+ 2.5 units per second, per 100 AP) (+ 5 ups x Crescendo's rank)
Aura: Allied champions tagged with Song of Celerity's aura gain movement speed for 1.5 to 3 seconds and ignore unit collision.
Aura Bonus Movement Speed: 10 / 11 / 12 / 13 / 14% (+ 3.5% per 100 AP) (+ 2% x Crescendo's rank) Movement Speed Time: 1 / 1.5 / 2 / 2.5 / 3 seconds
Powerchord remains unchanged
Cooldown: 12 / 11 / 10.5 / 9.75 seconds
Sonas new E is perfect, it's not as annoying as her pre-work E, because it's active was a free
The only thing that bothers me, is that it's still somewhat annoying, because even if you're running away from a gank, if a minion wave is coming, it becomes kind of annoying to crash with minions. It will also improve Sonas positioning and can easily go in a teamfight with the ignore unit collision buff. (as well you can escape easily a blitz hook with running in a minion wave after you poked him a bit)
NEW: I was thinking about to improve her new E without making it too strong as her old E, so I was thinking: "Why not making it work as her old E, but inverting how they did work?" So giving on activation a flat ms bonus, but touching the aura will give them the % ms bonus + ignoring unit collision. This will still help her allies around her, yet not giving them a bursty talisman alike speedboost.
Sonas R:
Crescendo (My prefered name: Ballabile (Ballabile = (song) to be danced to))
Active: Sona plays an irresistible chord in a line, dealing magic damage to enemy champions and stunning them for 1.5 to 2.5 seconds, forcing them to dance.
Magic Damage: 150 / 250 / 350 (+ 50% AP) Stun Duration: 1.5 / 2 / 2.5
Cooldown: 160 / 140 / 120
The increased Ult cooldown has a purpose, mostly because of Sonas new passive idea. As well, the increased stun duration makes it feel more beneficial if you hit as Sona the stun, since of the high cooldown.
This is basically the first time that I'm talking about changes on a champion, maybe some of those I've suggested sounds "op" and I'm open for critique! Also, not all changes have to be accepted, I believe in fearless, maybe he'll come up with something more unique in future to improve Sona!
Sincere.
UPDATE: updated the Reworked abilities. I might create a new kit for Sona too if people don't like this one. UPDATE 2: Updated her Passive again.
- Added that her Aura-bonuses refresh each second
- New Scaling for her Passive cooldown reduction
- Cooldowns of her abilities reworked!
Another suggestion, I have created my own reworked Sona, without numbers.
I felt free to think about a own rework for Sona, because I think that some people could've do it better. This rework won't have any numbers because it's just a suggestion and maybe riot will get inspired by it and maybe try to make it real. This rework is based on her Lore and League Judgement, showing that her Etwahl (her instrument) has more power than you thought.
NEW PASSIVE: Crescendo Sona has unique Auras that Lasts for 3 seconds and extend each time a ally touch them. Each ally can refresh the aura once for 0.5 seconds. Those Auras range increase at level 6, 11, and 16. (range: lvl 1 - 5: 350 / lvl 6 - 10: 400 / lvl 11 - 15: 450 / lvl 16 - 18: 500 units) Maximal Possible Aura duration: 5 seconds. Additionally, each time Sona casts a Ability, the Cooldowns of all her Abilities are reduced by (lvl 1 - 5: 0.25 / lvl 6 - 10: 0.5 / lvl 11-15 0.75 / lvl 16 - 18: 1) seconds. With each time Sona casts a spell, she gains a stack of Crescendo. All of those stacks will be consumed if Sona uses her Ultimate Ability.
Yeah I removed her well known "Powerchord", because this one was Sonas other Damage ability, yet it didn't made Sona strong except if she got a Sheen/Lichbane. Instead, Sona will get a new Damaging ability that will allow her to make more "Plays". As well, I'll tell you what her Crescendo stacks for..
**Q: Hymn of Valor **(prefered name: Forte = stronger ) Sona will play a strong song (chord) that will damage every enemy unit in 700 range in a 90° Cone. Additionally, she creates a unique aura that will empower her Allies next Attack or Ability. This bonus is increased by 50% for Sona.
Pretty much nothing changed, except that Sona needs to aim if she wants to poke her opponents.
W: Aria of Perseverance (prefered name: Piacevole = pleasing) Sona will play a calming song (chord) that will heal herself and the most wounded ally in 1000 range. Sona and the healed ally recieve additional armor and magic resist. Additionally, Sona creates a unique aura that will shield her allies and gives them the half of the bonus armor and magic resist from her heal while lowering the defense of enemies. The closer the enemies are to Sonas aura, the more armor and magic resist they'll loose .
This is a mix of her reworked W and pre-work W, with and additional debuff for enemies. This one will probably increase her teamfight ability and make it more beneficial for Sona to go closer to her enemies, because even if she's somewhat sacrificing herself, it'll help her allies to burst enemies down.
E: Song of Celerity (prefered name: Presto = Very Fast) Sona will play a fast song (chord) that will damage every enemy unit in a 100° cone and slowing them (percent). The more enemies are hit, the weaker the slow and damage becomes. Additionally, Sona creates a unique Aura that increases the Movement Speed of her allies and gives them a ignore unit collision buff (percent), while lowering the movement of enemies. The closer the enemies are to Sonas aura, the more movement speed they'll loose (flat)
So, for the Powerchord removal, I gave her another damaging ability, and this one is actually a strong one. It might be weak in the laning phase, but in teamfights or chasing, it will be a incredibly strong one.
NEW R: Grand Finale
Sona plays a strong in magical chord that will consume all stacks of Crescendo and convert them to Magic Damage. All enemy targets in 1000 range hit by it will be stunned and will dance for 1.5 / 2 / 2.5. Additionally, the last basic ability Sona casted before her ultimate ability, will do an additional effect on enemies that are struckt.
Q: Morendo = dying away: Sona's ultimate will do bonus magic damage based on percent health of enemies struckt. **W: Diminuendo = gradually becoming softer **: Sonas ultimate will lower bonus armor and magic resist of enemies struckt. E: Largo = slowly and stately, broad: Sonas ultimate will additionally lower the movement speed of enemies struckt.
So, let's say that I combined her old ultimate with her old passive, powerchord, so it becomes a giant aoe powerchord. I feel like, this new updated version of her ult will increase her play makings and supporting, mostly of the additional effects she can do. It works somewhat like, Leblancs mimic. This ability won't have a high scaling on ap, but on her new passive, Crescendo stacks. It makes it more beneficial and gives Sona players a important decision: Wich ult should I use? All of them are great, but certain ones fit better to some situations, and I feel this would make Sona a stronger pick. Maybe a bit more complicated, but more worth to play.
Sincere!
and
on her, and have a pure defensive rune page for her. She can go with those items in the front row without worrying to die extremly fast. Maybe a aura increase at lvl 6 / 11 / 16 would give her a safe late game.

