Help me Rework Sona

Hyrum Graff··6 votes·1,015 views

When Talon lost his silence, it took away some of his theme and gave him a harder time trading. So I made a rework to try to give him back his silence, but make it healthy. Now I want to try my hand at reworking Sona, the right way.

With Talon's rework, I had a clear objective. However, I'm not really sure what Sona players want. That's where you come in.

I'd love it if you would answer these questions for me:

  1. What's your experience with Sona?
  • How much have you played Sona?
  • How much have you played with Sona?
  • How much have you played against her?
  • What lanes/roles do you mostly play?
  1. What's important to Sona? I'm particularly interested in unque inputs, unique outputs, strategic depth and non-class weaknesses. Here are some that I thought of:
  • Auras
  • Music
    • Same cooldown on abilities -> a "tempo" or "pattern" effect to casting
  • PBAoE (autotargeted) abilities
  • Poke
  • Ult
  • Heal
  1. Take the list of everything you just wrote in response to question 2 and order it by importance. I'd prefer no ties.

Thank you for your input! I'll continue to be active in the comments, aind f you want to see what comes of this, comment anything over on this post and I'll make sure you get a notification about it when I post the rework.

9 Comments

It Is I Emoto1 votes

I'm not checking the boards that often anymore, though, when I see a thread like this, I feel like I could always input a suggestion. I've posted serveral suggestions in the past, but my most favorite was the suggestion I had for her W aura;

I feel like my suggestion could be refined, because I feel like I've overtuned that idea aha. The idea was basically, that the heal increase per missing hp in % got removed but put on her shield, so the shield strenght and duration got extended, the more hp was missing on each invidual ally.

I am a Sona main since early/mid of s4, I used to love her old kit because even if it was passive, it was unique and strong in it's own way if used propertly! I was excited for the Sona rework, yet when they've reached the live servers I was kind of disappointed by it, yet satisfied... well... till the "better nerf sona" phase did begin, and she ended up being rather a weaker version of Nami then a unique champion.

Hyrum Graff1 votes

My post is done but I don't have time to reply to people right now, so I'm going to wait until I'll have time, to post it. Should be either Tomorrow or the next day.

It Is I Emoto1 votes

Bump, Sad that no one likes to input anything in here :/ I also had a Sona rework idea, where all her abilities had a interaction with her enemies and her allies, dunno if it's helpful, but here it is (lmfao I posted this on my underleveld EUW acc)

The main idea was, to remove Sonas Powerchord passive and put it in her active abilities, working like the marks (Like these of braums passive) The abilities itself were not anymore auto targeted, but instead worked like smartcast. (her W heal active remained the same though, it auto targeted the nearest low health ally and healed it)

Vesarixx3 votes

no copy+paste?

DJ Di01 votes

[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=8Q3fl6iH,comment-id=00020000,timestamp=2015-09-14T01:40:58.573+0000)

no copy+paste?

It'll expand if you click on it.

( ͡~ ͜ʖ ͡°)

Vesarixx1 votes

Alright, So since you asked in another thread, here's a bit on Sona's paly style.

I've been playing Sona since season 3, for the current season she is my most played champion at 112 games. Currently I'm sitting at an average 5.55:1 KDA with her. I play her as a support in ranked but I have played her mid and jungle in normals. I typically take flash exhaust but ignite is also viable, though it doesn't scale as well into the late game.

Sona is a poke mage with some healing. She might have the best laning phase of any aggressive support in the game, being quite a lane bully especially in some match ups.

At the start of the game you should get 1-2 stacks of your passive ready in the base, depending on where your jungler starts, if you will be leashing and if you want to burn a bit of mana on the leash, you should get into lane with 2 stacks, so you can help push for an early level 2 without wasting the passive and also auto-Q-auto the enemy as soon as they enter the lane to get an early health advantage.

As Sona you should be looking to utilize a hit and run style in the laning phase, when an enemy comes up to last hit, you harass them with a Q combo, there are 4 ways you can do this depending on your passive charges and the range you are able to move into safely, if they are at 0-1 Q then auto to proc the on hit damage, 2 stacks you will auto-Q-auto as your passive is an auto attack reset and will allow you to proc the on hit and the passive damage as well as land an extra auto attack, at 3 stacks you Q then auto. If you are not in range to land an auto you can still harass with Q alone as the damage is fairly good. You want to avoid taking damage as you are squishy and heal costs 80 mana with one point in the ability, staying at high health also makes you less likely to get jumped on.

You can also look to roam once you have your ultimate, this combined with either the burst from Q or the slow from E usually results in either a kill or blown summoners, either way relieving pressure from the lane, typically you can roam mid, but roaming top after basing is also an option.

In team fights you will either want to be peeling for your carries or assisting with chasing down the enemy carries depending on the comps. keeping tempo available is great for either situation as the 40% slow will assist greatly with kiting and if you had it charged already you can cycle your abilities for a second charge quickly to get a 4 second slow. for high damage burst champions or DOT based enemies you should usually keep diminuendo up, this works on top of exhaust and combined with the shield, heal and an AOE stun you can make someone extremely difficult to kill.

Late game Sona is a utility mage, items like item 3222 item 3190 item 3060 are great pick ups, though high AP items can also be great on her as her abilities all scale with AP, an early item 3070 can be later upgraded into an item 3003 for a late game boost to all of your abilities. She can also be played for damage, though not as consistent a source of damage as some other mages she can excel in poke and siege comps, or vs teams without much pick potential, in this case item 3100 can be a viable choice mid game after getting item 2049 and a gold item. item 3116 can also be an interesting pickup on her as you could combine it with tempo to keep an enemy slowed for even longer, or use it to improve her kiting potential outside of situations where tempo is the best choice of passive.

Hyrum Graff1 votes

[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=8Q3fl6iH,comment-id=0003,timestamp=2015-09-14T01:39:01.548+0000)

--Snip--

Is 3 stacks to power chord an integral part, to you? What if it were 2 stacks*? 4 or more?

*2 stacks would allow you to sit on one stack, aa-q-aa-e-w-aa for a rapid double power chord application. Not sure if that's a good or a bad thing (you can do the same thing at 3 by prepping a power chord, using it, then ewq for another).

Vesarixx1 votes

3 is fine, it allows you to use necessary spells without hitting the max number of stacks too quickly and wasting it while still allowing you to generate maximum stacks quickly assuming all of your cool downs are up.

More from Gameplay

More by Hyrum Graff