Sona is outclassed, and kinda boring. She needs some changes.

Squidblimp··12 votes·2,022 views

To me, Sona is a late game support that scales well with AP, and has auras to help her team in team fights. That's how I see her, team fight support, she's kind of a jack of all trades, master of none.

However...

Why pick Sona for poke damage when you can pick Karma? Why pick Sona for heals when you can pick Soraka or Nami? Why pick Sona for an all-ins with AOE CC when you have Annie, or tankier champs like Nautilus or Leona? Why pick Sona for utility when you have Lulu, who is even more of a jack of all trades than Sona is?

All these supports outclass Sona by quite a lot. Sona's best feature is her poke, and it's quite short ranged, not to mention getting that close is dangerous since she is EXTREMELY squishy, with less than 500 HP at level 1. And let's be honest, Sona is kind of a spammable champion, and can be a little bit boring.

She is supposed to also shine in team fights, but honestly, she doesn't. She spams her weak auras, lands a good ultimate, and maybe lands some risky-to-hit poke and probably gets blown up. I'd rather have Janna or Lulu or Thresh or Nautilus or Braum or Annie for a team fight, they provide much more utility and CC for the team, whereas Sona just provides unreliable short-ranged poke that can barely be used to siege.


I have some ideas for Sona. These changes would not really buff her laning phase, since she is more of an AP-scaling late game support that is supposed to provide utility with her auras rather than buying support-ish items, in my opinion (besides the essential Sightstone). Also, a high-heal high-poke support would be a bit oppressive in lane. Rather, these ideas are to make her MUCH more interesting and useful in team fights, and make her feel much more impactful in the late game! Feel free to compliment or criticize, and provide ideas of your own. These are NOT necessarily all supposed to be on her kit at once, they're just ideas to make her more useful!


SONA'S PASSIVE

The Problem: Sona's passive is probably the most interesting part of her kit. However, you can only use one of its 3 components at a time, which kind of sucks. In lane, one is just fine, since you use Q for extra damage, W for disengage so the ADC can't kill you, or E for kiting and chasing. However, in team fights, there are multiple targets, and you can only use one. Provided that most of Sona's utility is in her passive, it sucks that you can only get 1 or 2 passives off in a team fight.

The Solution: When Sona uses her passive, for a few seconds (maybe something like 10 seconds?), she will be able to reactivate her passive again using by another ability, essentially gaining "charges" on her passive. The amount of charges would depend on her Ultimate's Rank. Rank 0 would be the current 1 charge, Rank 1 = 2 charges, Rank 2 = 3 charges, Rank 3 = 4 charges. To help balance this though, I think Sona's passive would have to be harder to charge, perhaps requiring 4 stacks instead of 3 stacks to activate the passive.

Here's an example of a level 16 Sona with a Rank 3 Ultimate in a teamfight:

  1. Uses 4 basic abilities to gain 4 stacks, and now her passive is ready.
  2. Uses her passive, at which point she has 3 MORE charges, since she has a total of 4, and she has about 10 seconds to use up the charges before they expire.
  3. Uses her W for the heal, then uses her passive on the enemy Rengar to reduce his damage.
  4. Uses her Q for damage, then uses her passive for more damage on an enemy squishy.
  5. Uses her E for the movespeed, then uses her passive for the slow on a diving bruiser to help kite.

This would make Sona WAY more useful in teamfights, while not making her lane oppressive.


SONA'S Q

The Problem: It's a boring spell, with low damage, and you only really use it to use the Q passive, which is the high damage component of the spell.

The Solution: Slightly nerf the base damage on Sona's Q, but have it mark enemies that it hits for a few seconds. If you or an allied champion lands a basic attack on that enemy, they take some bonus magic damage.

If that enemy is a CHAMPION, then if the mark gets popped, Sona could also be refunded some mana/some cooldowns/some other reward? This way, teamplay would be much better with Sona, and you'd be much more likely to try and land BOTH parts of the Q on both the enemy support AND the enemy ADC so you could pop both marks and get a reward.


SONA'S W

The Problem: The heal is weak at all stages of the game, especially late game, and the shield is tiny and short-lived. When using it in team fights, you have to choose between using the spell to heal someone or using it to shield your team from AOE spells. It's such a stupid spammy spell with no thought behind it right now

The Solution: Let Sona target who she wants to heal, and if she targets nobody, then it will target the lowest % HP ally.

Also, keep the early healing the same, but let it scale into the late game with missing % HP that scales with AP. For example: "For every 100 AP, your heal restores a bonus 5% missing HP." (Something like that anyway.) This would prevent early game abuse but allow the spell to actually be useful late game.

Finally, slightly increase the duration of the shield so it's more useful and not so fleeting, and let shielded allies get a small base heal, since you have to get right next to them to heal them after all. It feels like I'm spamming a shield on my allies for no reason just to heal one ally right now. Also, perhaps the aura duration could be extended for each ally I hit, so I can shield more allies, which is just how Sona's E works.

Perhaps the cooldown could be increased to compensate for the added power that the spell has after these changes.


SONA'S E

The Problem: All you use this spell for right now is to get around the map faster, or pitifully try and help your team escape the League of Gapclosers. It's a useless spell right now, really, and quite boring.

The Solution: Make it more useful to allies by increasing the speed boost it gives them. Also, for each ally Sona gets in her aura, perhaps Sona's own speed boost could be increased, and then she could use the high speed from hitting 5 allies to "catapult" into the enemy team to land an ult? That would make the skill much more interesting.


SONA'S ULTIMATE

The Problem: Okay I will admit, her ultimate is probably the part of her kit with the least problems. However, I do think it could be more interesting if it interacted with her passive somehow.

The Solution: So what if when you had a passive stack, then you ulted, your ult would consume the passive and gain different effects based on the passive stack you had?

  • Q passive would make your ult do more damage.
  • W passive would make your ult cause damage reduction on all enemies hit, after the stun wore off.
  • E passive would slightly increase the stun duration and then slow enemies after the stun.

What do you guys think?

32 Comments

Subject 56 votes

The story behind the new Sona, and how she replaced the previous Sona. First I need to clear my throat.

Cough

COUGH

https://www.youtube.com/watch?v=DYTLct-5tVs

Okay, sorry, just needed to clear my throat.

"Hey Sona, we noticed that we gave you AP ratios, and because you have significantly lower base damage compared to most supports and even most mages, we have given you a bigger AP ratio to compensate that. So just build magic items, and with the magic items you will be super strong and effective!" summoner 1 (Riot, duh)

"Oh wow, so I can buy a Liche bane? It's got like perfect synergy!" Sona

"No, that isn't a support item. That is not healthy gameplay, we told you to build magic items. That means buy magic, items, you silly." summoner 1

". . . Okay, so Rylai to peel for my adc? It gives me a lot more magic damage and a slow too! I mean, I know I can't stack my slows with my E anymore because of the passive nerfs but-"Sona

"No, Sona. Listen. Buy magic items, that are support related."

". . . - . . ."Sona

"Okay, you know what I think these ratios are a bit of a problem for you. Listen, we will just take the ratios away and then you just build like a normal support. Without any of the mumbo jumbo." summoner 1

-Multiple patches later-

"But you said that my base damages are low! What about my mid and late game? My heal costs an insane amount of mana, and you told me that I can't build magic items. It hardly heals anything and gives a shield that is absolutely terrible, my E is the worst in the game! Please, I beg!" Sona Z

"Relax Sona! It is unhealthy for the game if you are building magic items. Just relax, we will figure something out sooner or later." summoner 1

"And on this day, we, channel seven news regrettably announce the massacre at Riot studios. The story of when a mute psychopath allegedly slaughtered seven Riot employees before she was suppressed. Next on channel news, we will be discussing why the Meta needs to be forced down your throat as much as vitamins!"summoner 30

RedCyclone4 votes

Looking at Sona's bases it pisses me off, she has got some of the lowest values on her spells Her AP ratios are not that great either, but the scales are tipped for her to get AP items that have a damage passive (lich/luden) over items what have a helpful passive

Pika3101 votes

Sona's spell values aren't "some of the lowest," they factually are the lowest. There is no damage spell amongst the support class with less than 40 base damage and Sona's is 40. She has the weakest heal in the entire game at only 30 HP per cast, that's 10 lower than Relic Shield and 15 less than Nidalee.

As for her ratios, ya they're bad. She didn't used to have low bases and ratios, but season 4 was not kind to Sona. As early as the pre-season, she was already getting shafted hard having her numbers lowered far more than most other supports, most notably Nami who was designed to just be a cookie-cut of Sona and in that one patch(3.14) surpassed the original.

1000angrybees2 votes

Honestly? I do much better as a mid laner than I do as a support with Sona. I win probably 55% of my games as mid sona. support games can be so, so rough with her.

It's funny, because she's supposed to be support first and foremost but functions better as an APC.

Booriin1 votes

{quoted}

Honestly? I do much better as a mid laner than I do as a support with Sona. I win probably 55% of my games as mid sona. support games can be so, so rough with her.

It's funny, because she's supposed to be support first and foremost but functions better as an APC.

Riot reworked and nerfed Sona too much that her kit can't be effective without great amount of AP

While in Bot lane, Support have to build sigh stone, but sigh stone delay Sona's power quiet a lot as well as support have limited income.

That is why mid Sona feel better than support Sona, the raise of tank supports just made it worse.

My feel right now is mixed between Joy and concern everytime I think about incoming Sona's change

  • Riot and the community hate her offensive Q play-style.
  • Riot hate seeing Sona play passive with W as well.
  • Riot and pro players don't like Auras because of hidden powers and xit.

If the change going to be good then I will keep sticking with LoL, but if the change is just feel bad, I will say goodbye to LoL when my dream MMOrpg come out in early 2016.

BremerdanGorst2 votes

I know for a while people were outraged at her nerfs after the rework, but honestly her numbers were really strong to begin with. I find that Sona can still outtrade pretty much any other bot lane given that you or your ADC aren't getting hit by something like Thresh hook.

Aeolian Melodies2 votes

{quoted}

I know for a while people were outraged at her nerfs after the rework, but honestly her numbers were really strong to begin with. I find that Sona can still outtrade pretty much any other bot lane given that you or your ADC aren't getting hit by something like Thresh hook.

She can outpoke ADC if she plays her cards well.

She can't do jack shit about tank supports and that's her biggest issue.

Pew Pew Lasers2 votes

Stop building Sona like a pleb and build her with ap, problem solved.

Squidblimp3 votes

0/10, don't try again.

Squidblimp2 votes

Lol and I got downvoted. I said in my post that I was an advocate of building her AP, yet I get downvoted for discouraging a troll that didn't read it, lol

Sniper 01 votes

I think they originally nerfed her because they didn't want her on mid lane. Correct me if I'm wrong.

Squidblimp2 votes

Why not let her have midlane potential? Lulu has that.

Mimy1 votes

RIP Lulu in the future. JK JK

E passive would slightly increase the stun duration and then slow enemies after the stun. This.. would be best as a support... and it would be soo long it'd be GG.

Pika3101 votes

Except Riot hates mid and top lane Lulu. Near all of her nerfs have been aimed at trying to get her out of those. They've mostly given up trying, but even now they still give her more nerfs once in a while.

In Riot's eyes: all support champs need to be pigeonholed into supporting and aren't allowed to be played in other lanes. They don't want to enforce the meta, except when it comes to supports... and all the other time, but mostly supports.

Pika3101 votes

They originally nerfed her because they didn't want her on Runeterra. You're welcome for the correction.

Aeolian Melodies1 votes

The thing with picking Sona over Karma for poke, over Soraka for heals, and over Annie for hard CC is that neither of them can do all three of these things at the same time.

The closest would be Nami but her damage falls short compared to Sona's (though I'll give you that she wins in pretty much everything else).

Also, boring is **your **opinion. I think hard engage supports are super duper boring and you don't see me asking for reworks.

Sona was my first champion, I've played her for nearly five years, I never dropped her and I always loved her playstyle. I only sulked her a bit post-rework but I came around for my Maven of the Strings <3

Squidblimp2 votes

I enjoy playing Sona, and she is actually one of my favourite supports. However, in teamfights, she becomes this really braindead champion. I would love to change that. You do have a good point with Nami though, however Nami's CC is much better and therefore sets up opponents for more damage overall just from ADC autos.

Aeolian Melodies3 votes

{quoted}

I enjoy playing Sona, and she is actually one of my favourite supports. However, in teamfights, she becomes this really braindead champion. I would love to change that. You do have a good point with Nami though, however Nami's CC is much better and therefore sets up opponents for more damage overall just from ADC autos.

Nami has more hard CC, from better range and available more often, but Sona's comes off faster and thus is more decisive when usted to engage. As I said though, Nami is a jack of all trades who outclasses Sona in everything but straight up damage - this, I think, hurts her more than being beaten by specialists in their specialties.

Like you can't engage harder than Leona can - but because you have poke, sustain, and kite, then you can win your lane like this. You can't outsustain Soraka, but you can poke and you can use your stun to lock down both her and her ADC, and you can win your lane like that. Typically Sona can't be beaten in poke-CC-sustain at the same time, unless, well, they picked Nami.

Squidblimp1 votes

Valid points, valid points.

Pika3101 votes

No, they aren't. Not whilst still claiming Nami does less damage than Sona when that's blatantly untrue:

Nami has:

  • Higher base AD
  • Higher spell bases
  • Higher scalings

Here's the comparison:

Nami:

  • AD - 51 + 3.1
  • Q - 75 + 50% AP
  • W - 70 + 50% AP
  • E - 75 + 60% AP
  • Total - 220 + 160% AP
  • R - 150 + 60% AP

Sona:

  • AD - 50 + 3
  • P - 37 + 28% AP
  • Q1 - 40/80 + 50% AP
  • Q2 - 20/40 + 20% AP
  • Total - 97/157 + 98% AP
  • R - 150 + 50% AP
AdanChristo1 votes

yup

Pika3101 votes

First thing's first: Sona does NOT use auras anymore. Her current abilities are activated effects, that is not the same thing.


Regarding the Q suggestion: The base damage on Q CANNOT be allowed to be lowered any further than it already has been. You seem to be unaware to the fact that at 40 damage, it's tied for the lowest base damage on a spell with only 3 others amongst the entire support class. Between the nerfs to both Hymn and Staccato, Sona factually has the 2nd-lowest damage potential of all supports after Braum, she can't afford to be making any more trade-offs for damage, especially considering Riot doesn't understand what a trade-off actually is.


  • Passive suggestion: Good, but not great. The charges solve the problem of Diminuendo and Tempo being underused, which was caused by Riot ruining her cooldowns, but it doesn't fix the nerfs to Hymn that were falsely made in response to the above problems.
  • Heal suggestion: Not good, but not bad either. Sona's heal is the weakest and most mana-intensive in the entire game. Adding a % heal onto it will make it unique from other heals and would certainly give her a place in our current tank meta, but with its base still being shit-poor low it does nothing for any teammates that aren't stacking at least a few HP items.
  • Shield suggestion: Good, but not great. More duration and a bonus heal are good solutions, but 350-range is still unusable and further increasing cooldown is a bad idea.
  • E suggestion: Mediocre. Increasing the MS amount does nothing to fix this spell. Its current problems are its shitty duration, spell range and cooldown as well as the lack of reward for taking extra ranks.
  • R suggestion: Good, not great. Riot admitted a few patches ago that they secretly nerfed the width on Sona's R, but even despite that it's still one of the weakest CC ults amongst supports with terribly short range. I like your suggestions, but what if you could evolve it with each rank the same way Kha'Zix evolves? You would be locked into the bonus effects you choose and it would still consume your passive charge, but at 11 and 16 you'd have 2 or all 3 effects.

Unaddressed issues:

  • Sona is the only support in the game with spell ranges below 550 units. Matter-of-fact, she has THREE spell ranges that are 350 each and there's only 1 support ability in the range at 550, whilst ALL OTHERS are 600-units or higher. Most of which sit at 850 or even more. These facts are nothing short of blasphemous and blatantly discriminatory.
  • Nerfed cooldowns. For those that haven't noticed, Sona's old cooldowns were 7 seconds each, for multiple reasons:
    • A musical scale consists of 7 notes.
    • It is NECESSARY for all 3 of Sona's spells to share the same CD for her passive to work properly.
  • Nerfed base stats. Sona's AD was secretly nerfed, her defensive stats were openly nerfed and her MS was WTF?! nerfed. Sona has very low mobility and lacks hard CC pre-6, but despite these was nerfed into the lowest MS even while Nami's passive was a superior version of it and even recently got buffed regardless of that and the fact Nami possesses very strong pre-6 CC.
  • Other low base stats. She has the 3rd-lowest base mana of mage supports, yet her mana costs have been nerfed twice making a heavily mana-gated champion even more so. Her AA range matches the average ADC range, utilizing her kit guarantees always being in harass range, despite having the 5th lowest HP in the game. Even before her HP got nerfed, both it and her armor were already very low, it's always been a common tactic for enemy teams to bush-jump a Sona at the beginning of a game because of this, especially in professional play.
  • Lack of pre-6 CC. She is actually the only support in the game that completely lacks a form of CC other than a slow before level 6, excluding rare off-supports. Even that slow is tied to her passive instead of an ability and requires 3 spell charges to use.

I like what you're trying to do and I like a lot of your suggestions, but I feel if you hold back too much in fixing her, she'll fail to reach viability even as a tier-2 niche pick.

Squidblimp1 votes

They are still auras. They're just smaller auras. Whatever you want to call them, they're self-targeted AOE ally buffs. Auras is just an easy way to say it.

Also, the suggestions are just that, suggestions. All of Sona's spells are not very interactive right now. By making her make meaningful choices about who to use her passives on, and trying to get her auras on as many people as possible, it turns teamfights into a fun minigame.

Her E right now is just used to travel the map faster, but I think it should be used it a team fight for kiting and chasing, which is much more interesting, and if she hits her whole team, she could get a massive speedboost for an engage with her ultimate. I feel that would be cool.

But you're entitled to your own opinions, at least we agree she needs changes.

Pika3101 votes

By definition, an aura must follow 4 basic characteristics:

  1. They are AoE spells that spread out from the center of the caster
  2. They are instant and DO NOT have a cooldown
  3. They have infinite duration so long as the caster is alive and an ally is in range
  4. They can't be dispelled

Sona only follows rule 1 and none of the others. Her spells are restricted by long cooldowns, they wear off merely seconds after she casts them and they fall off of her allies either after the duration runs out or they get used up. Thus Sona is NOT an aura user anymore, regardless of whatever intentional mislabeling or propaganda Rito tries to force-feed us.

Squidblimp1 votes

Old Sona had auras, and they had cooldowns, didn't have infinite durations, and could be dispelled by killing her... The new auras are just smaller versions of those auras with some changes.

Pika3101 votes

They did not have cooldowns, the actives/aura swap had a cooldown. They did have infinite duration...


and could be dispelled by killing her...

They have infinite duration so long as the CASTER IS ALIVE and an ally is in range


You're right in saying her new spells are small weak versions of her original auras, but that does not make these ones auras. Just pretenders.

Squidblimp1 votes

Well, whatever. You understand what I mean, you're literally just nitpicking now. Anyway, this is irrelevant to my thread.

Starraka1 votes

Sona's heals are complete garbage. Thats what really needs to be fixed.

III DNA III1 votes

Sone is far from being outclassed as a support. If you're playing her right and have the right gold income items/runes/masteries, you can get quite a bit of AP added on top of her usual support items. There are plenty of good Sonas out there with excellent harass and heal. You're just doing it wrong. The people who upvoted the op are just bad at the game.

Squidblimp1 votes

Sona is really good when you build AP, but she is still lackluster as a SUPPORT, she just basically becomes a bot lane APC. I feel like she should have her supportive properties changed up a bit,

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