4K Sona games Master-Tier's Perspective of 5.3 Sona

Sonaring·2/17/2015, 2:14:33 PM·62 votes·8,552 views
Best Dota 2 Sona - 소환사 검색 결과 :: 리그오브레전드 ( LOL : 롤 ) 전적 검색 (LOL Stats)

Throughout Season 4, Sona Sona has been through a lot - buffs, nerfs and a complete rework. In this article I will be one of those Sona mains that will potentially rant about how the current Sona is down right useless. So be warned. I have come to rant, even if you play well with Sona it's just another non-competitive champion that Riot doesn't care about. No matter how well you play your game, or the amount of knowledge you have, there's going to be a limit for all Sona players. If other supports like Thresh, Janna, Nami are quality-AAA supports then Sona is an average B-support. They just do a better job at heal/cc/poke. There's a reason why people don't play Sona in high-tier challenger or tournaments. Why would they put disadvantage of playing weaker champions over solid quality supports?

To tell you the truth I wasn't very happy about the rework back in v4.13. Everybody likes progress but nobody likes change, it threatens the core gameplay that people are so used to. Nonetheless, we humans adapt to change and make the best out of it. The rework in summary was to give Sona more of an "impactful gameplay" along with the glittering visual effects. She does have more sustain with heal/shield while having less of a poke in lane. I wouldn't say the rework was a complete fiasco but I expected more on her kit.

After the rework I was quite unhappy about several of the game mechanics that have been changed. The old Sona's Song of Celerity(E) used to buff minions movement speed but the new Sona does not. It does make slight game advantage while pushing, shame it got removed. The old Sona's Cresendo had a wider width but shoots slower while the new Sona shoots faster with a narrower width. In comparison, sometimes in a team fight it is better to have a wider width for a good 3~5man flash crescendo. Another bug or delay would be her Q on-hit effect, sometimes her passive on-hit effect doesn't proc after a fast Q-powercord combo. That means we have to auto the target again for the magic on-hit effect.

What does she currently provide in the 5.3 version? In my opinion: Decent early game / Somewhat useful mid-game / Downright useless late-game. What was she like before her kit rework back in 4.13? In my opinion: Decent early game / Very good mid-game / Highly useful late-game.

=================================================================================================================== Sona's Skills

Let's go through every single skill that sona provides.

Starting with Powercord. What do I think of Powercord nerfs before v4.13(rework): Very reasonable. Her damage output on her powercord was too much. What do I think of powercord nerfs after v4.13 (rework): Still resonable. Slightly weaker but powercord is still decent. Other powercord nerfs (ap ratios, flat damage ratios) after v4.13(rework): Didn't care too much was reasonable enough. In summary powercord always dominated lanning phase. I wouldn't disagree with that. If they were going to nerf anything on Sona I agree to nerfing some of her powercord damage-out. It was outdamaging the adc by far.

First I want to look into the old pre-4.13 Sona. What is the purpose of having a Sona in her team?

  1. Q: Buff damage-dealers and poke that scaled with level (AP/AD)
  2. W: Heal and make tanks more tanky (AR/MR)
  3. E: Increase MVSP for initiation/escapes (MVSP)
  4. R: Initiation ult

All of these require aura control which "EVERYONE ON THE TEAM BENEFITS"

Now, let's look into all the nonsense aura Riot has gave me with the new Sona.

The turning point for Sona was when her Q aura used to give an extra boost for the team. Her Q aura was designed to make damage-dealers do more damage. When Sona's Q was maxed, it felt like she provided an extra Long Sword or an Amplifying Tome for her entire team. The best part was anyone on the team could utilize her auras for extra damage potential. "Hymn of Valor passive attack damage and ability power aura 4 / 8 / 12 / 16 / 20" It helps the adc early game to actually cs better with a bit of more ad and ever so slightly buff a bit of ap for poke damage. She would scale very well with her entire team that helps and contributes their damage potential. Even if other lanes were losing she would still provide better stats for the team to outplay the opponent. But when those auras have been removed by Riot and changed to "magic hit per auto" she provides hardly anything for the team. By the time she groups with the team, the "On-hit Magic Damage: 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 10 / 20 / 40)" does hardly any damage to the opponent because their base magic resist is by far stronger to withstand any of this damage. Not only to mention the short range for her aura. So who potential will be benefiting from her Q aura? In my opinion - no one. Not even the ADC. No one gives a crap about sona's Q arua in team fights because it does so little damage and people don't usually utilize it. If they still tried to utilize it, they would hardly get any benefits from it. Do you know why Janna is the most contested champion as support right now? She does great job at peeling for the carries but one of the most crucial buffs she got was her Eye of the Storm (E) which Scales on attack damage (attack Damage Bonus: 14 / 23 / 32 / 41 / 50 (+ 10% AP)). Not only is her peeling amazing but also her ability to buff the ad champions. In conclusion, Sona's Q provides rather nothing mid, late game - no poking damage and no one to actually utilize her aura. If Riot has taken away her Q aura that all the champions could benefit from, they need to compensate her stats or maybe place a physical+magical on-hit effect.

The same theory applies to her "Aria of Perseverance" (W).

The old Sona would provide an extra armor/magic resist for the entire team by the time she groups. The design for this was to make tanks feel a lot more tankier. The Extra "Armor and Magic Resist: 6 / 7 / 8 / 9 / 10 Bonus Armor and Magic Resist: 6 / 7 / 8 / 9 / 10" with "Heal: 30 / 50 / 70 / 90 / 110 (+0.25 Ability Power)" allows Sona to actually scale very well with the entire team. Sona was awfully squishy but she was compensated for her armor and magic resist stats. By mid-late game, she wouldn't feel as squishy as the new Sona. The new version in comparison, gives "Heal: 30 / 50 / 70 / 90 / 110 (+ 20% AP) and Shield Strength: 35 / 55 / 75 / 95 / 115 (+ 20% AP) (+ 10 / 20 / 40)". Removing AR/MR and giving us shield was not the correct way for Sona to scale. She does not provide continuous AR/MR boosts to the team and since the aura is removed, Sona also takes a huge plummeting in her stats. She becomes more squisher than ever. If the base stats are low, what's the point of trying to apply the shield? The shield gets shredded instantly. And yet again, the RANGE on shield apply is so short. It isn't like Janna who sits behind the team to shield for the carries. Sona literally has to go next to her carries, risking her life.

Sona's Song of Celerity(E) new or old were hardly utilized.

There's hardly much to say about Sona's E. It's been a speed buff ever since. Only complaint I want to say is the same old "SHORT-RANGED" aura. The "Bonus Movement Speed: 13 / 14 / 15 / 16 / 17%" is okay for moving around the map. Sometimes use her E for ganks and such but it is hardly recognizable. Her E needs to have a better thoughtout mechanic than a simple speed-boost

Here are some more complaints about her current state of auras.

= The old Sona didn't need to keep her QWE re-activate to have her AP/AD/MR/AR/MVSP = If Sona was IDLE with one of her auras, she would still give a nearby ally a certain buff. But the new Sona needs to constantly apply buffs to the ally consuming so much of her mana. Especially, her new Song of Celerity diminishes your movement back to normal stats unlike the old Sona that would slightly buff the movement speed.

= The extra cooldown on Sona's auras make no sense = When the range of her auras are so short and needs to be always active, why do we need to risk our lives and have a higher cooldown on her skill sets? Her skill-set cooldowns used to be all 7 seconds to keep all her good auras up. But now, her Q - 8 Seconds, W - 10 Seconds, E - 12 Seconds. Does she provide anything for the team mid/late game if she can only use her skills maybe once or twice during teamfights? With the right items of 40% cd, the old sona would have 4.2 seconds on her skill sets allowing good rotations of stats in team fights. What does the new Sona provide? Q - 4.8 / W - 6 / E - 7.2 . She can hardly produce the amount of potential of any of her team fights.

Finally here comes to the "Crescendo" (R)

Crescendo is Sona's core skill that defines her. You miss Crescendo: Everyone goes lol, doesn't matter if it was a janna ult, thresh ult or a nami ult, if Sona's ultimate is missed it highly demoralizes the team. It's one of those skills if missed, it leaves a big impact on the game. The new Sona ultimate has definitely has a shortened width but shoots very fast, and I don't mind it too much. The thing I care about is the fact that her AP ratios have been reduced greatly and the base damage. But what's the point of nerfing her AP ratios when she doesn't gain any AP from her Q? Another complaint on her ult would be the cost of mana. No Support in league of legends champion has increased mana-cost on her ultimate when leveled up. 100/150/200. Not only does her Q and W scale mana-cost per level, but also her ultimate. The amount of mana-cost in her abilities are outrageous. One last complaint on Sona's ultimate is that why would anyone want to place a scaling passive on her ultimate? Ranking up Crescendo increases the strength of Sona’s auras +10/20/30 magic damage for Hymn of Valor +10/20/30 extra shield for Aria of Perseverance +2%/4%/6% move speed for Song of Celerity Sona will forever be a support and to actually reach level 6/11/16 is immensely hard. She could be behind 1~4 levels behind mid-game even if it is a winning game. An ultimate that scales with level is not for a right approach for supports. Would you reduce Thresh Q damage and place it on his ult and give it a slight buff? No. No support would have a passive scale with their ult, it is a terrible design.

Okay that was about her Skill sets. I would go on and on about the bad game design but I think I got most of the core game mechanics through.

Items and counter play.

With the new Sona so changed and her base stats so low with no auras, I would still build the same before very passive supportive build. This would usually be my final build. With 0/9/21 masteries 35% cd. with 9/0/21 40% cd. item 3092 item 3222 item 3190 item 2045 item 3270 and item 3102 or item 3143

Let's go into detail on Spell thief item 3303 . The other supportive items are self-explanatory (heals, shields, defensive)

item 3303 Is a very risky item for any supports to take. Janna usually takes it now but she doesn't need to risk her life of getting poked for sitting behind the ADC while the enormous amount of shield and ad she provides. Sona on the other hand is just as squishy but needs to be in closer range which results in an easy gank or for bad trades. item 3301 and item 3302 allows you and your adc to heal from minions for extra sustain. With these items in mind most of the supports can out-sustain Sona in lane. Sona still pokes the enemy for extra gold here and there but her poke got too much nerf and the fact that there's no aura to buff her ap she does even less damage in lane. Not only to mention the nerf on Frostfang in v4.13 where "Gold per 10 seconds reduced to 2 from 4" and in 4.3 "Ability power reduced to 10 from 20" does help one bit for Sona. Less gold and less damage potential.

If the supports are able to outsustain Sona in lane what is the point of having a Sona? Almost every support champion outscales Sona now = Janna/Thresh/Nami/Morgana/Soraka They have better CC = Thresh/Braum/Leona/Blitz I feel like all the supports are a counterplay to Sona with the current starting support items. How can anyone say that there's no counterplaying to Sona when all of them outsustains in lane and provides better influence to the team?

So I question myself. item 3092 item 3222 item 3190 item 2045 item 3270 and item 3102 or item 3143 Is this the right build?? I don't even know. I lost the core idea of how Sona is played because she has become so useless. If I go defensive items, I don't provide anything with my skills because their stats are so low so should I go AP?

But is it worth building AP on Sona? With all the low-AP (nerfed) ratios? She loses all the defensive stats and becomes even more squisher. (Then maybe a zonyas?) If she does nothing with her skill sets with her defensive builds would it be worth going full ap and apply better damage-output for the team? Was she build to be an APC (Ability power carry bot-lane) and to be played like an Annie or Morgana? A zonya's initiate? I don't even know anymore.

I went through so many builds including different kind of runes and masteries. Ranging from 21/9/0 masteries to play aggressive as an AP dealer to trying out gold per sec runes to get my desired items while playing safe in lane but it doesn't quite fit in the category anymore. Sona has turned way too weak and fragile at a point these runes and masteries are becoming a nusiance. I even tried the 0/15/15 Tresh masteries for tankyness but it just doesn't cut it. Even tried getting Targon's to play safer in lane vs those kill lane supports like Leona with ignite. You get some wins and some losses with these builds but it just didn't quite show the full potential of the Sona.

Lichbane item 3100 is a viable choice but is still not as great as it used to be on the Old Sona. Her damage output is okay but she still loses out on core supportive builds. Your team is ultimately weaker in a sense without those great actives. item 3190 shield and item 3222 heal. It is true that the meta continuously change over time. That is what league does. Champions die in and die out depending on how champions get reworked with a nerf or a buff. Even the slightest changes on an item or champion's stats affects the quality of the game. With the current state of Sona, it will be god awfully hard for her to be a viable champion in high-tier.

I went through as decently thorough as possible with my extensive knowledge about Sona. I still think I have a lot to learn but I may have to retire from my destined champion. Sona has been great since my arrival from Dota 1 about mid-Season 1. She and I have been through a lot and I thank Riot for that or more thankful to Euls, Guinsoo, Icefrog and pendragon for all the good moba game stratergy.

= "Nowadays I play more Dota 2 than league just because of the current dissatisfaction of Sona" =

Thank you for reading.

tl;dr: The current state of Sona is just too useless.

64 Comments

GnomeDigest2/17/2015, 3:02:33 PM10 votes

They will probably buff her with the release of her DJ skin. We'll get some lipservice about how the last wave of nerfs hit sona a little to hard blah blah blah, we just released a really expensive skin and want people to buy it, blah, blah, slight buff, blah.

My main success with sona is going super tanky runes and surprising people in lane by winning trades due to absorbing way more damage than they expect. This only works vs non-sustain supports like leona or thresh. One lost or even trade by them and then sona's healing is enough to put them behind and on the defensive the rest of the lane.

Altricad2/17/2015, 2:38:56 PM9 votes

Well thought out post, I myself thought the auras were "meh, they don't show anything" but the math and the exact work has shown Riot's appaling treatment of Sona.

You have to LOVE a champion in order to balance them properly, you have to APPRECIATE them to recognise their strengths. Currently I feel Riot has no sympathy to sona players, just seeing her 'q' as being "Oh, she presses q from a distance without repercussion. That is worrisome, so let's make her unviable!"

I feel Riot sometimes doesn't want to deal with "difficult balance" issues and opts to make a former tier 1~2, into tier 3 just so that they can avoid the issue

Xtremey2/17/2015, 2:41:19 PM7 votes

i think sona is a DD support ( ͡° ͜ʖ ͡°)

Llesh2/17/2015, 2:50:28 PM7 votes

great post, informative and lays out your arguments clearly..... unless you want to rant, yell, and use extreme hyperbole i doubt riot will respond to your post, and i dont think most people on the forums read an entire post rather than the hovertext....

but that being said i wanted to thank you for taking the time to write this out....great post

Tengrichan2/17/2015, 3:24:09 PM5 votes

The old Sona's Cresendo had a wider width but shoots slower while the new Sona shoots faster with a narrower width. In comparison, sometimes in a team fight it is better to have a wider width for a good 3~5man flash crescendo.

So it was really changed.Good thing riot said that they didn't change the width.

Packerfan5042/17/2015, 9:24:56 PM5 votes

*NOTE: I am not suggesting that all of these changes are implemented, merely providing some options. While I am not a Sona main, I am a support main, so I do have some sense of action in the bot lane. *

I was on board with patch 5.1 where they decreased the damage on her q. I felt Sona was a little strong against any melee support, and it was almost a free lane. However, i think riot is taking the wrong direction in trying to modify her. Although i can't speak for base/scaling stat changes on HP, AD, Mana and MS,** I think the largest issue with Sona still exists. The uses for her W or E power-cord are simply too far and few between to warrant not using the Q power cord every time you can.** Even before her rework the Q power cord was the most important. But, rather than nerfing the Q, buff the E and W power cords.

The W passive is currently: “DIMINUENDO: If this spell was last cast when Power Chord is ready, Power Chord will also reduce the target's damage output by 20% (+ 2% per 100 AP) for 3 seconds.”

  • Perhaps make it scale? And not as in more or increased AP scaling, but rather the base damage. Changing it to 10/20/30/40/50 or 15/20/25/30/35 %, and maybe remove the AP scaling.

  • OR perhaps we increase the Debuff time to 4 seconds?

  • OR we could change the debuff to an AOE debuff. It doesn't have to be large, just the range of the Trist or Kayle E. It may not apply 20% to everyone, it could give smaller debuffs with the AOE

The E passive is currently: “TEMPO: If this spell was last cast when Power Chord is ready, Power Chord will also slow the target by 40% (+ 4% per 100 AP) for 2 seconds.”

  • Again, consider scaling this to add more power. Change it to 30/35/40/45/50 or some variation, meaning a late game sona will have more reasons to use it, and she is no longer “oppressive” in lane.

  • Again, we can Increase the debuff time to 3 or 4 seconds

  • And again, it could be made AOE, either at full or reduced power.

Forcing Sona's to make a cognitive decision on what to cast will help separate the good Sona's from the great Sona's.

Now onto the Auras themselves

There have also been complaints that with such a low aura range late game Sonas have to be in the front line to give the buffs to their team. Because Sona is so squishy, it is VERY easy for her to get killed by AOE or a simple switch in targeting by the enemy team. Straight up buffing the ranges may be seen as to strengthening, so why not make her ult increase the range of her auras like with Gnar? IE while the base aura range is 350 units, 1 point in the ult would make it 375 or 400 units, ETC, so with 3 points in ult her auras would be at the range of 425 or 500. This prevents oppresive laning while providing some safety in late game team fights.

W shield has also been considered underwhelming. Perhaps increasing the duration of the shield from 1.5 seconds to 2 2.5 or 3 seconds. E has similar complaints, and the same potential fixes.

Performing some of these changes could be compensated by lowering the Q power cord to 30% bonus damage instead of 40%, and maybe some base values on the abilities. That would be fine as long as you provided more options.

TL;DR: Give Sona a reason to use W or E power cord, and consider some other small changes can help bring her to a balanced and fun state.

X Frady2/18/2015, 2:23:07 AM4 votes

Bump. Im sick and tired of the current Sona to not be even a small shadow of Sona prime. Riot fix her please.

Zone of Endless2/18/2015, 1:44:18 AM4 votes

Sona used to be high risk high reward. High poke damage but risk getting 1 shot in lane.

Now it's high risk low rewards. Her damage output is so low you can easily sustain through it with relic shield alone. Her mana cost are also really high on W for it to be worth it. E is still meh, and CD as you've said, too high for Sona who's suppose to be spamming her skill for the auras.

Teamfights most of the time you'll only cycle through your spell once and then you sit there hoping for the best.

Lystrates2/18/2015, 4:04:25 AM4 votes

Save Sona 2015

Miku Hime sama4/28/2015, 8:15:03 PM3 votes

[{quoted}](name=Best Dota 2 Sona,realm=NA,application-id=3ErqAdtq,discussion-id=NJ72rEpB,comment-id=,timestamp=2015-02-17T14:14:33.495+0000)

tl;dr: The current state of Sona is just too useless.

Yes, this summarizes everything completely. Short and concise.

Taryn2/17/2015, 5:21:17 PM3 votes

Thank you for such a well presented post. As a Sona main myself (obviously not even close to your own standards, I'm a lowly Bronze) the points you make are ones that I fully agree with and have commented about when discussing my favorite champion. Maybe with someone of a more prestigious caliber stating these opinions people will be more apt to listen and understand.

Rinky Dinky2/17/2015, 9:31:30 PM3 votes

I disagree with Sona being useless lategame.

Simple fact is her ult is a gamechanger. Her aoe shield and auto damage from q is also amazing if you have the right comp for it and if you have ap. She transitions from more of a bursty ap carry support in the midgame, to a buff spammer lategame. Her slow becomes actually useful with some ap, as does her damage reduction, speedboost, and everything else. Without AP however, it all sucks. Really bad.

I simply do not see a reason to play sona if you do not build alot of AP on her you might as well play Nami, who outscales sona in everyway with no AP at all.

Her ult width was never changed. I tested this myself when she was on pbe. The visual was wrong.

Once I get situated, I plan to start playing some ranked with her again. I have done and tried alot of different things, and the only time I feel more useful than a Nami as Sona is when I get at least 300 ap. My q's do damage, my buffs actually mean something, and I can actually contribute more than other supports.

Problem is, I lose out on the actives of the items you listed. I guess that's the trade off.

I think if Sona's Aura's actually ment something, this entire problem would be solved. Let us hope riot actually does something with them soon.

Biffolo2/18/2015, 12:09:00 AM3 votes

As a fellow sona "main". Albeit not master tier :P. I share many of these views.

Pika3102/18/2015, 10:43:59 PM3 votes

While I share the overall sentiment, there are a few points I disagree on.

The Staccato nerfs have been completely unjustified. She wasn't given any sort of trade-offs for these. Hell, the rest of her kit got nerfed, so that can't even be used as an excuse for blatantly nerfing it. If they want Sona herself to do less damage, Staccato should apply a debuff of some sort to assist allies in dealing damage to the target. Defense shredding; damage amping; detonating marks; these are things Staccato could have in place of its individual lost power. Just openly nerfing it without reason shows Fearless' prejudice against Sona.


Old Celerity had reason for extra ranks past 1. Since the passive increased multiplicatively, it became that much more effect for every point. Mostly, you could have maxed it second in a heavily snowballed lane where you weren't receiving damage that needed mitigating. It would force the lane to continue snowballing further. Contrarily, in a heavily losing lane where it's become too unsafe to poke and you'd resorted to maxing W first, E could be maxed 2nd for further defensive countermeasures. Obviously Celerity could almost never be a skill worth maxing first, but there were distinctly viable situations where being second strongly complemented the scenario you were placed in.


Those are my 2 main qualms, everything else I can agree with or is negligible.

TreeFitty2/17/2015, 10:09:38 PM2 votes

I agree with a lot of things you said, except the part where you compared her new and old late game.

The changes that were made impacted laning the most with midgame second imho.

I feel like if her lategame took a hit it wasn't very hard.

The biggest changes imo after playing sona in each patch is that power chord doing less damage affected laning phase for the worst, but gaining the shield on W improved all parts of her game (even if it isn't much).

I'd say she is healthier for the game right now because having your support outburst your adc, and still have support level utility/auras is dumb.

As far as pure character strength i'd say she's weaker though because honestly sona used to have some slight carry potential that she doesn't have so much anymore.

Things to point out:

  • I tend to play nami/zyra/janna/leona/lulu more than I ever played sona

-Sona used to be clutch for her ult and the auras. I feel now her ult isn't so daunting an ability (look at gnars kit) so power and mobility creep made her feel worse without any changes to her.

Vesarixx2/17/2015, 11:04:27 PM2 votes

You make some excellent points here, one of the things that concerned me about the rework is the loss of her matching cool downs, it throws off the rhythm of queuing up the next power chord and gives more downtime when not using staccato. If they were going to go for the "more power for more cool downs" approach I think they should have added a charge effect similar to Vi's Q, charge up E for more speed but a higher cool down, W for a bigger heal and higher cool down, it also frees up a bit of her power budget since it's not instant cast for the full effect, you could even do the same for Q, making her poke more telegraphed if she wants to hit harder, giving her the ability to scale damage based on risk, it would also allow for faster charging of power chord stacks at the cost of some of the effectiveness of the individual spells, so you can once again get that 40% slow every 4.2 seconds in order to be more effective at peeling.

I also made a suggestion a while ago with the possibility of adding a secondary portion to her passive and modifying Q. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/abXPdY0E-riot-an-open-letter-on-fostering-a-healthy-playstyle-for-sona

Rozzeta2/17/2015, 11:10:55 PM2 votes

I really hate the rework, but Cresendo's size and speed didn't change, just the particles. The skill's old animation was way too big for it's actual hitbox.

L7xLoTek2/24/2015, 6:50:17 AM2 votes

Yeah, it's not a nice situation. Not helped by the fact that my other favorite champ in the game is Skarner, who also didn't fare all too well in his rework...

A Miss Fortune2/19/2015, 1:08:51 AM1 votes

I've played Sona well over a hundred games and I still play her today.

Sona is useless as a support and I don't know why people play her. The only time she's useful is when she is AP and the ADC has a good understanding of how Sona works out.

Sona mid however, is very powerful. After getting Lich Bane you can instantly kill anyone with your Q/AA combo and if not an ignite or just your ultimate will surely finish them off. My first game playing Sona mid (mind you I played 100 support games with her at the least.) I went 23-4 and I had full Meja's.

The Sona as a support meta should be changed, because Soraka can do what Sona does in lane and does it better aka poking and then spamming heals, without running out of mana after a few abilities.

Auryiel2/18/2015, 4:58:17 AM1 votes

Just make her Q a skillshot already

The reason she's so shit right now is because they wanted Sona to have a way to express skill other than using her ult properly (I mean seriously that was pretty much the only difference between a good Sona and a bad one, well that and Powerchord) and they went for positioning-based skill expression

Well guess what, it's not working, time to change your plans Riot

Trick1F2/18/2015, 1:45:05 AM1 votes

I agree with everything OP wrote about. Sona was the first support I learned to play on and I still love her today.

Which is why Riot should nerf Sona.