Moved on to Nami, but I decided to try one last time: Sona's whole design just sucks

chipndip1··67 votes·6,506 views

Whenever Sona comes up around here, it's not...pretty. Some users are HORRENDOUSLY biased either for or against her and say the most ridiculous shit, and threads either end up ignored or become massive, overly toxic shouting matches. Honestly, I moved on at this point, and now I'm a Nami main. Still, Sona's a champ I have 2.5 million mastery on. I'm a bigger one trick of this champ than any one trick anyone knows on these forums. Doesn't mean I'm Challenger level on her...hell, I can hardly climb on her, but I liked the champ and used to want to hit my ranked milestones with her. I don't now, and I'd like to at least make one good, final attempt at getting not just my grievances on the champ, but what I have a good feeling are a lot of people's grievances with the champ, really are. People that play her, people that play against, and people that play with her. Summary at the bottom if you need it.

Playing as Sona issue 1: The problem here is something that Meddler already touched on two years ago. Sona's kit is a shit ton of numbers that spread all over a ton of targets. I see people constantly talking about how weak Sona's damage is. I used to be one of those people, too. In reality, her Q, which you don't even aim, has some of the highest damage potential on some of the lowest cds for a basic spell out of nearly any support in the game as a singular spell. Why? Because it hits two targets, so you double the value of the bolts. It's not just 40 + .5 ap at level one. It's (potentially) 80 + 1.0 ap at level 1, scaling up to 320 + 1.0 ap at rank 5. You can also pass the aura to 5 targets, so you can potentially quintuple the value of the aura. Sona's W has a similar issue. People say Sona's healing sucks, and her shield's small. In reality, Sona always heals 2 people, herself and the lowest health target within 1k range, and can shield herself and up to 4 more. Now, the issue we face is that her application of these numbers is crap. You can't really choose who you want to put the brunt of your efforts on. Someone like Lulu or Janna picks one person or a few people and really peels the shit out of that person. Zyra or Brand picks one person or a few people and really kills the shit out of that person. Sona's overall power on paper is ridiculous...broken, even, but the allocation of that power is scatterbrained, and thus doesn't accomplish what her users want to accomplish. It feels weak and bad to use.

Playing as Sona issue 2: Idk why Riot designed this mini-rework for Sona, but it's horrible. It basically makes "being useful as a support" take way too long for what the role demands. In solo queue, it slides, but for League of Legends as a team game? No, it's absolutely garbage. She's already lacking role essentials like early hard-cc, and we make her early game significantly worse? Mind you, scaling supports are fine. Rakan is cool. Taric is awesome. Janna's tooled to be stronger later, now, too. Sona was the first one to be put in this new niche for supports as far as I know and Riot butchered it. I'm just being honest. Just because you scale doesn't mean your early game, as a support, should be weaker than the laner you're supporting.

Playing against Sona: So that mini-rework not only made Sona's early game bad, but it also made her game play more face-roll and her late game straight obnoxious. For those playing against her, unless you're banking on straight dropping her whenever she walks into lane, you probably hate it. She doesn't even aim her harass. She doesn't even have to click you. Just being within range of Q makes you gradually take damage over time in lane. It's just obnoxious and makes things harder to balance between elos. Also, this lack of counter-play steadily increases by powers as the game continues, where she's encouraged by this mini-rework to spam mindlessly to repeatedly pump her numbers out. This is when that on paper fantasy becomes reality, and all that power in her kit just up and makes itself apparent in the worst way. Sona's W, for example, can shield like 625 hp at max rank, iirc, and with 40% cdr, within 2 Ws, Sona can shield up to 1k damage and then some, team wide, in 3.6 seconds. And she doesn't even aim. She just "positions herself". This doesn't even count the healing or any ap items she gets. Add items and healing to these numbers and it's ridiculous what you have to put up with against this champ, and outside of killing her, you really can't do shit about it. It's simply obnoxious...plain and simple.

Playing with Sona issue 1: This mainly boils down to one real issue, and that's invisible power. If anything, it's the word invisible. Sona's kit doesn't communicate what it's doing...at all. The main thing that's allowed me to climb as Nami without spending forever in each division I've jumped into is that if I put E on someone, they get it. If I land Q, they get it. If I use R, people get it. Meanwhile, if I try to slow someone with Sona's AA passive, no one's gonna have a clue that I even have the intention of slowing someone until it's too late. If I W passive someone, no one's really noticing the damage drop in the heat of the moment. And really, does anyone ever notice Sona's Q on-hit? I think this issue stems from Riot not being ambitious enough with their original Sona VGU. They did that work because Sona had a ton of invisible power and was highly non-interactive. However, in trying to preserve aura-style game play (which they shouldn't have because they removed almost all the auras in the game by now), Sona still has those issues in her kit. It's hard to support someone when they don't know what you're doing to support them outside of a line stun and a "shitty" heal.

Playing with Sona issue 2: That lack of hard-cc pre 6 is actually damning. Like, there's no support left in the game that's viable that's similar. Even Soraka can silence and root people with her E. So Sona's an "enchanter", right? Defensive mage and all that. If you get dove, Sona's doing nada for you unless she has Exhaust. If you get hit by hard cc, Sona's retaliation against that is poor, too. If Sona's getting attacked, she's screwed unless she blows sums, and your partner might have to blow heal, too. Her laning is just so victim-status it's really bad to work with. I don't mind her being squishy or all that, but the implementation here is clumsy and has people laning with her often feeling like she's a detriment.

Honestly, I wanted to make this thread shorter, but for those that need a summary: Sona's abilities are hard for allies to notice, her laning feels horrible for a support, the mini-rework was a lousy band-aid that made things worse in the long run for everyone, she lacks appreciable counter-play and that causes Riot to hold back her game play further, and her power application doesn't feel good, either.

62 Comments

hoganftw12 votes

Never could bring myself to play Sona personally. She just seems like a generally not-engaging sort of champion. She's kinda just like pre-rework Soraka.

Bleh.

chipndip113 votes

{quoted}

Never could bring myself to play Sona personally. She just seems like a generally not-engaging sort of champion. She's kinda just like pre-rework Soraka.

Bleh.

Complaining a shit ton finally got Riot to look back at Karma. I honestly want Riot to take another big swing at Sona, too. The issue is that when people get to talking about her...it's usually done in ways that are...counter-productive, to say the least.

ChilliTacos1 votes

Heyo, sorry that this is unrelated to your sona post, but when did Riot say they were looking back at karma? She was my first mastery 7, and like u I love my champ personally but shes in a pretty horrible spot so I moved onto another support.

Marshbouy2 votes

I totally agree with this. She's such an uninteractive champion to face and play.

MorgManBasher10 votes

They just need to completely rework her in my opinion and add skill to her kit.

Seleena2 votes

While this is true, it would probably be hard as f~~~ to update her ultimate skin if they end up changing her abilities.

It Hertz When IP2 votes

They'd only need to change the particle effects. Thematically, her spellcasting will always be her doing some weird moves with her keyboard and particles coming out.

Ahristocats8 votes

tl dr:

this was repeated 20 times and the 21th time won't change anything

chipndip137 votes

[{quoted}](name=Je suis Rubick,realm=EUW,application-id=3ErqAdtq,discussion-id=fcJQnXNm,comment-id=0000,timestamp=2018-02-09T20:46:52.099+0000)

tl dr:

this was repeated 20 times and the 21th time won't change anything

I have 2.5 million mastery on her. It'd feel bad if I didn't try at least once more.

I know I shouldn't, but I still have love for the champ so I guess I couldn't really help it.

Tokogawaruf1 votes

nothings more powerful than passion.

oOBestEveNAOo5 votes

Nice analysis, best of luck with the thread.

Retrauk4 votes

I'm a support main. I love playing nearly every support champion on offer. Nami, Lulu, Rakan, Alistar, Braum and hell, even Zilean. There's only ever been two support champs I haven't enjoyed playing. One was pre-rework Soraka, but that's been... Mostly fixed. I still find her less enjoyable than other supports, but I play her from time to time. The other one, as you might guess from the topic of this thread, is Sona.

Sona just... Doesn't feel satisfying to play as, and is unfun to play against. OP kinda did all the work for me in listing the reasons why for me already, so I won't get into that. Just know that I agree entirely.

Teridax683 votes

Every time this thread has been made, I've responded in pretty much the same manner, but to reiterate: I think the fundamental problem with Sona is that, for all her lack of depth, she actually has a ton of different effects running in her kit, and Riot has never really picked a solid direction to commit to. As a result, everything she does is diluted, not just by her AoE auras, but by the fact that every one of her basic abilities also has three different separate components that need to be individually weak, due to how strong they can be when used in tandem. We see this whenever Sona builds AP, where out of the blue she starts to chunk enemies with very little counterplay using just a Q + Powerchord auto.

Because of this, I think Sona needs to not only have more interactivity built into her kit, but also needs a solid direction: is she meant to be an aura support? In which case, she should probably have more gameplay to her auras, and could lose the different main actives, which currently feel weak, generic and uninteresting overall (proximity-based damage or healing that doesn't even require clicking on a specific target is about as boring as one can get). Is she meant to be a mage-enchanter hybrid with solid damage of her own? In which case, she should lose her auras entirely and receive significantly more engaging actives. Right now, she's stuck as a support that does a little bit of everything, but never in large enough amounts that any play she makes is truly impactful, which sucks for everyone involved. The fact that she's also pushed to become really spammy through excessive cooldown reduction exacerbates this problem.

It's because of this spamminess in Sona's kit that I also think Power Chord may need to change, eventually: because it's an effect that happens every few casts, it pushes Sona to spam her spells just to access those bursts of power. By its very nature, it implies that Sona's spells themselves aren't interesting, because she only gets to access a high moment after casting several of them in succession. By contrast, most supports have now evolved to a stage where practically any one of their individual abilities has the potential to create awesome high moments if used right (Nami is one of the best examples of this). It might therefore help to remove or shift Power Chord, and instead focus more on giving Sona high moments without relying on her spamming low-impact spells to get there.

AwesomeGuyDj3 votes

I feel like this is a pretty good analysis. Because she can do so many things, none of them can be strong. If you've seen the AP itemization changes, they're lowering the ap on morello, and removing the mana. But in turn they are making it apply grevious wounds instantly rather than at low health, because the item has less overall. A jack of all trades isnt always bad though.

Teridax681 votes

Thank you! Regarding jack-of-all-trades champions: I think it's fine for a champion to be versatile, as having more options can feel great and offer more gameplay for everyone involved (including the enemy team) if done right. However, I don't think it's ever all that healthy for a champion to offer everything you could want in a single kit: if a kit is lacking in even a single thing, that already opens up an opportunity for another champion to categorically have at least one reason to be picked over them, purely because they offer that one strength the other doesn't have. When there is nothing really lacking in a kit, then any kit in order to compete typically needs to also offer a little bit of everything in some different combination. This is a problem especially with junglers and supports, who have historically been balanced around a very similar pool of mechanics, just because there's at least one champion out there who has them all, e.g. Lee Sin and Elise for junglers, and Janna/Lulu for supports. When a champion is spread too thin across too many mechanics, as is the case for Sona, they also tend to be balancing nightmares, since there tends to not really be a sweet spot between them being so good they're picked all the time, or so mediocre that there's always a better reason to pick someone else. Because of this, while I do think Sona deserves to be versatile (and should likely even have strengths inaccessible to any other support), I do think it will be necessary to give her a clear set of exploitable weaknesses, beyond just the typical squishiness of enchanters, plus the crappy early game she currently has.

chipndip13 votes

{quoted}

Every time this thread has been made, I've responded in pretty much the same manner, but to reiterate: I think the fundamental problem with Sona is that, for all her lack of depth, she actually has a ton of different effects running in her kit, and Riot has never really picked a solid direction to commit to. As a result, everything she does is diluted, not just by her AoE auras, but by the fact that every one of her basic abilities also has three different separate components that need to be individually weak, due to how strong they can be when used in tandem. We see this whenever Sona builds AP, where out of the blue she starts to chunk enemies with very little counterplay using just a Q + Powerchord auto.

Because of this, I think Sona needs to not only have more interactivity built into her kit, but also needs a solid direction: is she meant to be an aura support? In which case, she should probably have more gameplay to her auras, and could lose the different main actives, which currently feel weak, generic and uninteresting overall (proximity-based damage or healing that doesn't even require clicking on a specific target is about as boring as one can get). Is she meant to be a mage-enchanter hybrid with solid damage of her own? In which case, she should lose her auras entirely and receive significantly more engaging actives. Right now, she's stuck as a support that does a little bit of everything, but never in large enough amounts that any play she makes is truly impactful, which sucks for everyone involved. The fact that she's also pushed to become really spammy through excessive cooldown reduction exacerbates this problem.

It's because of this spamminess in Sona's kit that I also think Power Chord may need to change, eventually: because it's an effect that happens every few casts, it pushes Sona to spam her spells just to access those bursts of power. By its very nature, it implies that Sona's spells themselves aren't interesting, because she only gets to access a high moment after casting several of them in succession. By contrast, most supports have now evolved to a stage where practically any one of their individual abilities has the potential to create awesome high moments if used right (Nami is one of the best examples of this). It might therefore help to remove or shift Power Chord, and instead focus more on giving Sona high moments without relying on her spamming low-impact spells to get there.

Read the whole thing.

This is a strong post. A-1 quality.

Q zzy1 votes

I think maybe they could make powerchord apply after each spell but try to keep it balanced. She would still need to land auto attacks to use them so that could be a trade off as she will need to go within range.

Teridax681 votes

That could work, but in that case it might be better to take away some other component to Sona's kit, such as her actives, as she'd otherwise have to be balanced around enabling three different effects on every ability cast, which puts even more strain on her power budget than her current kit. While Sona makes very good use of Lich Bane, pushing her further into becoming an on-hit caster/autoattacker hybrid support might not be a direction everyone would be on board with, so it would also depend on her mains as to whether they'd want her to rely on weaving in even more frequent autoattacks.

AirKingNeo2 votes

I just got an idea for a Sona rework thing that allows her to spam the bloody hell out of abilities without that being unhealthy and also have some skill display, but will still ultimately lack counterplay.

General: -Basic ability auras removed. -Basic abilities effectiveness reduced to ~30% -Increase base stats for god's sake. -Basic abilities can be cast up to three times before going on cooldown. -Various effects on abilities/passive scale slightly with bonus cooldown reduction, but I haven't figured out a good value nor want to at the moment. -E movement speed now refreshes and stacks effectiveness due to combo system (max 3 stacks). -R base CDR reduced to 10%/20%/30%.

Passive: Symphonic Combination --Using a basic ability causes Sona to enter Combo Mode allowing her to cast 3 basic abilities within a rapid succession. Abilities on cooldown become unlocked during Combo Mode, but can only be used once per combo. Once Combo Mode ends, Sona gains a effect based on the combination of abilities cast:

Three unique abilities: Basic ability cooldowns reduced by 0.5 seconds. Q-Q-Q: Next basic attack becomes empowered dealing X (+X% AP) magic damage. W-W-W: Shields all nearby allies for X (+X% AP). E-E-E: Next basic attack becomes empowered slowing for X% (+X% per 100 AP). Any combination of only Q and W: Next basic attack becomes empowered reducing the target's damage by X% (+X% per 100 AP). Any combination of only Q and E: Next basic attack becomes empower causing the target to take X% (+X% per 100 AP) more damage from all sources. Any combination of only W and E: All nearby allies gain X% attack speed (+X% per 100 AP).

Adore Deláno1 votes

Yes! Something along these lines. I've always said she should be playing a specific melody/there should be thought that goes into the order you press your spells to increase skill cap and make her much more thematically satisfying.

SirLapse2 votes

You've been posting these kinds of things for years now (it's hard to believe I actually remember some of the earliest posts) and it proves you have a lot of dedication to the champion and its state of existence. However, I have to level with you on two primary circumstances that I feel Sona shines that overlaps with how other supports do function in the game.

First is that she is a poke support.

One of the easiest, if not the easiest, in the entire game. This is a good entry level champion for people in that way, and other than that Riot has made her aggression require a dangerously close range. She is punished in the proper matchups, she gets away with being the "true" poke support in others. While other supports can be slapped in regardless of composition, many supports at the end of the day just end up being chosen over the meta and how effectively they are doing their job. If the bot lane was all about poke supports, then Sona would be one of the viable options. The damage creep we saw at the beginning of S8 was proof of that.

Why would I be mentioning this when you probably already know it? Because it most definitely is part of her identity rather than the usual utility support you'd see out of an Enchanter. The power budget has most definitely been influenced in Sona from this as a result. As an example, Soraka can certainly bully bot lane when played correctly, but it is much more telegraphed and less punishing to the enemy laners in the long run. Currently I don't believe any Enchanter can go through lane phase without shield/heal + poke combo, as every single one relies on that more than CC for their early laning, even if they do rely on that CC more for ganks/counterganks.

Secondly, removal of Sightstone actually helped her.

She actually can opt out of the finished sightstone and go for Tear without penalties now. It does not make her a peel support, it does not make her perform any better than her enchanting buddies who can do similar things with this change, but for a gold heavy support, this was huge to making her functional in the midgame, which I felt was ironically one of the worst transitional stages for her in the entire game due to her itemization. 800g just immediately chopped off and transferred to Tear.

Anyway, I believe her design has as many weaknesses as it does have strengths. We have seen it before where numbers influence champs like these more often than not and they are classified more as generalists. While they can be balancing issues, I feel like Riot unintentionally criminalized generalists when they spoke of them before. It's not that league shouldn't have generalists, it's that generalists shouldn't be what is the best in every situation, nor should they be extremely common to any one role.

This leads me to the most significant point for Sona in particular. She is a generalist only in the later stages of the game. Early on, she has a clear identity of a poke support who prioritizes aggression and has an ultimate to better allow for tower dives/ganks/executions. She has a heal, yes, but it is not nearly as impactful as her poking and other offensive features. Even her Staccatto W comes off as a more offensive tool because it can devalue an assassin or whoever gets on your teammates. This combined with Redemption/Locket/Censer is a nightmare to fight against on top of the fact her W shield/heal is involved the rotation. Yes, other supports can run the same build, but they simply get outpaced in extended fights compared to Sona. This is especially rewarding in chaotic settings like what you see in lower elo, but these situations appear less and less as you climb up and Sona's poke range becomes more dangerous to play with. She is simply not a vs. all champion. There are clear areas where she is simply unviable because of the enemy team composition, and she is not the only champion to experience this issue.

I imagine that you wanted more utility out of Sona on top of higher viability based on skill, but the fact is that she's been balanced around being a poke support since her creation. Her mini-rework never moved her out of that, nor do I think it ever intended to. If they were to ever rework Sona to be more of a utility support, it'd need to be on the level of a full VGU because of how much depth would be involved, especially with the issue on visuals you keep stating over and over every post. It is simply not going to happen anytime soon when you look at the list of reworks and what Riot finds as an outdated/problematic/unthematic kit. Nami is ironically the closest thing to what Sona's kit would look like if it were more utility oriented, and unironically she does not hyperscale with AP items like a Sona would, so I guess she is the best alternative for you. But I would at least wait until Riot is done with the initial reworks they have planned before making any suggestion toward Sona, because otherwise expecting results will only lead to the same disappointment you've seen thus far.

Samflash31 votes

I love this analysis. Getting sightstone was what delayed champions like Sona/Karma because they rely on poke as opposed to utility. Current supports have a lot of utility or resist built into them that invalidate the poke supports. Now being able to access items like Tear or even items like Sheen or cooldown reduction will increase their impact.

Ardent meta is a clear indication of it.

The main thing I would change is to add a crowd control effect visual animation when she lands her W autoattack. Unless you play Sona, you wouldn't think that her W has the same effect as exhaust.

SirLapse2 votes

I'm pretty much forced to play Arcade Sona to show people what is happening on the enemy. It's something I've gotten used to because I love the skin, but it feels bad when you need an ADC or team member to understand what is happening to the enemy by nature of the champion.

If they could recolor the enemy entirely (black aura for W to show exhaustion, pink aura for E to show they're slowed), it would have some impact for both teammates and opponents to see when she is actually doing something. It feels more like riot held back on the visuals unintentionally rather than not doing it imo, because other champions simply do not work like Sona with a damage reduction CC so their visuals don't need to be as impactful.

Potchikir2 votes

this post just convinced me that sona is a great creative champion with a unique playstyle and kit

ModKnightsKemplar2 votes

I think, to me, the first paragraph really sums up the entire problem; it feels like the rest of the issues are just a logical and direct effect of the aura problem.

It was a nice idea, I think, to lower that aura and give it higher highs and lower lows, but it still didn't actually solve the issue. Time for a real rework on this champ.

EpicSaxGandalf1 votes

i honestly think the only things that need to stay when sona gets reworked is her musical thematic, and her ability to be a poke/dmg mage or healer(probably emphasized with increase in skill lvl ups as opposed to ap) with higher emphasis on base values than ap ratios. They need to make it so the ap version isn't just the better of both worlds and is better in dmg with worse healing and vice versa in this rework.

MeltedWater1 votes

Some champions suck. Some champions have sucked much longer than Sona has. Some champions have been ignored for YEARS, hit with repeatable "stealth nerfs" when items they build are nerfed or removed constantly, as well as other changes to the game like other new items, new champions, etc. that just make them worse and worse...

Sona's not the worst off champion, so suck it up. Be happy you're not a Karthus main. Oh, and I'm an ex-Sona-main, so I know the feels. Sorry, but move on.

Sõna1 votes

Please don't.. I got downvoted so massively when I spoke for Sona..

Salson1 votes

#betterReworkIrelia

Though it's kinda sad how Sona isn't even on the VGU list. Hell, even Kennen is there.

Adore Deláno1 votes

I think the biggest issue is they wanted to keep Sona easy to play.

I think she'd be much more interesting and thematically satisfying if there was some thought in the order you press your abilities, like Sona is weaving a melody. Right now you just mash and mash what's off cooldown and only take into account which crescendo you use. I think there's a lot of potential for her to be much cooler.

RedCyclone1 votes

When Fearless made a discussion about Sona getting reworked before he reworked her, about 90% of the comments wanted her skillcap raised at the expense of her skill floor (they did it with Ryze) and also a lot of people wanted her playstyle of being a early bully to stay

Fearless literally did the opposite of both those things by forcing the button mash playstyle by giving her the Urf Passive and effectively destroying her earlygame by making her a scaling support

chipndip11 votes

{quoted}

When Fearless made a discussion about Sona getting reworked before he reworked her, about 90% of the comments wanted her skillcap raised at the expense of her skill floor (they did it with Ryze) and also a lot of people wanted her playstyle of being a early bully to stay

Fearless literally did the opposite of both those things by forcing the button mash playstyle by giving her the Urf Passive and effectively destroying her earlygame by making her a scaling support

I was very adamant against this final version during that time, too.

ƒrostγ1 votes

2.5 million lul. Nice, but Sona takes little to no skill to play sadly, so someone with 3 games on her can probably do just as good. ( yes, I'm an asshole, but had to say it )

chipndip12 votes

{quoted}

2.5 million lul. Nice, but Sona takes little to no skill to play sadly, so someone with 3 games on her can probably do just as good. ( yes, I'm an asshole, but had to say it )

I've said the same thing on these boards before. Not as extreme, but the same type of thing.

KuraSei1 votes

I imagine she is hard to balance for all elos. She can literally carry low elo games when she is in a good spot. Sona building damage in bronze? Freelo. But at the same time may be in a weak spot in plat

SmilesNSunshine1 votes

So true, thanks for writing this! I too was a Sona main, though definitely not that level of mastery or even close, but I too have gravitated toward Nami.

The Yetii Rider1 votes

All of these points are true. There's not much Riot can do at this point. I think Sona should be made into a 1350 IP champ and marketed to new players. Keep her numbers bad so players can learn support on her and then move on to someone else as they get better.

xelaker1 votes

Is there a problem with champs being easy? There's a ton of champs that have a super basic combo, or no real combo to speak of and you don't see the boards full of them. Garen comes to mind since he's cheap to buy and has a single non push button receive goodstuffs and it's his ult (just like sona).

Tychusfindlay9181 votes

I have over 2.5 million on darius across all my accounts so I could really care less for the whole "Im a bigger one trick blah blah blah" whatever dude we get it sona is an ass champ (well boobs really but that's besides the point).

Pinkaj1 votes

Dude I Agree COMPLETELY

I've been stuck at M6 Sona forever, and even against champs that she would usually counter, her lack of any cc at all just doesn't work out for a support, especially in the early game, like you said. And you're right about nobody really getting what you do, and you just have to tell them in chat or just wait to your teammates to engage and TRY to peel.

TonyTonyMordecai1 votes

I love Sona to death, but yeah, pre-6 she's beaten by everyone, and until you get a Tear you're gonna run out of mana since you can't prime your speedy-speedy for the slow unless you spend 60 mana, and then after that you have to heal and activate Q which is another 140 or so mana, but Sona can't perform at the same level as other enchanters unless you finish maxing W after 6 (three points in Q). Then once your heal is actually worth something and has a low enough cooldown to be used in teamfights consistently, it costs 100 mana, and mana regen isn't enough to keep up with how often you have to heal people to keep them well enough for the next teamfight, so hopefully that Tear was bought early enough to give that extra 750 mana. And then the one thing you have that makes Sona, Sona, is her ult that makes people dance for a second. That is the only hard CC in her kit. I don't know why we can't change something in her kit to make it so that she has something pre-6, because every game I've had to play with the same mindset as a hypercarry, since Sona doesn't start gaining traction until she gets to level 11, has a Tear, Ardent, Redemption, anything to get to 45% cdr (because without it you won't be able to keep people alive very well). Meanwhile other enchanter supports, while lacking the heals, have much better and more impactful CC than a single slow that is hidden behind three spells that cost somewhere around 200 mana.

I love playing Sona, but something needs to be sacrificed in order to bring her up to par with the other enchanters.

LyingOnLine1 votes

Good post, I approve.

Mind you, that’s mostly because it’s talking about issues with Sona’s design and satisfaction, and isn’t the circlejerk about how she’s the weakest support in the game with the weakest spells in the game.

But then I suppose my bar has been lowered over the years.

Anyways, time for insights. If you really seriously think that what Sona could use to function as a support is hard CC on a basic spell...which of her abilities would you be willing to give up for that? Mobility, healing, or damage?

chipndip11 votes

{quoted}

Good post, I approve.

Mind you, that’s mostly because it’s talking about issues with Sona’s design and satisfaction, and isn’t the circlejerk about how she’s the weakest support in the game with the weakest spells in the game.

But then I suppose my bar has been lowered over the years.

Anyways, time for insights. If you really seriously think that what Sona could use to function as a support is hard CC on a basic spell...which of her abilities would you be willing to give up for that? Mobility, healing, or damage?

I think I'd cut either her ability to heal or her ability to shield, but most likely the shield. We have a ton of shielding enchanters in League, but very few healing ones. I would retool W around aoe healing specifically, rather than being mostly a shield.

LyingOnLine1 votes

The problem with that is that her W was retooled from a heal with a boring stat aura to a mixed heal/shield with %missing scaling precisely because it was boring and ended up with her just spamming it to get rid of any damage that had been done. As it is now, it’s a far more useful tool in combat that it is out of it, and I have to agree with Riot that Sona is a better champ this way.

So any other ideas?

chipndip11 votes

{quoted}

The problem with that is that her W was retooled from a heal with a boring stat aura to a mixed heal/shield with %missing scaling precisely because it was boring and ended up with her just spamming it to get rid of any damage that had been done. As it is now, it’s a far more useful tool in combat that it is out of it, and I have to agree with Riot that Sona is a better champ this way.

So any other ideas?

You can change HOW the heal works...

You're thinking in a vacuum. If you're thinking to change the champ on a broader scale than a mini-rework, something like "the reason why it was changed in the first place" doesn't really matter. I just said "If I were to have hard cc in Sona's kit, I'd remove the shield, since we have a ton of overlap in Enchanters that shield". That doesn't mean I created a solid game plan on how her W would be after that fact, nor does it mean the move should be the exact same.

D4M2X01 votes

she has to be weak early game simply cause shes the best support when she goes unfucked in lane and this is why i only pick sona vs janna/nami and stuff like that. i find it pointless building sona with support items as shes a damage dealer with auras in her kit, so might aswell just rush max CDR and alot of mana

you can build her tank, damage, tanky AP or for whatever reason support.

Steelflame1 votes

I've thought Sona has needed a minor rework for a while to increase her skill expression. I even offered up an idea for said rework, that wouldn't require a single change to her particles or animations except for the most minor of tweaks, a few months ago. Here is just a quote of it so that it can be visible here.

I sorta feel she needs a rework of her passive though on a larger scale. Rather than charge up 3 and then have powercord ready to go based on last spell cast, it should probably be more like skill 1, skill 2, empowered skill 3, and if you AA, you get a Powercord effect, then back to skill 1, skill 2, empowered skill 3, ect. Effectively, if you don't use the powercord, you lose the powercord, but the actual skill itself is empowered too and doesn't depend on the powercord for the empowered effect. An example of this would be her base Q acting similar to her current Q, but her empowered Q would also grant adaptive AD/AP on the aura as long as you were in it, and the Powercord would be similar to current, maybe a smidge stronger, base W would change to only be a stronger shield, but the empowered W aura would also heal everyone, and if she procs her Powercord AA the heal occur a second time to anyone within the aura. E would get a longer early game duration, and powercord Es get the much stronger aura MS boost at the start decaying to the normal E MS boost. Powercord AA would refresh the full speed of the Powercord E, and slow the target. Powercords should passively build up if you are NOT casting for a duration. I'd say early game a powercord stack could take 15 seconds of no cast to gain a single stack of Powercord, and scale down to 9 lategame (Perhaps each ult rank dropping it by 2 seconds for the free stack), and it would charge up to 2 stacks (So that next ability is empowered). Finally, Powercord AAs can only be proc'd on champions, Large minions, or Large and Epic Monsters. Ultimately, this puts pressure on her to actually be smart about her skill order in casting, and not just spam all her keys and AA if she is on a good Powercord for her current situation. It also puts a bit of positioning pressure for her W powercord, as to get the heal proc on allies she has to be next to them for when she powercord AAs to trigger the heal a second time.

FCJAAAAGOOOO1 votes

Well, Sona IS bad. Nothing about her is good except her annoying mobility+poke. She is the worst champion in the game.

BottleCapster1 votes

Sona holds a very special, yet very muddled role in my heart. On one hand, she's the champion who got me into supporting in the first place, but at the same time, just as you mentioned, I can't find her interesting to play because of how difficult it is to express your skill and mastery of her, not only whole playing her but to those you play with. It isn't that Sona "Requires no skill" but rather that the skill that Riot has allotted for her to express herself has been relegated to positioning knowledge that most people know, and passive knowledge that most people don't even notice beyond the AP Sona Q-Passives.

I really do feel like Sona's concept and character could be really interesting and innovative, but as is, I just don't feel like she has the tools she needs to really show people just how good of a Sona player you really are. I really do hope that Riot genuinely decides to give Sona a full pass, because she really needs it. I know people are attached to her, and I get that, but I hope that who Sona is, doesn't prevent her from being what she could be, and I mean that in the most respectful way possible. I don't think Riot needs to toss her out the window, just give her more agency. I feel like practically every other support option has more agency than sona does, even if her AP burst is ridiculous. Either way, good post friend.

jadelink1 votes

She is certainly hard for allies to notice. I can understand the nerfs in the ardent era, as being able to keep it on 5 team members for as long as any fight might reasonably last, was frankly, OP.

You always have your diminuendo if your exhaust is down, people forget about that (particularly the zed that thinks your ulti and exhuast are down so you cant peel him).

I actually get some satisfaction out of playing her. The Q poke AA IS noticable, at least to a squishy victim. If the tank support is too cautious or I have a superior ranged/damaged adc to threaten retaliation, I can often poke them back under tower or off CS.

Her scaling makes her enjoyable, and being able to get around smoothly, and focus on macro and teamfighting. I find IBG really good for given her the cdr and extra peel, as well as tankyness, to help cover a retreat better (or bait stupid divers and assassins off your adc).

Her win rate isnt great, but it stays above 50% in plat +, but if you're mechanically talented (can land bubbles) you might as well pick Nami unless (like me) you get great satisfaction from outscaling (and love being able to 1v1 a zed).

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