A Sona rework: not an suggestion but an idea
Hi there guys,
Yeah Im that guy who kept complaining about Sonas new playstyle being extremly unhealthy for her and the players who she's playing against (spamming every 7 seconds her Q is really annoying.. for me), but sadly riot did remove her identity as aura champion and pushed her a bit more offensive - sadly they just gave this only way, and maxing w and e became quite a useless choice, and what happened next?
They've nerfed her Q powerchord, to decrease her poke at early game, wich is honestly pushing sona to a bad direction. Because I think it's useless to request for the old sona to return, I've tried to take that what Riot has started and push it to a new direction, wich would probably please Riot in an way and give Sona players new options what to max, instead of only going only Q.
- New Passive(s); Crescendo and Sound Waves Well, yeah Sona gets two new passives instead of one. I don't think it'll be a big issue, since there are alot of champions with extra passives in their kit.
Sound Waves;
Each time Sona casts an ability, her next auto attack becomes a ring, damaging every enemy unit that it goes through in (700 ~ 1000) units. It's possible to avoid the ring if the enemy unit is out of it's max range or if being blocked by an ability that can stop units.(Aka, Braum shield and Yasuo Windwall) It does X Base damage + X Ability power Damage to each enemy unit it passes through. Additionally it applies on-hit effects and scales on attack speed, though, Sona needs to attack an enemy unit within 550 units range to start the passive.
Here an image how the passive would look in action (The white ring) http://i.gyazo.com/640dfad6a0c357859f693c6bea672dc2.png This passive is something unique, and is probably really strange to handle with too, though it'll be something really benifiting if you actually hit an enemy with it, because of Sonas new debuffs on her basic abilities. They'll be a bit harder to detonate with an skillshot turning auto attack, though it'll be possible to hit multiple enemies wich will be in some cases really useful.
** Crescendo** The first basic ability that Sona max levels up first, will become stronger and does an Additional effect on her ultimate ability.
- Q - Marked enemies recieve additional damage
- W - Allies shield refreshed if they'll attack an marked enemy OR heals on-hit
- E - Gives allies an additional speedboost if they'll attack an marked enemy
Ultimate So I was thinking about that Sona creates an additional buff to her allies per enemy hit, so the more enemies hit, the greater stats her team recieves Otherwise I had the idea that she'll apply an debuff on enemies.
- Q - Sona and her allies recieve additional Attack Damage and Ability Power per enemy champion hit
- W - Sona and her allies recieve additional Armor and Magic resist per enemy champion hit
- E - Sona and her allies recieve additional Movement Speed per enemy hit
Of course, Q and W seem to be more favorable than E, but I'll try my best to think about an better thing for her E on ultimate and debuff!
A simplier version of Syndras passive. Also giving Sona players an important option, wich ability to max first for each different situations.
Before I'll go on what kind of new abilities I gave Sona, I want to tell that each ability has an offensive part against enemy champions and an short Aura that Allies can benifit from. The Auras would still have the "snuggle zones" method from her rework, and won't be that much affected from the changes (except w and e)
All of Sonas abilities will work similar to smartcasting, like Cassiopias and Karthus Q, they won't be instantly there, but will travel from Sona to target location. Afterwards, if there is an enemy champion in (200 ~ 300) range units, the ability will apply a debuff on the enemy champions wich can be triggered from Sona and her Allies auto attack (and maybe abilities? Not sure about this). This would look a bit like this http://i.gyazo.com/4c945f4ebd32817f0c9f763c7453a960.png
Q
- Hymn of Valor Sona will play an sharp and moderate song, that will damage and debuff enemy champions at target location, at the same time, Sona will create an aura, wich will give allies an empowered auto attack wich applies on monsters, minions, champions,** and turrets.**
- Debuff: Fermata (stopped, pause, hold) Enemy champions being marked by Fermata, get five marks over them, wich can be triggered and consumed by Sona and her Allies. If allies attack that enemy champion, it gets damaged and stunned by 0.1/0.2/0.3/0.4/0.5 seconds. This stun stacks up to 5 times. This bonus is increased by 100% for Sona (0.2/0.4/0.6/0.8/1.0 seconds if Sona hits that target) (each of her allies and herself can trigger one of them once.) Max stun per rank: 0.6/1.2/1.9/2.4/3 seconds
The ability by itself would look like this: http://i.gyazo.com/cccdc845136eb8d3ed6a42360fc88e5f.png
Of course, because of Sonas lack of pre-six, I gave her a tiny buff of counterplay and punishing like other supports can. Though, even if the debuff Bonus is increased for Sona, she has to actually hit it, wich might be hard if her next auto attack becomes an somewhat skillshot that can be avoided by being just out of range.
Before we go any further - Her Q debuff can be only triggered once per teammate. This means only if everyone of Sonas team attacks the same target, that it'll get the full stun duration. This should promote focusing the same target as Sona, as well promoting teamwork!
W
- Aria of Perseverance Sona will play an soft and slow song, that will hurt and debuff enemy champions at target location, additionally Sona heals the lowest health ally in range and creates an Aura, wich shields allies. The shield strenght and duration is increased by 1% per 1% missing health.
- debuff: Diminuendo (soft, softly, becoming softer) Enemy champions being marked by Diminuendo, get one mark over them, wich can be triggered and consumed by Sona and her Allies. If allies attack that enemy champion, it gets damaged and their damage output get reduced. If Sona triggers the mark by herself, the damage output of that champion gets even more reduced.
This would look like this http://i.gyazo.com/fb25de7340c5284d705c98ceca1a21ec.png Yeah, with the powerchord removal, Sona lost her strenght to decrease damage output and slow, and because of that I've moved the powerchords debuffs on the debuff part on cast. The same thing happened to her E powerchord.
E
- Song of Celerity Sona will play an strong and fast song, that will hurt and debuff enemy champions at target location, additionally Sona creates an aura, that will increase the speed of herself and her allies. The Speedboost lasts for herself and her allies until the aura decays.
- Debuff: Largo (slow, slowly, becoming slower) Enemy champions being marked by Largo, get one mark over them, wich can be triggered and consumed by Sona and her Allies. If allies attack that enemy champion, it gets damaged and their movement speed is reduced. That debuff is doubled if Sona attacks the enemy champion.
Same discription for Aria of Perseverance/Diminuendo.
R
- Grande Finale Sona plays an incredible and stunning chord, that stuns every enemy unit infront of her and forces them to dance.
Nothing changed much here. Removed the aura bonuses from it though. Adjust the Mana cost to 100 for every rank and it's balanced.
About her debuffs she can cast: She uses the same method as smartcasting for it, so the Aura casting won't get intterrupted, mostly it would be irritating if you need to work with them as skillshots with Sona being an aura champion. Either you use them to debuff an champion, buff yourself and allies, or do both! As well it would be good to know that each of her debuffs have travel times, Largo being the fastest (because of being bound to an ability that increases speed) Fermata inbetween the fastest and slowest and Diminuendo the slowest of all three (Because decreasing damage output is probably one of the most critical things wich i have to admit) http://i.gyazo.com/b3d607271d3c31043c897571471c7e37.png
Once a debuff has been triggered, the same champion can't recieve any debuffs for a certain amount of time, otherwise Sona would rock a bit too hard, wouldn't she?
So about gameplay with this rework.. I'd imagine her going spellthiefs edge as support item, increasing her poke damage, yet being still avoidable because of her new passive. But I really think her time shines when she actually hits her ultimate on enemies. Considering that Sona has still to be extremly close in range to hit enemies with her ultimate, she can easily take that advantage and use her new debuffs from her basic abilities, mark multiple enemies and trigger them all at once! consider her playmaking 1 second extra stun after her ultimate, making her probably one of the greatest late game treats if she does a successful combo. Even using her W and E would be much easier, Allowing Sona and her allies either to better kite or sustain a fight, or taking it as defensive option to protect Sonas team if fighting in that certain situation might be way too dangerous.
it's not finished yet, and I'll rework it again in future, but I'd be quite happy to hear opinions!
EDIT 08.02.2015: Updated a bit. Added Passive bonuses for Crescendo