Sona Buvelle, Maiven of the Strings - A Maiden Voyage

Pika310··4 votes·2,047 views

It's been 16 weeks since the Sona nerfs went to PBE, countless PBE players told Riot it was incomplete. Then, 12 weeks ago this atrocity was rushed onto live despite promises of "a longer time on PBE." To this day, her kit remains nerfed despite player outcries, there has been no follow-up and the skins team hasn't bothered finishing their work. Everyone knows this, whether they're willing to admit it or not. Fearless knows this, Sona players sure as hell know this and you do too.

I'm not going to waste time crying for a revert. Rather, I've calculated changes to her current abilities to make them viable in her present state. These are enough to bring her on par with her former self and reaffirm her position as a tier-2 niche once again.

New! Staccato: If Sona's last spell cast was Hymn of Valor, Power Chord does 50% more damage and marks her target with Reverberation for 4 seconds. Damage from an allied champion other than Sona detonates Reverberation to deal magic damage equal to 75% of Power Chord (+15% AP).

This compensates some of her lost Staccato power by rewarding teamwork and ally interaction.

New! Listen to my Song: Sona's bubble range is now 350 600.

Returned! Sona now has her 1000-range auras once again! Like before, they persists for 1 second after swapping stances.

Riot doesn't want Sona to have a giant AoE bubble on her effects, letting her apply them from outside the fight. It's absurd to ever make them shorter than her AA range as she can't effectively apply them without sacrificing proper positioning. This change makes her finally able to apply them, whilst having to remain close to the battle.

New! Hymn of Valor: Cooldown: 8 7 Active: Sona sends out bolts of sound dealing 40/80/120/160/200 50/100/150/200/250 (+50% AP) magic damage to the 2 closest targets, prioritizing champions. Aura: Sona and allied champions gain 3/6/9/12/15 AD and AP. Bubble: Sona and allied champions gain a buff for 3 4 seconds, their next attack or spell against a unit or structure consumes the buff to deal 20/30/40/50/60 20/35/55/80/105 (+25% Sona's AP) magic damage (1/3 for multi-target spells).

This returns her missing mid-game damage and siege potential whilst keeping her strong level 1 in check. She will still fall off heavily in the super-late game just as she does right now due to the loss of her indirect scaling, but if her laning strength returns it'll be negligible.

New! Aria of Perseverence: Cost: 70/75/80/85/90 60/65/70/75/80 Mana; Cooldown: 10** 7** Active: Sona sends out a healing wave of sound restoring herself and the most injured ally champion for 25/45/65/85/105 35/50/65/80/95 (+25% AP). The heal becomes 1% more effective for each 1% missing. Aura: Sona and allied champions gain 3/4/5/6/7 armor and magic resistance. Bubble: Sona and allied champions are shielded for 1.5 3 seconds by 35/55/75/95/115 35/60/90/125/165 (+25% AP).

Aria had become useless in lane, this trades the unnecessary extra rank 5 points and returns them where they should be at ranks 1 and 2. The reduced mana cost means you won't have to spend literally 1/3 your max mana bar for a single heal. Shorter CD means you don't have to hold on for a desperate moment like some sort of miser. Lastly, the shield is stronger at later ranks for the later part of the mid-game when/if it becomes necessary. Like Hymn, the loss of indirect scaling makes it fall off in the late-game, but it's strong enough at the time it's needed. The longer duration means it'll actually be able to absorb damage(do its job), instead of near-always immediately disappearing at full strength.

New! Song of Celerity: Cooldown: 12** 7** Aura: Sona and allies gain 2/4/6/8/10 movement speed. Bubble: Sona sends out sounds waves increasing allied unit's movement speed by 10/11/12/13/14% (+3.5% AP) for 1.5 2/2.5/3/3.5/4 seconds, rapidly decaying to 0 after 1.5 seconds.

The active remains as-is, nothing to tinker with there. Experienced Sona players realized the value of taking extra points in her old E over W in certain situations. Particularly when far ahead, the aggressive nature of chasing kills and escaping from being caught out could've help further a lead. Fearless admitted making her current version a "1-point wonder," extra ranks are completely pointless and they realize it needs more oomph. Extended duration, even at diminished returns would give enough reason to take extra points at the right moment. Reduced CD means it won't near-always be on CD, especially when it's most needed.

New! Crescendo: Cost: 100/150/200 100 Mana at all ranks

A while back, Riot lowered the mana cost of Leona's ult to 100 mana at every rank. They said this was meant to bring her in line with other supports and that they wanted to standardize this concept amongst all supports. This has still not yet happened for Sona after nth months and keeping in line with their own values they preached and placed upon themselves needs to finally occur. There's no reason for them not to, either than to show extreme prejudice against her and thus making them hypocrites. Surely that can't be the case though, right? Right?

69 Comments

Sailor Mint9 votes

Are you really asking for buffs on a champion with a 54.41% global win rate (higher at Gold+)? The only change I agree with is Crescendo's mana cost.

Can you at least play her before crying over change? According to op.gg, you have exactly one normal Sona game played since her rework and nothing else.

Pika3103 votes

Thank you for agreeing on Crescendo.

That aside, I would appreciate constructive criticism as opposed to this propaganda and libel. Go back to the start of the topic where it blatantly says I'm not crying over change. The truth is the complete contrary, I'm embracing the changes and giving them usable numbers.

It's getting tiresome seeing players flail around trying the desperate "win-rate" argument. It's inherently flawed, by your logic you're telling me Yasuo is the weakest champion in the League? Nobody's buying that.

Sailor Mint4 votes

Considering these few facts:

  • Sona's win rate is sitting between 52 and 56% across all Leagues in every regions.
  • Every popular supports (except Janna) has gotten some sort of nerfs this season.
  • As a sustain support, Sona's matchups are mostly favorable and at worst skill based.

Why does Sona need major number buffs to her kit? You're proposing a close to 30% sustain increase from her W before factoring in the shield/missing health and an 80%+ uptime on her speed buff with fairly minimal CDR.

I get that you dislike the longer CD on her abilities, but you can't reduce the CD without reducing the power by the same amount. As a reminder, 7 sec base CD is 4.2 sec with 40%CDR.

And on this note, I am heading to bed.

Pika3103 votes

Still relying on win-rates huh? Amumu OP, nerf Amumu. Yasuo UP, buff Yasuo.

The proposed sustain increase is equivalent to what she lost in the rework. She lost "30%" and I'm suggesting giving her "30%", I'm not understanding how that doesn't balance out? An 80% up-time on her speed boost at max rank is reasonable when considering her old Celerity had a 100% up-time at rank 1. A rapid decay after the initial 1.5 seconds makes certain to keep it in check.

The CD changes are returning them exactly to where they were before, this is all about bringing her back to par. There's nothing wrong with wanting her to be of equal strength that of what she used to be. You sound like Fearless, "Nerf everything to lighten 1 nerf." Need I remind you he nerfed Celerity's CD and Hymn's bolt damage just to shave 2 seconds off its CD, which still kept it nerfed? This backwards logic of creating 3 nerfs for no return is what ruined her in the first place. A 3rd-rate champion with a 0% win-rate and near-nonexistent pick rate at worlds has no logical reason to be given power trade-offs, all justification lies in pure buffs.

These proposals are all to solely bring her back to par with her old self, they do nothing more. Even despite all of this, she'll still just be a 2nd-rate niche pick and that's the very least that Sona players want for her.

SpecterVonBaren4 votes

It's called a joke (But seriously, Sona is completely broken in ARAM, I don't need winrates to know that)

Let's look at the number of buffs, shall we?

Hym of Valor. Reduced cd and flat damage increase at all ranks and an increased duration.

Aria of Perseverence. Reduced mana cost at all ranks, reduced cd, increased duration on shield, increased ratio (Even if it is .05 percent), increased shield at all ranks aside from the first.

Song of Celerity. Reduced cd, increased duration.

Crescendo. Reduced mana cost at all ranks.

Look at how many buffs you've given out through her entire kit. Your entire premise is based on the idea that Sona is weak now, but she isn't, I can understand not liking how her kit has changed (With the Cass rework, trust me, I know) but you say so in the opening post that Riot won't change her to how she was, so what are these buffs supposed to accomplish aside from making her completely broken? Sona is strong right now, there's no reason to give her buffs for a kit that's working.

And dude, I'm A Nami MAIN. Don't start trying to lecture me about Nami

Sailor Mint3 votes

The healing is increased by 1% for every 1% of the target's missing health.

  • As long as you're healing injured targets (sub-65% health), the new heal is similar in strength or better.
  • It's slightly lower raw healing at lower ranks.
  • The new Aria of Perseverance will always outperform the old one if a shield is used up.
  • It's less mana efficient if shields are not used up.

tl;dr: It's stronger if you heal low health targets and/or use the shields. This means it's stronger during teamfights and slightly worse in lane.

As for Worlds, do I need to remind you that two of those games were played by nRated with SK playing with a sub? You know who else did really poorly at Worlds? Pre-nerf Nidalee (12.5% win rate in 8 games).

Either way, you're making buff request threads when many of us are genuinely worried that she'll nerfed.

Pika3103 votes

-15 healing at rank 1, -10 at rank 2. The new Aria is useless until rank 3 where the % scaling finally makes up for the missing stat points by a reasonable amount. Or do you actually believe waiting for a teammate to drop all the way down to 1/3 health is actually a logical way to use her heal?

Stance Activation: Sona heals herself and a nearby allied champion with the lowest health percentage, granting both of them bonus armor and magic resistance for 3 seconds.

Armor & Magic Resist: 6 / 7 / 8 / 9 / 10

Persistent Aura: Sona plays the Aria of Perseverance, granting nearby allied champions within 1000-range bonus armor and magic resistance.

Aura Armor & Magic Resist: 6 / 7 / 8 / 9 / 10

http://leagueoflegends.wikia.com/wiki/Sona/Background

The old aura on Sona blocked a lot more damage than the shield thanks to indirect scaling. Thus the old Aria outperforms the current in both healing AND damage mitigation, but this is all irrelevant. This thread is about bring the new kit up to par, NOT discussing what's been taken away and you're intentionally leading us off-topic.

Sailor Mint3 votes

The old aura on Sona blocked a lot more damage than the shield thanks to indirect scaling. Thus the old Aria outperforms the current in both healing AND damage mitigation, but this is all irrelevant. This thread is about bring the new kit up to par, NOT discussing what's been taken away and you're intentionally leading us off-topic.

FFS, play the gd game. She's pretty much a free pass to Gold+ atm.

She still can't lose her lane. She's better mid/late game. Everyone else got nerfed. You can play her in any team comp you want.** She doesn't require any special mechanical skill to play, just an understanding of positioning.**

Everyone is picking Janna/Thresh, which pretty much gives you a free lane if you're smart enough to abuse it. You only need to win enough trades to get rid of their pots, then you're free to just zone them with your health advantage. How hard is that?

If you just sat in the back of your team or took too much damage because you stayed in range too long during trades, of course she's worse. That's the entire point behind of the rework.

Marthian3 votes

Considering this is the same person telling me I hate Sona for winning 7 ranked games with her reworked kit (out of 7) I'm thorughly convinced the OP is a troll.

AHeroNamedHawke5 votes

She's already OP

Let's not

Emmy Cha0s2 votes

You make a very good point with such intricate detail. This clearly explains why she's near 100% pick/ban at worlds. Oh wait....

AHeroNamedHawke3 votes

You make a very good point with such intricate detail. This clearly explains why she's near 100% pick/ban at worlds. Oh wait....

Champions can be good in solo queue and bad in competitive

Pika3102 votes

As a champion that's completely reliant on communication and buffing teammates, Sona's power is inherently stronger in competitive play. Solo queue can't give the necessary coordination required to fully utilize her kit. Thus, Sona is "good" in competitive and bad in solo. Henceforth, worlds is the optimal test subject as it is the highest level of coordination between players. Since she has failed so drastically in her ideal situation, results become quite apparent.

AHeroNamedHawke2 votes

[deleted]

Pika3102 votes

The only propaganda I keep hearing stated over and over is "win-rates", like some sort of broken record. Yet you can't explain Thresh, Braum, Morg, Nami, Janna and Yasuo being lower than 50%, nor can you explain Rammus, Amumu or Fiora also having higher.

Actually logic in this situation would thus imply that weaker champions have higher win-rates due to low pick-rates into niche scenarios by players experience on those champs. On the other hand, strong champions are played as default picks by players inexperience in both that role and on that champion, thus lower the win-rate. Although, I'm sure you're going to continue ignoring this fact just as you all have done before.

I just want Sona to be successful, yet all these people keep crying that they want her to stay in her failed state. I suppose it's to be expected so many trolls are on the forums attacking champions that aren't on their own roster of preferred picks.

AHeroNamedHawke1 votes

[deleted]

Sailor Mint2 votes

Not 8%.

10.78% in NA according to op.gg (last 7 days).

AHeroNamedHawke3 votes

Not 8%.

10.78% in NA according to op.gg (last 7 days).

There you go

Higher than average pick rate and a 54% win rate

More tears

AHeroNamedHawke4 votes

Downvote and report each post that disagrees with your awful game knowledge

Stay classy

Emmy Cha0s2 votes

Coming from a troll who doesn't play support and has never played Sona, it doesn't mean much at all. You were unqualified to make any sort of opinion on her, yet you arrogantly felt the need to do so regardless. I expect to see you around spreading further propaganda on every champion that isn't your precious Yasuo or maybe even Darius and Zed.

Sailor Mint3 votes

I'm still amused that the only people calling Sona weak in this thread are in low Silver (or on smurfs) while all the Gold+ are calling her anything between fine and overpowered.

I wonder if it has to do with mechanical skill or just the fear of getting hooked by Blitzcrank/Thresh making low elo Sona players play completely passive.

AHeroNamedHawke1 votes

I wonder if it has to do with mechanical skill or just the fear of getting hooked by Blitzcrank/Thresh making low elo Sona players play completely passive.

The brain damage might be related

Pika3102 votes

I wonder if it has to do with mechanical skill or just the fear of getting hooked by Blitzcrank/Thresh making low elo Sona players play completely passive.

http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1435155106/205261518

I'm sorry, you were saying? Something, something, libel?

I'm still amused that pro teams refuse to pick her and the only 2 times she was were both major losses, while random trolls claim she's playable and doesn't need any buffs to compete with Janna or Thresh.

Sailor Mint3 votes

Why are you posting a Normal mode game that was played pre-rework? What's the point you're trying to make?

I'm pretty sure I have support Fizz game logs somewhere.

If you don't like her, don't play her. And stop branding your (unpopular) opinions as facts when fresh data is implying the exact opposite.

You are either

  1. Not mechanically good enough to play reworked Sona.
  2. Playing her wrong.
  3. Butthurt about the rework.
Emmy Cha0s2 votes

Why are you intentionally trolling? What do you gain for opposing Sona be brought up to par?

I believe you, you probably do troll on Fizz support, just like you troll on the forums. Toxic players like you are usually just as toxic in-game as well.

If you don't like her, just stay quiet instead of intentionally cock-blocking players that do. Likewise, stop branding your libelous propaganda as facts when math exists.

You are either

  1. Envious of players that have passed basic arithmetic.
  2. Intentionally trolling.
  3. Avariciously supporting the nerfs because you don't want other people to play Sona.
Sailor Mint3 votes

I'm sorry if Sona was strong enough to let me get into my Plat series and win it.

I apologize for winning on her and contributing to her obscenely high win rate.

I shall redeem myself by mashing Lulu top and Fizz mid in Team Builder.

Emmy Cha0s2 votes

I'm sorry if you avariciously don't want Sona to be viable enough for competitive play.

I apologize for all the players that have reported you in-game for your intentional trolling and overall toxicity and negative attitude.

Please redeem yourself by mashing Lulu top and Fizz mid in Team Builder.

Solidair33 votes

I honestly have no idea what you're talking about. I've been doing very well for myself on Sona, and her new kit is a lot more interactive.

She still chunks and can fill her main roll, and the best part is her new Q Aura (assuming you're leveling this first) allows for more favorable damage during trades because even your adc can help out.

I will say that sometimes I feel a bit mana starved, but I think that has more to do with my aggressive playstyle.

Pika3102 votes

because even your adc can help out.

The old Q aura benefited the ADC as well. However, it also benefited mages, AD casters, worked against structures and scaled indirectly with your teammates' attack speed and CDR.

Claiming that the current Hymn is favorable in any way despite all it's lost proves you did not play Sona before the rework and are just an unqualified fad chaser. I'm inclined to believe you've already abandoned Sona to play the Soraka rework instead.

Solidair33 votes

because even your adc can help out.

The old Q aura benefited the ADC as well. However, it also benefited mages, AD casters, worked against structures and scaled indirectly with your teammates' attack speed and CDR.

Claiming that the current Hymn is favorable in any way despite all it's lost proves you did not play Sona before the rework and are just an unqualified fad chaser. I'm inclined to believe you've already abandoned Sona to play the Soraka rework instead.

I played Sona before, and for a time she was my most played support. And I am aware of what she's lost. However, it's favorable to me in that she feels so much more interactive. Her old kit was boring to me. You can whine and cry all you want about the things it lost, but in reality Sona is still doing well, and I love to build AP and make the extra damage from the aura give all of my allies crazy damage, or give them a clutch shield, or make them go super fast.

I'm sorry that you were so attached to the old one, really I am. But I'd like to do more in lane than just sit there so I can be a walking aura + ult (sometimes). I want to be in the fray, providing what my team needs.

And don't you ever call me a Soraka player.

Emmy Cha0s3 votes

I don't understand why there are so many Fearless-worshiping Sona-haters intentionally trolling this thread. That's a legit kit that would make Sona closer to viable. Honestly, I'd prefer she be on par with the top supports, but this puts her at least just below them. At least a step in the right direction, for now... You've basically done Fearless' job for him, all he has to do is implement this. Surely his lazy ass can apply the work somebody else has already done for him. Choosing not to would just further prove Fearless to be a prejudiced Sona-hater, just like all the propaganda trolls in this thread libelously calling her playable.

Marthian3 votes

You need to stop confusing Sona haters with ACTUAL Sona players, and stop making personal attacks based on people's success with new Sona. If you would stop focusing on how she got "nerfed" and actually bothered to read statistics from op.gg or lolking, you would realize that she has an above average win rate WITH the "unviable" kit and is popular. If she wasn't viable, she would have considerably lower win rates.

You need to stop your own propaganda that Sona's Rework made her Urgot-levels of unplayable when in reality, she is extremely viable.

TL;DR LOOK UP STATS BEFORE YOU START MAKING CLAIMS.

Emmy Cha0s2 votes

Sona has a 2-game pick rate and 0% win rate at worlds.

LOOK UP STATS BEFORE YOU START MAKING CLAIMS.

This ls The Way3 votes

I used to play sona all the time and i thought nothing of the nerfs so I decided to play her again and right off the bat I could see how bad they nerfed her she has to be like in your opponents face to do anything.....not sure why they wont buff her....sure shes OP in aram pre nerf but theres still a shit ton of other supports that are "OP" but the point you made on not being helpful unless in the the middle of the fight I def agree on.

Sailor Mint2 votes

Have you played her since they fixed her Q?

This ls The Way3 votes

Wait she has a Q? didnt even notice, Maybe if it actually did damage id notice.

Sailor Mint2 votes

Do you guys even know what you're QQing about?

Most of the damage she lost came from Power Cord-Q.

This ls The Way3 votes

Im not sure youre allowed to say anything about her since all you do is feed on her.

Sailor Mint2 votes

80% win rate (4-1) 2.2 / 1.8 / 7.6 KDA since 4.17 (9.5 deaths total)

That's hardly feeding. http://i.imgur.com/LsPyOhu.jpg

Unimpressive, but hardly feeding.

This ls The Way3 votes

Your recent scores say otherwise. Did you buy your account?

Sailor Mint2 votes

Your recent scores say otherwise. Did you buy your account?

I posted my most recent ranked games.

You're not my mom, you're not gonna tell me that I'm not allowed to go full ham in fun games modes like ARAM and Hexakill. Heck with all that dying, i still have a 60% win rate and a 2.96KDA.

Either way, there's a difference between white knighting your friend pika310 by downvoting all my posts and what I believe might fall under personal attacks.

This ls The Way3 votes

Why buy an account just to main getting carried. lol

Pika3102 votes

"Fixed," I like the way you phrase that. You're implying those were actual "bugs" and not just undocumented nerfs by Fearless. For 4 weeks he denied there was any difference at all, until a 2nd "bug" appeared that nerfed her Q range even further. Considering they haven't made any buffs in 16 weeks to answer the nerfs, most Sona players just believe Fearless spitefully applied both of the Q nerfs in secret. Personally, I empathize and agree with their conspiracy theory.

It Is I Emoto2 votes

I'm still waiting for fearless, to see what they would say to this. I'd probably say we should focus the W extremly, because shields will become a quite important late game factor, so how about that the heal scales early game stronger than the shield, and late game, the shield will outscale her heal... how's that?

Pika3102 votes

Yes, my thoughts exactly. Her heal is very important for laning phase, but usually you'll only take a point or two. The numbers need to be high enough to sustain any received damage with this in mind. Reducing its base values at ranks 1 and 2 have hindered her early game drastically, turning her into a squishy caster-minion with a high-value liability.

Contrarily, in the late game when your front-line teammates will have some HP items built, her puny sustain does very little to keep them healthy either way. That's when the shield needs to be the spotlight scaling indirectly with their Armor and Magic Resistance to mitigate incoming damage as well as keeping your ADC safe from assassinations and focus.

As Sona is right now, Aria's 2 abilities are reversed and thus neither works correctly in the situation it's designed for.

It Is I Emoto2 votes

I'd recommended that the shields should get additional armor/magic resist, yet people don't seemed to like it that much. Not sure if the additional armor/magic resist I suggested were too high, but I thought I did balance it with the shield duration at early points of the game, but whatever.

Though I remember that Fearless is right now busy with pre-season changes with the jungle, so thats probably why they're so absent right now.

Pika3101 votes

Thing is, the shield is meant to replace the old armor and magic resistance Sona used to give. Its damage mitigation is supposed to mimic the inherent scaling it previously had, which it currently falls short of by a very large margin of at least 3 to 1.

Let's say they choose to return this, the value needs to be inherently lower than before. This means only granting 1 point of armor/MR per rank each for the shield and the heal, as opposed to the old 2. Additionally, it would gain direct scaling with its own shield and as such the shield wouldn't need as large of a base increase to its numbers, but still needs some regardless. Lastly, it needs to be pointed out the defense buff would last out its full duration even after the shield breaks.

That is certainly 1 more option they could potentially choose. Hopefully we won't need to wait another 4 months for that choice.

It Is I Emoto1 votes

That sounds good, but.. considering that her old shield gave constant armor/mr, i thought that higher values for a short duration would be fair. If Sona casts her shield, it gives the enemy team either to wait till the shield duration is over, or poke till the shield breaks. that's why i gave it such a high scaling, but your idea, that the additional armor/mr scales on the shield.. you mean of how much health of the shield is left or the same ap scaling as the shield? Also, don't forget that Pre-work soraka gave additional armor scaling on ap. consider to give it base stats without any scalings or extreme low scalings. otherwise, it can scale on base armor/mr of the shielded ally.

Pika3101 votes

I mean the shield is made inherently stronger by the armor and magic resistances' existence. Let's say it's rank 3 and giving a 100 point shield and 3+3 armor/MR. The shield's effective strength is as like 106 HP and even after this, their current HP and any other shields would benefit from the +6% effective strength as well. As is how armor and MR work.

Yes, her old aura could've given perpetual armor/MR if you chose to land on it whilst cycling spells. On the other hand, if you decided to land on Hymn, Aria only granted these defensive stats for a minimum of 1.5 seconds while cycling through it. The heal lasted twice as long however, buffing herself and the affected ally for a full 3 seconds each time. Comparatively, her current shield's duration is so short and hindered so severely by her abilities being made melee-range, the duration forces it to disappear immediately on application uncommonly ever blocking any incoming damage at all.

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