Sona rework idea

Daedalus871·11/9/2015, 7:35:13 PM·3 votes·598 views

So the boards have been putting up a decent amount about Sona needing something lately. Now she could get straight number buffed, but I don't think that is the right course of action as she is annoying to play against when she is good. When she is bad however, she is a worse version of Nami. So my goal is to change that and make it so she has her own place. I envision her place as being a poke oriented support in lane that transitions into a mid-line support who controls the battle in team fights.

Passive: Power Cord: After casting 3 basic abilities, Sona's next basic attack deals 10 + 10*level + 0.2 AP Magic Damage, plus an additional effect.

I figure the passive is in an alright state, so I I just kept it the same with some adjustment to it's scaling.

Battle Hymn Now a relatively low CD (~10 seconds) skillshot that does decent damage to the first enemy hit. Sona and allies who it passes through will do bonus damage on their next basic attack (roughly 2.5 will be equal to the Q damage)

Powercord remains unchanged.

The main part of the Q however experiences a major change. First of all, it becomes a skillshot. I know that this will be unpopular, but having a long range, auto aiming skill with somewhat decent damage, with a low CD eats up a major chunk of Sona's power budget. So I changed it in a way that I believe solves it by increasing the range, making it a skill shot, and giving it a better on-hit.

This would still allow Sona to be played as a more poke oriented support in lane while allowing her to have the rest of her kit be decent.

Aria of Perseverance Get rid of the scaling with missing health and the Cresendo scaling. Make the shield apply to only the person healed, and buff the numbers.

Again, this is a power budget thing. By getting rid of some of the AoE, it can matter to the person getting healed.

Song of Celerity Sona gains 20%/25%/30%/35%/40% + 0.05 AP %MS for 3 seconds. Her nearby allies gain half of that.

Currently, this skill feels unrewarding at pretty much all times. This should allow it to feel more impactful.

Cresendo Get rid of the passive. If Power Cord is up when cast, Cresendo now consumes it and applies it to all enemies hit at the end of the stun.

This should allow her ult to feel a bit more like an ult.

The biggest drawbacks to this would probably be players' reactions. This removes a lot of Sona's Auras, and I know that a lot of people got pissed off for a similar reason the last time Sona got reworked. It also changes her Q into a skillshot, which again, has upset people in the past.

However, I believe that by making these changes, it will allow for the rest of Sona's kit to actually feel like it's doing something.

Edit: Got rid of numbers for Q because numbers are distracting. Added +10% MS to all ranks of W and made it clear I was talking about .

5 Comments

only zhule11/11/2015, 4:42:15 AM1 votes

So noticing a lot of power going out. But basically none going back in.

So her Q is a skill shot (thus harder to hit), but you lose 20 total magic damage at rank 1. At max rank you are basically trading 180 total magic damage for a + 10% AP scaling.

W seems like it could be interesting. I would love to see how limiting her shield to just the healed target and Sona would be balanced. I assume a much higher base heal, and a much better shield.

you suggestion for her E is actually painful to look at. Considerably less bonus movement speed for everyone, with barely any better AP ratio or range, all on a longer cooldown.

The ultimate idea could be interesting. 1.5 second stun + large bonus damage to all opponents/ large damage reduction/ movement speed debuff.