Sona Rework
Hello all!
Sona is a fairly easy character mechanically, with only one skillshot and one targeted damage ability. Because of this, she is fairly hard to balance, as she has no real counterplay to the majority of her damage. This leads to the poke's toxicity to be gauged by numbers, not the ability itself. Too much damage, and she is toxic. Too little, she is unplayable. Another problem is that due to the lower elos not knowing how to deal with her, while she is extremely weak in the higher elos, she is extremely hard to balance. Because of these problems, she probably needs a rework. Here is my idea. I have not designed a character for league in a while, so the numbers might be off. I am would greatly appreciate feedback of any kind.
In her current kit, Sona uses relatively wide AOE abilities, leading to her abilities needing to do relatively little as she can hit so many allies. However, her lore states that she is capable of concentrating sound enough to slice through individual objects from a distance, and her judgment says that her instrument is capable of making individual scythes out of sound. In this way, a more skillshot oriented kit might fit her better. My general concept is a mid-short range poke mage who is extremely weak and immoble, but has brief periods of tankyness and high combined damage. The damage would be gated by high mana costs, so building some sort of mana on her would be a good idea. I also considered giving her some sort of fog of war reveal on one of her abilities as her judgment says that she has powers similar to lee sin, but I don't want to add that until I get ya'lls oppinion.
Heath 450-1800 Heath regen: 6.5-16 (/5) Mana: 320-1300 Mana regen: 7-16 (/5) Range: 550 Attack damage: 55-120 Attack speed: .65(+0%-40%) Armor: 20-80 Magic resist: 30 Movement speed: 325
Shield: 50/100/150/200 (.10/.20/.30 AP) cooldown after shield fades before shield can form again: 15/12.5/10/7.5
Innate: Sona gains a shield with each spell she uses which lasts for two seconds and can stack up to two times, with the next ability refreshing the duration. Any additional abilities past two will not refresh the shield.
50/70/90/110/130 damage and heal (.4 AP) Cooldown: 16/15/14/13/12 seconds Mana cost: 80/85/90/95/100
Q: Sona sends out two waves of sound, dealing damage to enemies while healing allies. Both waves deal damage and heal individually. Sona is not affected by the heal unless she hits herself.
50/80/110/140/170 damage (.5 AP) (2/4/6/8/10% increased damage output) Cooldown: 16/14/12/10/8 Mana cost: 75/80/85/90/95
W: Sona sends out a thin cone of sound which increases the damage output of allies and deals damage to enemies, applying on-hit effects. The cone stops upon hitting the first enemy. Sona gains the increased damage output as well.
50/70/90/110/130 damage (.6 AP) (10/15/20/25/30% speed up, doubled if ally is hit with the end) (10/15/20/25/30% slow) Coooldown: 18/16/14/12/10 Mana cost: 70
E: Sona sends out a dissonant wave of notes which speeds up allies it passes through for two seconds while lowering the movement speed of enemies. The notes eventually align, giving allies hit far more movement speed for the duration, while rooting enemies. Sona is not affected by this ability unless she hits herself with it.
Damage: 175/250/315 (.7 AP) (Stun: maximum: 2.5 seconds, minimum: 1 second) Cooldown: 140/120/100 seconds Mana cost: 100/150/200
R: Sona plays a captivating song, stunning and dealing damage to enemies around herself, with the stun lasting longer the closer the enemy is to her.
I would love to hear any ideas or critiques ya'll might have! Sorry for the drawings of the hitboxes being sketches, I don't have enough time for more.