A Sona rework concept of mine

chipndip1·9/8/2018, 12:42:42 AM·4 votes·2,249 views

I've been pretty vocal about my disdain about how Riot's gone about the enchanter class. For some of them...I have no idea where to start or what I'd like to see changed about them outside of "something". However, for Sona, I had a pretty clear idea of what could be done with her, so I wrote it up to post here.

Passive: Using Sona's spells ramps up the ante for the next spell, up to two times, increasing their effects (damage, healing, ms boosts, etc.). The third and final spell in this chain gains bonus effects.

I think one of Sona's primary issue is that she's insanely squishy, but plays way too close up when trying to utilize her passive. This creates this situation where you're playing really high stakes, but because of how her kit's designed, the reward for playing Sona isn't even in this interaction, anyway, so the reward for doing this is kinda..."eh". To boot, she can't just up and miss an AA, so it's not like we can make her AA-based passive "super cool and meaningful and impactful" because it has no counter-play in and of itself and it's pretty quick to be reapplied (so long as you don't oom).

I've also seen the notion that people want Sona to do something that emphasizes music, timing, rhythm, and stuff like that. Now, turning the game into some Osu mini-game isn't my idea of a fun time, but the idea of building up to a high note is what created this idea. It's simple and easy to follow, too, because even if I defend almost all CT champs, I like champions to not be super hard to follow. With this, she doesn't have to play within engage range all lane long. You pick your move order and as you move towards the final spell, it amps up in power, kind of like how music usually builds up to the high notes.

Q: Sona shoots a skill shot that explodes and echoes a sound on impact that remains for a few seconds. Enemies that are hit by the attack take increased damage for a few seconds, and enemies that enter the aoe suffer a similar ailment until they leave it (these don't stack). When empowered, the blast radius increases and those hit directly are slowed.

This is to address a few things:

  1. Sona has very little variance in her game play. She's insanely reliable. There needs to be things she can botch up or you won't have space to add anything cool to the champ. Thus, Q is now a skill shot. With this, Q can have new effects to it. Right now, Q literally is "unavoidable damage on a button". Hopefully these changes make Q feel more appreciable without having to maim someone in a single click to achieve that.

  2. We don't have a support that's based around actively amping the damage of anyone that isn't a marksman, and even those supports do things like "add on-hit effects". With this, other types of champs can possibly work off Sona as well.

  3. Properly using this type of tool can help swing large-scale team fights. Enemies that want to avoid being debuffed can simply dodge the attack or avoid the lingering aoe after their allies are hit.

  4. You don't have to dance around in Alistar's "Automatically murder you" range now that you can actually deal noticeable damage without being in AA range.

I wanted to include Sona's damage-reducing passive somewhere in this, but in fear of overloading the idea, I couldn't manage it.

W: Sona plays a soothing tune that heals a targeted champion for a specific amount, and then heals them a bit more over X seconds. Allies they come into range of while this healing tune is active are healed for the base heal. When empowered, this ability shields everyone it heals for the base heal's amount.

Sona's able to heal people, but she's unable to just power shield her whole team every 4 seconds. Maybe this will help make her W less expensive, or less bs at 30 minutes?

It gives her the ability to choose her primary healing target, as well, so you can make that choice to heal a specific person that might need it more, even if someone else is nearby and close to dying, but not in danger.

E: Sona shoots a ground-targeted skill shot that goes over minions and echoes in a target location for a few seconds, dealing damage to enemy champions hit directly by the attack. When allies step into this lingering aoe, they gain a movement speed buff. When enemy champs walk into it, they suffer a movement speed debuff. When empowered, enemies hit directly by the attack are briefly stunned (really fast dance animation) and the movement speed changes are more potent.

This is done so Sona can actually peel something, and thus not feel like such a joke for the first 20 minutes of the game. The stun is brief so it can't hard disengage when things are already going south, but with proper timing and aiming, you can better avoid a situation in the making. She loses the ability to zoom around the map at 500 MS when sitting on a ton of ap, as well, but that type of power isn't super necessary, so perhaps it'll clear the room for more appreciable power in her budget.

R: Sona prepares a grand tune that'll make everyone dance. After pressing her ult, pressing a basic ability will add new properties to her ult.

R+Q: Sona shoots a line skill shot. All enemies that are struck will be stunned and will take increased damage for the duration (does not stack with her Q).

R+W: Sona shoots a line skill shot. All enemies that are struck will be stunned, and allies the attack touches will be healed.

R+E: Sona shoots a line skill shot. All enemies that are struck will be stunned, and after the stun they will be slowed.

The cool down of the ability used, along with the ult's cd, will be consumed, and the ult's damage, as well as the bonus effect's potency, will be influenced based on how far along in Sona's passive she is.

With changes to her guaranteed, steadily ramping power being made, there's room for her ult to be improved on. Many support ults in the game at this point are pretty dang big abilities. Nami can influence team fights from a lane away with hard cc and soft cc while giving allies massive speed buffs. Rakan can hard engage full on 5v5s by himself without even using flash. Janna can disengage full on 5v5s by herself and reset her team's hp to full or near it. Soraka can globally heal. Zilean can GA someone every minute, if not less.

Sona can...Annie passive people. That's literally her ult. It's Annie's passive in a line, rather than a circle...every 2 minutes, scaling down to 1.

So with the rest of her kit being done over so it's not so automatic in and stat-checky in power, there's room to add strategic choice and appreciable "oomph" to this ability. No need to change the fat line skill shot, but with these changes you can possibly get more out of it if you use it properly with her passive.

Tell me what you think.

6 Comments

JennaZennPi9/8/2018, 8:37:54 AM1 votes

I'm very confused with the ramping up and preparing a spell aspect. Could you expand upon it more? Are you just emphasizing her 3-Spell Passive? Other than that I think this would be a good starting point for a Sona Rework.

A suggestion from me would be what if her Abilities (only Q-W-E) did different things depending on the pattern you play to the 3rd ability (the 'high note' you mentioned.) Defining the specific ability/buff with sequential abilities "adding" or "ramping up the note" based off of the starting spell you use. (Examples down below)

Example Passive: Sona prepares to play her 1st tune when casting a fresh ability, each ability within x seconds will buff her final 3rd tune in its own unique way. Each buff has its own unique sequential order.

Examples: Q+Q+Q
Q+W+Q Q+W+W Q+W+E and so on

In total, and if I did my math right, Sona would be capable of doing 45+ Unique 3rd Spell Abilities/Buffs, though we don't need to have that many spells fixed into 1 kit. Plus it would take an insane amount of time to learn all of them by heart, and incredible game knowledge to know when to use each Unique Spell. Plus I don't think Riot wants to make 45 or so new spells JUST for 1 champ xD.


With this passive and the passive from your example, this would make Sona an "interesting champion." Yes, it would be difficult for someone who's new to the game or plays league very casually to actually get the correct combo down with my example passive. However, I do think that it would leave room for cool "creative ideas" in Sona's kit.

Plus you wanted Riot to really emphasize her as an Enchanter, here's room for more supportive spells, unlike the ones that can be pressed once and either heal everyone for 100K hp or damages enemies for 20K.

If looking through my example passive, Riot could design her abilities to be the "pseudo-ultimate" abilities instead of other supports such as Janna, Brand Support (kms), Raka, and Rakan. Also, I would recommend just dumbing down my passive to a manageable amount of abilities/buffs.

And when I mean pseudo-ultimate I mean abilities that could affect a team fight in a way that won't be so one-sided, and not make it too broken. Or to sum it up I guess, make Sona "feared" or defined by her 3rd Tune abilities instead of her ultimate.

Good job btw, I like some of the ideas you made. [slayer-pantheon-thumbs]