Sona, Maven of the Strings [Rework Concept]
Note: Before anyone criticizes me for drafting a Sona rework concept even though I have no matches in my Match History, I moved to the Garena server two years ago since it's closer to home, so lower ping and whatnot.
I'm back again after three years with another
rework concept! This rework mainly aims to give Sona some complexity and decision making capabilities (raise her skill floor and skill ceiling a little bit), but should also give her some early game survivability while keeping her late game strong but counterable. This rework also introduces some changes that will hopefully make her burst damage more manageable for enemies, but should also greatly boost her team's overall damage when played right. Without further ado, have a look at the rework and tell me what you like/dislike about it.
Aim: • Make auras feel like auras again • More "musical" theme • Shift power from Power Chord and Actives into Auras • Keep more or less strong late game • Make early game standard strength • Emphasize on her strengths in extended engagements • Emphasize on her weakness to hard CC • Hard CC pre-6
Health : 492 (76) Health Regen: 4.5 (0.55) Mana : 340 (45) Mana Regen : 11.5 (0.4) AD : 40 (2) Att. Speed : 0.64 (2.3) Armor : 28 (3.3) M. Resist : 30 (0.5) Range : 575 Move Speed : 320
*minor stat changes
(NEW) PASSIVE: Maven of the Strings “Sona plays her Songs with a certain tempo. A Perfect Song occurs when a Song is played within 5 (affected by Cooldown Reduction) seconds to 6 seconds after playing a Song, granting a stack of Consonance. Each stack of Consonance increases the power of Sona’s Melody Auras by 100% of the base value, up to 5 stacks.
Sona can gain Consonance stacks out of combat, but only up to 2 stacks of Consonance can take effect when out of combat with enemy Champions or jungle monsters. If Sona plays a Song off-beat, she loses all stacks of Consonance.
Additionally, after every three Perfect Songs played, Sona’s next basic attack is a Power Chord. Power Chords deal bonus magic damage and apply different effects depending on the last Song played.”
Bonus Damage: 10/20/30/40/50/60/70/80/90/100/112/124/136/148/160/172/184/196 (+ 0.2 AP)
Staccato: deals even more bonus magic damage over 4 seconds. (Hymn of Valor) Damage: 2/3/4/5/6/7/8/9/10/11/12/13/14/15/18/20/22/24 (+ 0.02 AP) per second.
Diminuendo: reduces target’s damage output by 25 (+ 0.05 AP)% for 4 seconds. (Aria of Perseverance)
Fermata: target is Snared for 0.7 (+ 0.007 AP) seconds, capped at 1.75 seconds. (Song of Celerity)
“Playing a Song puts all of Sona’s basic abilities on a 1 second static cooldown.”
(UPDATED) Q: Hymn of Valor “Sona plays the Hymn of Valor. If the Song is perfect, her next basic attack within 2 seconds echoes, damaging enemies near the target and applying on-hit effects.”
Cooldown: 1 second Mana Cost: 40 mana Range: Self Echo Damage: 50% (+ 0.1 AP) AD
Tune: “The Hymn of Valor buffs nearby allied Champions. Nearby allied Champions' next basic attack or spell within 6 seconds deal bonus magic damage. Area of effect spells apply 33% effectiveness.”
Aura Range: 350 units Damage: 12/24/36/48/60 (+ 0.15 AP)
Melody: “Sona then continues playing the Hymn of Valor for up to 6 seconds. Allied Champions in hearing range deal bonus magic damage on every basic attack.”
Aura Range: 500 units Damage: 3/4/5/6/7 (+ 0.03 AP)
(UPDATED) W: Aria of Perseverance “Sona plays the Aria of Perseverance. If the Song is perfect, her next basic attack within 2 seconds heals herself.”
Cooldown: 1 second Mana Cost: 40 mana Range: Self Self Heal: 15/30/45/60/75 (+ 0.15 AP)
Tune: “The Aria of Perseverance buffs nearby allied Champions. Nearby allied Champions gain a shield for 2 seconds.”
Aura Range: 350 units Shield: 35/55/75/95/115 (+ 0.4 AP)
Melody: “Sona then continues playing the Aria of Perseverance for up to 6 seconds. Allied Champions in hearing range receive a small heal every second.”
Aura Range: 500 units Heal: 3/4/5/6/7 (+ 0.015 AP)
(UPDATED) E: Song of Celerity “Sona plays the Song of Celerity. If the Song is perfect, her next basic attack within 2 seconds slows the target for 1.25 sec.”
Cooldown: 1 second Mana Cost: 40 mana Range: Self Slow: 21/22/23/24/25 (+ 0.08 AP)%
Tune: “The Song of Celerity buffs nearby allied Champions. Nearby allied Champions gain a burst of decaying movement speed for 1.5 seconds.”
Aura Range: 350 units Decaying Move Speed: 32/34/36/38/40 (+ 0.08 AP)%
Melody: “Sona then continues playing the Song of Celerity for up to 6 seconds. Allied Champions in hearing range receive a persistent move speed boost.”
Aura Range: 500 units Move Speed Boost: 10/15/20/25/30 (+ 0.15 AP)
(NEW) R: GRAND FINALE “Sona plays her ultimate performance, cleansing nearby allied Champions from crowd control and protecting from further effects for 1.5 seconds.
While Grand Finale is active, all Tune and Melody auras gain increased range, and Power Chord has enhanced effects. Additionally, playing a Perfect Song grants two stacks of Consonance instead of one.
Grand Finale does not interact with Maven of the Strings' tempo.”
Cooldown: 70/65/60 sec Mana Cost: 100 mana Cleanse Range: 350 units Duration: 18/19/20 seconds Tune Range Bonus: 50/75/100 units Melody Range Bonus: 100/150/200 units Staccato Bonus: Adds 1/2/3 ticks Diminuendo Bonus: Also lowers attack speed by 15/20/25% Fermata Bonus: Stuns instead and increases damage taken by 10/12/14% while stunned
Explanations: Consonance should add some depth to playing Sona since she now needs to be aware of her positioning and her surroundings, while also keeping track of the tempo timer (should be seen above skills bar). The tempo mechanic highlights her musical theme by drawing comparisons to a rhythm game. The escalating effect on Melody auras means that Sona is weakest at the start of a fight, but gradually builds up power the longer the fight lasts. The double stacking on Grand Finale should help Sona keep up the pace in quick teamfights. Additionally, the CC cleanse and immunity on Grand Finale grants Sona some pro play-worthy high moments that make Sona players feel good about themselves.
Since Consonance requires Sona to play Songs at specific times, she's now weaker to hard CC since hard CC can cause her to miss her windows of opportunity.
Only two stacks of Consonance take effect while Sona isn't in combat with champions or monsters, so she can't effectively passively heal or grant movement speed to her allies while waiting for an engage or rotating. If she's good she can, however, preemptively stack Consonance so she has max stacks right off the bat when a teamfight occurs. Consonance also gives Sona decision making capabilities, since she has to decide on whether to empower her Melody auras or play a Song off-beat for the clutch shield/movement speed.
Power Chord now takes longer to stack in the late game since it needs at least 9 seconds to charge. The change to Staccato from 40% increased damage to damage over time (still with respectable damage) is done with the intent to lower her burst damage and give some counterplay. After all, Sona is a support, not an assassin. The nerf to damage and uptime also allows us to buff Diminuendo and Tempo Fermata. Tempo is now Fermata, which Snares instead of Slows, with the slow being moved to Song of Celerity's active.
The loss of actives and Crescendo might weird some people out, but Perfect Songs now grant "actives" to Sona's basic attacks (now with 25 increased range) which should help her during laning. The loss of Crescendo's stunning potential (pun intended) is partially compensated by Fermata's Snare, which is upgraded to a Stun and damage amp under the effects of Grand Finale. Grand Finale also has the added benefit of extending Sona's aura ranges, which should help her stay safe in teamfights.
Something I find cool is that this version of Sona boost her entire team's damage by adding up to 630 damage per champion, and can heal up to 252 HP with just one ability. That's almost Lulu levels of damage and Soraka levels of healing, which IS ALSO AoE! However, that is assuming she can stay safe, not get blown up, maintain five stacks of Consonance, keep up with her teammates, and play her Songs to completion. Pretty high risk high reward if you ask me.
So that's my Sona rework concept. Please tell me what you think of it. All upvotes/downvotes/constructive praises/tips/criticisms welcome. Plain old flaming will be ignored. If it's good enough hopefully a Rioter can read this? :)
TL;DR:
- Higher survivability while laning
- Much, much stronger in extended engagements
- Improved musical theme
- Higher skill floor and skill ceiling
- Higher synergy with AA based champs
- Improved situational healing
- Hard CC pre-6
- Higher utility (CC cleanse)
- Less burst damage
- No more "actives"
- More micromanaging required
- Less Power Chords thrown at enemies
- No more Crescendo :(
[sona-playing] Thanks for reading this far!! :D
*Some numbers and effects edited based on feedback.