Sona Gameplay Update Concept
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Overall goal here is granting Sona more decisions to make in the game which results in better skill expression, allowing the player to choose how they want to play Sona based on the individual, game, and situation.
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Introduce a significantly better passive that is easier to understand for all players, offers a great mastery curve for those that want to main the champion, and has real impactful choices behind it that drastically change up how you use her abilities.
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I do want Sona to still be easy to play, but easy to play does not mean no mastery curve, with more decision making in the kit for players to express themselves makes her a lot better for high levels of play without dominating low elo.
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In this concept kit, I want to try to introduce something that is less frustrating to go against while still offering a powerful champion as champions should be. Great without being dominant or overpowered.
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Finally, I want to try to focus Sona's power and make her less of a jack-of-all-trades and a master of none. With that said, she will still have crowd control, damage, and healing for my concept, but in a way where it could open her up to other positions and not be busted.
Attack Range: 600 units Movement: 340 units per second Attack Speed: 0.625 +2.5% per level Attack Damage: Average
Changing the Melody (Passive):
When Sona casts a basic ability, her next basic ability cast within 1.5 seconds will change its properties based on the lingering song. Only based on the last basic ability that was cast.
Hymn of Valor (Q):
Cooldown: 4 seconds; Cost: 45/50/55/60/65 mana; Range: 700 units
Sona plays a vigorous piece around her, dealing 30/50/70/90/110(+40%AP) magic damage, increasing to 75/125/175/225/275(+100%AP) magic damage to those within 350 range.
Changing the Melody: Deals 50 - 160 (+70%AP) magic damage. Harmonic Tone can now be cast against enemies and its cooldown and cost is halved. Crescendo deals 100% more damage, but no longer stuns.
Harmonic Tone (W):
Cooldown: 6 seconds; Cost: 46/52/58/64/70 mana; Range: 650 units
Sona plays a soft piece at the target allied champion, healing it for 10/40/70/100/130(+50%AP) health. Sona heals herself for 50% of the amount if she heals an allied champion.
Changing the Melody: Abilities can now affect allies and heal them for 10 - 75 (+40%AP) health. Crescendo stops at the first ally struck, healing it for 100% more. Harmonic Tone can no longer deal damage.
Crescendo (E):
Cooldown: 18/17/16/15/14 seconds; Cost: 60/70/80/90/100 mana; Range: 1250 units
Sona plays a passionate piece in the target direction, stunning the first enemy struck for 1.5/1.75/2/2.25/2.5 seconds.
Changing the Melody: Slows struck enemies down by 20% - 40% (+5% per 100AP) for 2.5 seconds. Harmonic Tone can be cast against enemies and its cooldown and cost is halved.
Sonata Waltz (R):
Cooldown: 130/105/80 seconds; Cost: 100 mana; Range: 600 units
Sona channels in place for 2/2.5/3 seconds to playing beautiful music that captivates all nearby enemies that hear it while it is playing, causing them to harmlessly dance around Sona based on where they first heard the music. Cannot attack, move, or cast abilities while channeling.
Additionally, Sona gains 250/400/550(+100%AP) shield for 3 seconds.
Casting Sonata Waltz again will end the song early, ceasing the music and dancing.