Sona relaunch concept

DrathTurtle314·6/4/2016, 10:52:24 PM·1 votes·817 views

The current iteration of Sona's kit isn't in DESPERATE need of an update, but it kinda feels like half of the champs on the rift are deaf when she plays her music. She should affect everyone near her and I feel her "songs" are currently more like single measures. That being said, this is more thematic and less to fill a gameplay need. Numbers are all variable, I'm no expert in balance. All activation effect match the range of the aura at 20 sec after activation.

Passive: Crescendo: The aura on sona's abilities gains increased range and power the longer it remains active, capping at 1 minute. (upon activation should cover an area the sise of red buff's pit)(after 1 minute should cover an area approximately equal to the range of a turret)

Q: Toggle: upon activation deals damage to all nearby enemy champions(scaling w/ AP). While active increases the damage dealt by allied champions within by 5%/7%/10%/12%/15% up to 20%/30%/40%/50%/60%(prior to mitigation) Cost: 15/18/21/23/25 mana per second

W: Toggle: upon activation shields all nearby allied champions(scaling w/ AP). While active decreases damage dealt by enemies within the aura by 3%/6%/9%/12%/15% up to 30%/35%/40%/45%/50%(prior to mitigation) Cost: 20/22/25/27/30 mana per second

E: Toggle: upon activation slows all nearby enemy champions(scaling w/ AP). While active increases movement speed of all allies withing the aura by 10%/12%/15%/17%/20% up to 50%/55%/60%/65%/70% Cost: 15/18/21/24/27 mana per second

R: Active: Reduces the mana cost of all basic abilities by 50%/70%/90% for 30 seconds Cooldown: 200 seconds Cost: 100 mana Usage: used to allow multiple auras to be used without draining mana too quickly and to be built up throughout a fight

Names w/ the exception of the ult would remain the same. I don't know what to call the ult, if you have suggestions I'd be glad to hear them.

6 Comments

NiamhNyx6/4/2016, 11:21:19 PM2 votes

No. First off this would remove quite alot from Sona, poke, healing and stun, gone. This would make her a champion that has no potential at all if caught.

Sona used to have her auras active the whole time when people were in range, but they removed that quite a while ago.

Now, doing the math for this, with out mana regenerating at all, you would need 1500 mana to hold her Q for one minute (max level), 1800 for W and 1620 for E. If you even thought of running three auras that would be 4920 mana over a minute.

This would make her completely useless too. Level 1 sona Q Increase ally damage by 5% for about 47 seconds before i run out of mana with my mana/ mana regen runes Level 1 sona W Decrease their damage by 3% for about 30 seconds before no mana Level 1 sona E Increase speed by 10% for 47 seconds

Now, if they went the typical sona build, cut those times in half. YES, IN HALF! i dont know about you but thats pretty useless.

FurriesAreHot6/5/2016, 12:05:32 AM1 votes

The reason they reworked Taric: he stood and did nothing, because he was nothing but auras. Soma would just become a walking buff and do nothing, no outplay, no play, bothing

King Maruilla6/5/2016, 2:27:25 AM1 votes

I would have a idea for Sona, based from her "death" by the hands of Jhin. She gets brought back, but now wields an psychic sword as big as she is.

She would keep her own skills, but gains a different Passive: Baton Blade rather than Power Cord. With each skill that isn't the ult, the Baton Blade will strike at a target close to Sona and inflict either added damage (Q), slowdown (W), or Lower Attack (E) alongside her skill's effect (The range of her spells will also be the range of the Baton Blade.

Her Ult (Orchestra) should also change, It would start out like her old ult, stunning targets. But the stunned target(s) gets a 6-hit combo (With Passives stacking up) from the Baton Blade, following the last 6 non-ult skills before the Ult.