User:Care Level/Sona

= Sona Rework = Points of interest:
 * Dramatically increase the satisfaction of Sona's basic spells.
 * Include more tools for Sona to express player skill.

Mechanical Changes:

 * None.

Q: Hymn of Valor
ACTIVE (first cast): Sona plays the intro to Hymn of Valor, increasing the power of the song for up to 2 seconds. Each second, while channeling, foes in the area take 10/15/20/25/30 (+10% AP) magic damage, ramping up as Sona plays the intro.

ACTIVE (second cast): Sona unleashes the Hymn of Valor, dealing 20/30/40/50/60 (+20% AP) magic damage to enemies that hear it and causing them to burn for the same amount of magic damage over the next 2 seconds. Allies that hear it gain a buff for 2 seconds causes their next attack or spell to apply the same damage and burn. Hymn of Valor's damage is enhanced based on how long Sona plays the intro.

While Sona continues to play the Hymn of Valor, allies listening to it receive a buff every 4 seconds that adds 10/20/30/40/50 (+10% AP) magic damage to their next attack or spell and causes their target to burn for the same amount of magic damage over 2 seconds.

Range: 700 (intro); 1000 (initial & persistent) Cost: 45/50/55/60/65 mana Cooldown: 7 seconds.


 * The intro deals 50% damage on the first tick (0 seconds), 100% on the second (1 second), and 150% on the 3rd (2 seconds), for a total of 30/45/60/75/90 (+30% AP) potential damage.
 * The initial damage and buff proc scale from 50% to 150% of the base numbers; fully-charged, it'll deal 30/45/60/75/90 (+30% AP) damage, then burn for the same amount.
 * In total, this ability can initially deal up to 150/225/300/375/450 (+150% AP) magic damage in lane, provided that Sona can be in range for the entire Intro with no interruption, that she can apply the initial damage to both lane opponents, and that both Sona and her ADC can afford to wait 2 seconds to apply their next attack to 2 different enemies, so that the burns don't overlap with each other or with the initial burn.


 * Aside from earlier levels, this is a decrease to her current 100/200/300/400/500 (+100% AP) poke damage in lane until Sona has a lot of AP built. However, the updated Hymn of Valor has the potential to provide much more damage in teamfights and should *feel* much more appreciated, with a visible buff and visible burn.
 * The persistent aura can continue to deal 20/40/60/80/100 (+20% AP) damage per ally affected, every 4 seconds.

W: Aria of Perseverance
ACTIVE (first cast): Sona plays the intro to Aria of Perseverance, increasing the power of the song for up to 3 seconds. Each second, while channeling, allies in the area are healed for a small amount.

ACTIVE (second cast): Sona unleashes the Aria of Perseverance, healing and shielding allies in range based on how long she played the intro.

While Sona continues to play the Aria of Perseverance, allies receive a shield every 4 seconds that reduces incoming damage within the next 2 seconds; the shield dissipates one second after an affected ally takes damage.

Range: 1000 Cost: 60/65/70/75/80 mana Cooldown: 7 seconds.

E: Song of Celerity
ACTIVE (first cast): Sona plays the intro to Song of Celerity, increasing the power of the song for up to 3 seconds. Each second, while channeling, allies gain a small amount of movement speed and foes are slowed by a small amount.

ACTIVE (second cast): Sona unleashes the Song of Celerity, giving allies a burst of movement speed and slowing enemies. The speed boost and slow scale based on how long Sona played the intro.

While Sona continues to play the Song of Celerity, allies receive a movement speed boost every 4 seconds that decays over the next 2 seconds.

Range: 1000 Cost: 60/65/70/75/80 mana Cooldown: 7 seconds.

R: Rising Sun
PASSIVE: Leona can consume her own Sunlight debuff.

PASSIVE: Leona's Zenith Blade and Shield of Daybreak mark her target with Mark of the Solari for 6 seconds; Eclipse and Solar Flare (on detonation) mark their detonation areas with Sigil of the Solari for 4 seconds. Each second, enemies marked with Mark of the Solari or in an area marked with Sigil of the Solari are burned for magic damage equal to 10/15/20 plus 0.3/0.4/0.5% (+0.001% AP) of their missing Health. Foes leaving an area marked with Sigil of the Solari retain the burn debuff for an additional 2 seconds.

ACTIVE (on Mark of the Solari): Leona instantly blinks behind to her target foe, knocking it airborne for 0.6 seconds and slowing it by 35/45/55% for 2 seconds.

ACTIVE (on Sigil of the Solari): Leona channels for 1.25/1/0.75 second[s], and then blinks to an area marked with Sigil of the Solari. On arrival, foes within 250 units are drawn toward Leona's location and slowed by 35/45/55% for 2 seconds.

Range: 750 Cost: 50/65/80 mana. Cooldown: 90/50/10 seconds.


 * In conjunction with her normal engage (Zenith Blade, Shield of Daybreak, and Solar Flare), this increases her total CC duration and gapclose to something similar to its prior status.
 * In lane, the cooldown on Leona's full engage remains similar to its pre-rework cooldown; the bigger difference is that her hard engage between ult cooldowns (1) isn't as strong without extremely well-aimed skillshots and (2) costs more for full rotations.
 * After laning (levels 11 and up) phase, the dramatically-reduced cooldown on this ability allows Leona to pick up an additional Diana-esque engage pattern by throwing a skillshot into the enemy team and going all-in where it lands, complete with the pull in and slow.
 * The fact that Leona doesn't gain the ability to use her passive until post-6 continues to prevent her from being an effective solo laner. The ability to activate her passive post-6 shouldn't drastically affect her duo-lane strength (her partner would have popped them, anyway), nor her teamfight ability (someone on the team should be doing damage), but increases her solo threat when performing activities like warding, and allows her to more-effectively zone carries from fights (she retains her damage threat while overextended).