Up-to-date PARTIAL Sion Buglist - Sion's 14 most problematic unintended features

Caenen·11/30/2018, 5:51:07 PM·82 votes·33,653 views

#Introduction

Hello!

I'm Caenen, a (Dirty) Sion Main playing on EUW, and I'm generally known for my interest in walldrifting on Sion, for playing one of a handful of champions for weeks at a time, for being in a lot of Vandiril's videos, for being one of if not the person who has seen Sion's crit animation the most and for organizing 7h long games with up to 10 people to test sometimes only a single interaction in the game. And then crash the game in under 2h, accidentally, sometimes.

...and, most importantly here, for about a year now I'm known for having a close look at particularly Sion's bugs and interactions. Inspired by people like Naerlyn (aka. Nightwind42, aka. that other buglist), I've been tracking changes and noting bugs in a continously updated buglist in my spare time, an early version of which made it to Riot earlier this year already, and resulting in a few fixes in the following few patches, even though a majority of them went undocumented in the patch notes. Furthermore I was able to get individual bugs adressed over the year, both directly and by having the more hilarious ones covered in Vandiril's videos, which, apparently, don't go unnoticed!

Even though I've been able to sucessfully (= resulting in a fix sooner or later) report quite a few bugs during this season already, I haven't been able to drop my full buglist so far for a few reasons, the biggest one of which is time. Since I do this in my spare time, I'm limited with what I can cover, and I have found a lot of stuff to cover so far! It's not helped that I'm trying to give each bug an explanation that is as expansive as possible, to both avoid misunderstanding and make it easier to fix each issue for the people who'll have to do so (who, just like me, are also limited by the time they can allocate to a project!). The reason I'm not just dropping each bug's description, reproduction and replays as soon as I can write them out is simple: Bugs are often connected, and if one has a complete and comprehensive picture of something, they can get more fundamental and better solutions to possibly quite contagious problems. In a less abstract sense, this means that a good bug report includes similarities and connections to other parts of the topic, which consequently are things one should watch out for when tackling it, since the flow of information goes in only one direction most of the time and leaves anything left uncertain up to chance.

However, as noted already, I haven't had the time to get this coherent picture for all the dozens of entries on my full buglist, and now that we're slowly nearing Season 9, I've decided it's time for me to at least get the more important issues out of the room: In a PARTIAL buglist (roll credits **ding!**). This list. Entries here have been polished up and changed to be ready for release specifically in this reduced list, with changes ranging from more replays to rewriting almost the whole entry entirely.

With this partial list, in addition to hopefully providing the stepping stone to get these issues fixed, I hope I can get into dialog with the relevant Rioters that work on these things, so that further issues can find their way under the metaphorical flyswatter, too!


https://i.imgur.com/sJ0j3lZ.png

#What made it into this partial list?

As noted before, this list has been reduced to the most important issues, meaning these categories of bugs from my list can be found here:

-> (G) Critical (= reproducable under normal circumstances of a game) Gamebreaking Bugs (that are specifically related to Sion)

-> (F) A selection of Major Bugs that affect either side of the playing field in a frustrating, unfair and/or confusing way. (Letters after F correspond to the ability the bug is most related to, QWER and Passive; 'G' as 'in general' being related to no specific spell directly.)

(M) No minor bugs (because any that would be making it onto this list would be labeled 'Major' in the first place)

(VFX/SFX/VO) No VFX/SFX/etc. issues (again, if any of those are causing issues they're found under 'Major' already)

(W) No interactions I don't deem to have enough information on whether or not they're intentional or not. (If I deemed them unintentional, they'd be in 'Minor' or 'Major' already.)

(QoL) No QoL suggestions in this particular list.

This is to ensure that the issues I'm reporting are consistently high priority based on their impact. Cannot say the same about the depth of the issue all the time however; Some seem to be quite easy fixes, others might be more tricky.

Furthermore, out of the major issues, I've left out bugs that are either too specific (e.g. those that only happen against a single champion and not particularely frequently, although when they happen are impactful enough to make it into the Major category), or that I'd deem too exploitable (Remember that time you could use active items/Tiamat to consistently crash losing games?). Those would ideally straight up skip a report on the boards like this one!


My Template for Bugs in my lists:

(tagNr) Bug name or description

Status of the bug on this patch, perhaps on PBE

  • Introductionary Notes

  • Age of Bug (or possible sources)

  • Reproduction

  • Replays

  • Additional Notes



#Lets dive into the Bugs, don't forget check your diving gear first

https://i.imgur.com/zJC5AmD.png

Now this spot right here would be the place for gamebreaking bugs (aka. Bugs that crash the game or computer for one or more people, disconnect one or more people from the game, that kind of stuff.) that are Sion-specific...if there were any right now. There might be a single one, not even an exploitable one (affects soley the Sion player) but it's impossible to properly track it for me, crazily inconsistent, and (as stated) isn't exploitable if a reproduction was found by any player anytime soon, so I decided to leave it out of this list until I have proper information on it to make an entry that isn't 'look at this, why does this happen'. That being said, let's move on to the Major bugs I've selected for this list.


###The top 4 most important ones:

(FG1) Sion's basic attack gets interrupted for apparently no reason

Status on Patch 8.23: Confirmed. | Status on PBE (8.24):

  • The most frustrating bug on this list to probably most Sion players. Often times I've heard people be surprised this existed as they had accounted the symptoms of this bug to their own mishaps, but the partial reproducability of this bug proves otherwise.

  • Bug exists for 2 years at least, as seen here.

  • Reproduction: I haven't been able to figure out the full set of reasons the bug happens in certain circumstances, but together with others from the SionMains community, we've grinded out one way to have it happen consistently in controlled games over multiple patches:

  1. Load into a (practice tool, custom, no matter) game as Sion. Your runes and skin should not matter.

  2. Place a target dummy and right click to attack it. If you check your attack speed, it should be constant.

  3. Observe: The 9th basic attack selfcancels at a random frame at windup, causing Sion to completely restart the basic attack.

  4. (Note: In previous tests it was found out that after roughly 30s of not attacking, perhaps more, the same reproduction was possible; the 9th auto attack (against a champion) will self-cancel again.)

  • Replays:
  1. In-game examples: Example 1 | Example 2 | Example 3 | [Example 4](404, will add again later) | Example 5 | Example 6 | Example 7 | Example 8 | Example 9 | Example 10 | Example 11 | Example 12 | Example 13| From MSI Final Game 3, ft. Bdd

  2. Controlled environment examples: On 8.23 | On 8.17 | ...and not even my reproductions of other bugs are save!

  • This bug is not related to any skin, and not related to specifically any of the 3 attack animations Sion has (can happen with either), and can still happen when you crit. It feels like being correlated to the use of abilities (can happen even as your first auto attack of the game after a Q, and generally it seems to happen more frequently just after Q, E or R), but often happens without (like in the reproduction I explained). Furthermore it doesn't seem to be connected to any specific runes. I have personally not observed the bug happening in passive, however I cannot rule out the possibility of it yet.

  • If I were to guess, I'd say this bug might be connected to Sion's innate 1.75 attack speed lower cap and upper cap in passive, depending on how this is handled in the games code. This is entirely based on 1. the fact that buying/selling a large percentage of attack speed (35% or more) while basic attacking produces a very similar visual, and 2. on the fact that I have no idea what it could be otherwise!


(FQ3) Indicator and hitbox woes

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • The indicator for Sion's Q hitbox is simply not properly aligned with the edge of the actual hitbox. I dont feel like it's intended to let Sion retain a lying indicator, therefore this must be a bug. This must be incredibly frustrating to anyone not knowing the Q hitbox size (Spoiler: most non-Sion-mains don't) and feel unfair to have happen to one-self, at least judging the /all-chat in many of my games.

  • Bug exists since: a patch somewhere between April-July 2016, if I recall correctly. The hitbox was pushed forward that patch, making sure jumping behind Sion would allow for consistent dodging of the spell (good). The indicator wasn't extended to reflect the change, however (bad).

  • Reproduction: Pick your favorite enemy target in the plain. Charge Q in a place and direction so the target is:

    1. only a few units of distance behind you. It will not be struck.

    2. a bit off the edge of the sides of the indicator. It will not be struck.

    3. just off the edge of the frontal bulk of the indicator. A target clearly outside the indicator here will still be struck!

(Note that the hitbox checks for the center of an enemy champion, as far as I can tell from all of my tests. This means that any indicator reflecting the hitbox should suggest your center being on/outside of it meant exactly that you will be hit/not be hit, respectively. Note also that it seems like minions do get hit in a slightly slimmer area, as if it wasn't to-center, but I couldn't recreate this effect with champion hitboxes lending me to believe the indicator doesn't lose clarity in that way at least.)

Here's a screenshot in which I'm outlining the general shape of the hitbox, compared to the current indicator: https://i.imgur.com/anm9SSG.jpg

  • Replays:

    1. Ingame footage: (A few random clips from youtube) with Classic Sion | Mecha Zero Sion | another Classic Sion

    2. Controlled environment tests: Pretty illustrative screenshot | The Front and Sides | The Back End

  • I've been curious like Neeko and already thought about the way this issue can be fixed. There's 2 options that do not require too much work:

    1. Editing the indicator to extend the respective distance further than the current version and reflect the shape of the hitbox there.

    2. Changing the distance the hitbox reaches to what the front of the indicator suggests and editing the indicator to reflect the shape of the hitbox there.

  • Furthermore, I was already able to explore how a change akin to 1. would look like by injecting my own file for the indicator into the replay client:

https://i.imgur.com/jo2GYQV.jpg

  • Because pictures don't talk, here's me elaborating on this. It seems the edit I've made portrays the hitbox very accurately and now I'm very curious for what the official changes to the Classic and Mecha Zero indicator will look like and would love to personally be able to get some insight on this kind of stuff!

  • On an additional note in this list, obviously the indicator has further issues that are not related to its art, and instead about terrain height difference (indicator stays at the same height), much like a lot of skillshot indicators do. The main issue of this for Sion's Q (hiding the indicator under terrain) was already tackled a long time ago, so this is down to a general issue with indicators and terrain height. A general issue which needs a lot of tech, and I'm not sure the tech is there. Additionally, how the hitbox 'extends' in steps isn't reflected in the way the indicator builds up, but this too is an issue that is much more costly to fix, and just not nearly as important as the above stuff.


(FE1) Flung unit dies to (non-minion-)damage during the E travel

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Well...this one again. The major part of this was fixed with 8.3; flung minions usually(?) can't just die to your own minions attacking them anymore. Godsend! However it's still not quite in the state it used to be pre-7.22 and it's annoying to me and other mains, and confusing to new Sion players, so lets go over this comprehensively:

  • Before 7.22, only (FE2) existed (see [a few entries further in this list] below). Unlike with that bug, with this one it is fairly easily to tell what causes it; Additional damage instances from yourself or other (non-minion) sources! I'm fairly certain the 2 bugs (FE1 and FE2) are not interconnected and in fact 2 different bugs!

  • Bug exists since 8.3 in its current iteration, but technically since 7.22.

  • How to reproduce: Make a minion take lethal non-minion damage while pushed by E. It dies, kill credit goes to whoever applied the lethal damage. This can be yourself, with things like Elder Drake's burn, Sunfire, Headhunter (from the basic Lethality items) or Ludens, then you get the last hit and cut the distance your E reaches short. Or this can be a teammate, intentionally nor not, denying you the last hit and potentially a crucial slow on an opponent.

  • Replays:

    1. E targets dying to Sion's own damage: Allied Liandry's denies comeback play | Killed by Serrated Dirk passive | The same thing, probably | and again, denying Sion a direct ult hit | Minion dying from Sion's own Luden's proc | 2nd example with Luden's | 3rd example with Luden's | with Sion's own W and Q

    2. E targets dying to allied champions:

    3. E targets dying to other damage (such as turrets):

  • Before 7.22, a flung unit used to have a minimum health threshold, similar to Tryndamere's ult, meaning not even other true damage would kill it unless flagged to do so (this is how things like Relic Shield's effect were managed). The specific change making Smite able to damage/kill a flying unit is still in place btw (Smite's hit shows as magic damage, at least against minions), even though the minion is generally killable right now anyway. The current status might have been caused by changes for Minion Dematerilizer being introduced.

  • Probably affects Tahm and Syndra too once again, haven't looked into that yet though.


(FE4) Hitting a champion with the flung minion counts as two seperate spells

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • This has at least the following implications:

    1. The enhanced E counts as 2 stacks for Phase Rush and Electrocute.

    2. Spellshields will not block the full effect. In fact, the first effect to apply seems to always be the slow, getting then blocked by the spellshield, however both the damage and the armorshred happen in a 2nd iteration, which is then not being blocked!

  • Bug exists since unknown. First observation of this bug I can find is my very own, on Patch 8.8, where Phase Rush was changed allowing this bug to affect it. The changes to Electrocute in 8.9, homogenizing how both Keystones proc, added it to this bug aswell. It is unknown to me for how long Spellshields were affected as depicted here. Note: The 8.10 changes to Sion E did not affect this bug in any form.

  • Reproduction:

    1. Be Sion playing with Phase Rush or Electrocute. Throw a minion/monster at an enemy champion via your E. Strike the enemy a ('second') time with anything that generates a Phase Rush/Electrocute stack (you can invert the order of these 2 instances, too), and Phase Rush/Electrocute will proc off what are supposed to be only 2 hits!

    2. Be Sion playing against an opponent with a spell shield (innate to kit or item, no matter). Throw a minion/monster at an enemy champion via your E. The slow will be blocked by the spell shield, however the damage and (since 8.10) the armor reduction effect will still affect the enemy!

  • Replays: Tested on 8.23 | 8.11PBE Electrocute proc with E + aa | Sivir dies right through the Spellshield | Closer look at E vs Spellshields | E vs double Spellshield | This bug doesn't make E proc cheapshot on its own



https://i.imgur.com/Vfu8kDx.png

###Before moving on to the next bugs, I need to define a phrase:

Terminology: "E-Buffer" (in general)

  • I don't know when the E Buffer bug started, however it's anything but new for sure. What I name E Buffer in this patch is either of 2 things:

    1. When Sion has used his E a moment ago, there's a time frame ("E Buffer window") in which you can sucessfully input commands again, overruling most forms of CC even. The time frame starts shortly after the cast of Roar of the Slayer finishes, and lasts for less than or about half a second. When you can use abilities, they're highlighted in your HUD as usual.

    2. When Sion buffers an ability (usually R) during E's cast time, then gets struck by certain types of CC before the buffered ability can cast, it'll still cast automatically once the CC stops affecting Sion. This is a normal kind of ability buffer.

  • The first type causes the majority of issues that are marked as affected by the E buffer on this list. Be it a line of code that is supposed to ensure the length of the lockout window of the E (most abilities with cast times lock the player out of simultaneous actions), something to ensure E-R or E-Q run smoothly together or something unintended entirely, it's definitely causing issues and has to be tackled by its root.

  • The E Buffer causes so many different interactions that I've split and organized them into multiple bug entries, 3 of them being on this particular list, and 1 having been fixed individually earlier this year (preventing Sion from moving and changing facing direction in Q, prerequisite to 'The' Q bug).


(FP1) Sion's corpse retains a clickbox and can continue to block pathing

Status on Patch 8.23: Confirmed | Status on PBE (8.24):


(FQ1) Indicator Jump

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • On the game client of an enemy, gaining vision of Sion while he is charging Q can make the solid part of the indicator first appear in a parallel different spot, it then jumps back to the correct one at the next transition to 2nd phase or release of charge. The other ground VFX in front of Sion during the 2nd phase of the charge is not affected at all by this bug.

  • Bug exists since a long time, can't pinpoint a specific patch or if it exists since relaunch. Need to do more research for that.

  • How to reproduce: While this isn't an in-depth reproduction, it is very clear that this bug's occurence is connected to the way someone loses vision on an enemy Sion: When Sion leaves a unit's vision, when he's chargeing Q the next time he's found it'll have an offset based on the distance from the source he was last seen by and his new position towards the new vision source (player, ward), and a 3rd factor. Check the linked playlist for better examples.

  • Replay: Random ingame example | Playlist of recreating and experimenting with this bug for the first time

  • While easy to see where Sion's hitbox actually is before it snaps back to normal, especially when you're so used to it as a Sion main, this bug affects people playing against Sion and therefore throws them off quite a bit usually.


(FQ2) Self-cancel Q bug <- partially affected by E buffer

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Age of Bug is unknown. It was in the game before 8.9 already, in which a major Q bug ('The' Q bug) was fixed which might have something to do with it (Reproduction of this with the E buffer is similar to what 'The' Q bug had). However I cannot certainly confirm the frequency of this bug going up that patch, because there's quite a few things that screw up the correlation, including but not limited to: me being more aware about E buffer interactions, people sending me more replays, the relative amount of replays of 'The' Q bug sent to me dropping to 0%...

  • How to reproduce: There's a few versions of this going on (but likely all of them caused by an issued movement command during the Q not being queued up and instead just executed):

    1. Without E buffer: Unknown. Might have something to do with a bad connection, might have a reproducable set of actions, I cannot tell for sure.

    2. With E buffer and another issued command: Use E and buffer a movement command during its cast time. Then, press Q and immediately issue another movement or attack command. With a bit of chance, your Q will briefly appear, then go on cooldown without refunding any mana. I'd assume whatever normally prevents Sion from accepting the movement command gets overridden/disabled in the E buffer window.

    3. With E buffer and CC: See 1.3. in (FQ5) (which is right below this one in this list).

    4. With pathing override (Yorick W): A movement command to outside Yorick W while inside the ring will cause the champion to try move closer to the wall in that direction, then attack it. Because of that, a command which causes this function to trigger will also selfcancel Sion's Q (much like how it worked with any movement command on the PBE pre-release), because this 'override' into an automatic movement command is not prevented for Sion during his Q. TL:DR Be inside Yorick W as Sion, charge Q. Issue either a movement command to outside the ring, or an attack command onto the ring, and your Q will selfcancel.

  • Replays:

    1. without E buffer ingame example 1 | example 2 | Example 3

    2. Controlled reproduction example | With E buffer ingame example 1 | Example 2

    3. Q started up and automatically instantly canceled during stun | ...or in this case, a silence | ...or Syndra E

    4. with Yorick wall


(FQ5) Certain CC spells interact wrong with the Q CD refund <- partially affected by E buffer

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Bug exists since unknown if it existed before 8.1, but that patch broke the Q refund prominently, and its fix came in 8.3. I wouldn't be surprised if this bug is a remnant of it.

  • Reproduction: Be Sion, be charging Q. Get hit by either of these abilities; potentially release Q just when getting hit.

    1. Examples for spells that do not trigger the CD refund:

    2. Nautilus Q

    3. Zac Q

    4. CC in general but only in combination with the E buffer: If you create an 'E buffer window' by casting E before becoming CC'd, you can start casting Q while CC'd, and depending on the type of CC (tested with stun and knockback, generally same results) it immediately cancels, and goes on full cooldown (with a chance to refund to 2s cooldown, but more rarely apparently).

    5. Examples for spells that trigger the CD refund despite the Q having been released in that moment:

    6. Gragas E

  • Replays: 1.1 Nautilus Q putting Sion's on full CD | 1.2 Same with Zac Q | ...in either order of Zac Q | 1.3 Q started up and automatically instantly canceled during stun | ...or in this case, a silence | ...or Syndra E | 2.3. Gragas E

  • I have yet to find any further examples for interactions resulting in either the 1st or 2nd variant of this bug, but I have not done the controlled tests on all champions there are. Hopefully the reason these interactions behave the way they do is the same across all these spells, so that one change can rule fix them all. In some cases, I was thinking I'd gotten a bugged interaction with an ability in a game but was unable to reproduce it afterwards. Most noteworthy, allied blast cone triggers interact with the refund properly, in both 1. and 2. cases, despite what they do to your ult (see FR5*).

* FR5 is not on this list because it's too darn specific. An impactful bug when it happens (no pun intended), but if I added all bugs listed 'Major' I'd double the bug count of this list, remember these are the more impactful ones (aka. those which would get priority in fixing) which I can find time polish up right now.


(FQ6) Soul Furnace (W) cannot be cast or released manually during the release of Decimating Smash

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Releasing Q as the shield times out and thereby pops automatically works as intended.

  • Bug exists since: unknown.

  • Reproduction steps: Have Soul Furnace (re-)castable and snap cast or hold Q until you want to release it. When releasing Q, also try to cast/release W. You're prevented from using your W spell until shortly after the release of Q (Note that the W icon is overlayed with an 'X'), it usually automatically does cast in delay afterwards, but not always. The W should ideally not be locked and cast immediately, however.

  • Replays: //

  • Sion's W is supposed to be castable during any of Sion's other spells. This cannot be set in place to prevent Q and W from releasing at the same time, as getting both's effect to hit in the same frame is already possible and poses no issues (at least none I was aware of).


(FE2) The flung unit randomly dies prematurely at some point during the travel

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Despite lacking a method to reproduce it, this bug is mentioned here primarely to differenciate between this and (FE1) higher up the list. (This one's older, and has different reason(s) for happening).

  • Unlike with (FE1), it appears you'll always get the kill credit for this one and there is no apparent reason for the minion to die in this one, either. It happens seemingly randomly, the distance the minion reaches is seemingly random between 0 and the full distance it should reach.

  • Age of bug is unknown, happens since at least early 2016, but probably much closer to if not since relaunch. Not that it's confirmed to have been there before 7.22.

  • Reproduction: I wish I knew. I thought I'd eventually figure out the reason by just looking at enough replays and their similarities, considering it happens quite frequently, at least once or twice per game at least, from my experience. However I'm still quite clueless. Obvious parallels between the footage I've found is that the thrown minion was in kill range of my E damage, since I've not seen any minions stopping early that lived afterwards (not entirely true, but those surviving minions were stopped because of probably yet another bug). Another parallel is that in order for minions to stop and die on the spot, it seems that they generally have to be struck at the max range of the initial E projectile. However that isn't always the case for this bug. This could also mean what I'm decribing is actually 2-3 similar but not exactly identical bugs. When I find a reproduction, full or partial, I'll make sure it doesn't fly under the radar.

  • Replays: From May 2016

  • I'll need need to find the relevant replays for this one, particularely those that go about ~100units before stopping.


(FE3) Hitbox and unit trajectory are disjointed and misaligned

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Bug exists since unknown to me right now, but I'd assume the fixes to the hitbox in 8.3 and another a few patches later preventing minions to go a completely wrong direction might have had something to do with it. Not necessarily introduced it, however; just to clarify.

  • Reproduction: Strike a minion with E that is traveling on foot already, works best when. Its trajectory will be parallel to but not properly on the hitbox's path for most of the travel. Drifts to the side into the parallel path and symetrically back to the end of the hitbox's place at the start/end, respectively. See replays for reference.

Image for clarification: https://i.imgur.com/dLFoTda.png (not 100% accurate after further testing, but good enough for one's general understanding)


(FE6) E Buffer allowing Sion to Move/Flash while CC'd <- directly caused by E buffer

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • I am explaining the term 'E-Buffer' in a seperate paragraph. These are just 2 cases I've seen reported, but there's obviously more, as explained in said seperate paragraph.

  • Exists since probably relaunch.

  • Reproduction: Press E on Sion. Becomes CC'd a moment afterwards. Watch your HUD, depending on the type of CC (e.g. snares and ally-triggered blast cones always work, but stuns are not affected in this particular case) your 'Flash' will be highlighted as if ready to use during the 'E buffer window', and you can in fact use it! Alternatively, you can right click to move about a 'step' during said window, with the only type of CC preventing you from doing this being 'forced movement' this time.

  • Replays: Flashing while snared | Ingame example of it | Moving while snared, example 1 | example 2 (ignore what I'm saying there)

  • Whenever Sion gets hit by CC during an E Buffer, the buffered movement command will make Sion 'slide' another step forward pretty much every time. You can notice this commonly happening once paying attention to it specifically!


(FR1) Dying during the brief cast time of Onstoppable Onslaught makes it go on cooldown without taking any effect

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • When Sion dies just a moment afterwards, he'll die with the AoE damage + slow effect going off.

  • Bug exists since probably relaunch.

  • How to reproduce: Press R just before you die as Sion. He'll scream his battlecry off the top of his lungs, but only drop into passive without the AoE. The ultimate is now on full cooldown, you'll be sad when you respawn and there was an opportunity to use it (there usually is).

  • Replay: 1

  • We've previously seen a number of fixes for similar interactions, e.g. Jinx' ult no longer goes on CD when she dies without it the rocket launching.


(FR2) E Buffered ult versus CC <- directly caused by E buffer

Status on Patch 8.23: Confirmed | Status on PBE (8.24):

  • Bug exists since whenever E Buffer was introduced, most likely.

  • Reproduction: Use E just before getting CC'd and cast your ultimate during the E buffer window (icon not being darkened should reflect when the spell is castble). Then, if the CC was a

    1. Snare: Sion will start his ultimate immediately, but locked in place, snared. Once the snare ends, he'll continue his ult at the speed and damage it would have ramped up in that time under normal conditions (For those uninitiated: Sion's ult function is based on time after the starting conditions (e.g. ramps to speed cap in 3s, ends after 8s), not on speed or distance. The reason Sion is unable to turn while snared is that Sion's ult turning capability is connected to his speed (angle per time/length per time) / static over distance (angle/length). Which is a good thing, if I may add, without going into detail of why it is.).

    2. Taunt: Sion will start the ult automatically at the end of the it, no way to keep him from starting the ult here. Just as with (1.), it causes confusion as the activation is heavily delayed from your input and you generally assume it was canceled, before it does go off as soon as you regain control of your character. Furthermore, since taunts induce a slow and Sion's ult starts at his current movespeed, the buffered ult starts at reduced speed.

    3. Stun, Charm, Silence, Suspension, Knockups (usually): Sion will start the ult automatically at the end of the CC, then instantly cancel it. Confusion follows in its wake.

    4. Suppression, Asleep, Fear, Grounded or Stasis: Unable to buffer R, works properly with these.

    5. Sometimes spells under 3. behave slightly differently, I suspect this happens when/because the CC ends before it can interrupt the ult channel. When this happens, Sion will have an ult that instantly cancels again like in 3, but keeps the cursor and direction indicators aswell as the display that the ult was ready and usable, unable to issue certain commands in the meantime (like right click to auto, the game thinks he's still self-disarmed). This behaves differently from the interaction of the other bug below (FR3) with Teleport that leaves you with ult indicators however, and while it is much easier to get rid of the indicators in this one (pressing R again wont cause you to start an ult that instacancels since the game server doesn't allow you to, as it deems your ult still on cooldown), if Sion waits for the cooldown the ult is supposed to be on to wear off, his next press of the R button will start an ultimate without indicators or the ability to steer it after determining the start direction (see clip). Heh.

  • Replays: Footage of the interactions for most types of CC

    1. Snare, reproduced in a controlled setting | Example from in-game | Another example

    2. Taunt

    3. Stun | Charm | Silence | Suspension | Suspension again | Galio E | Old footage with stun

    4. Suppression | Asleep

    5. Yasuo Q, feat. Randomsteering!

https://i.imgur.com/0gtKz9J.png



#Final words

This was a good chunk of the stuff from my list. Much less than a third, sure, but definitely the third that weights the most of the whole list! While I'm fixing the last issues in this post, such as typos, adding more replays (especially where needed, like FE1, FE2 and FQ6) I stumble across or adding further information to some entries, I hope I can get some word from you (yes, you!) in the comments below (assuming you read this you've already reached the comments, in the fast or not so fast way. I'd give you a 'certified pasta diver' badge, but I don't have any of those :(, so have this picture of a cat instead! https://i.imgur.com/iki50B5.jpg

If you have any questions about the bugs on this list, any additional information, other Sion bugs you want me to know about (chances are I already know about it, but those are never 100% so gimme those repl(a)ys :3), or just want to leave your mark down below this list...well you're invited to do so!

Special thanks to all the people supporting me by notifying me about new bugs, new replays of existing bugs I had been unable to reproduce before, helping me with contolled tests of either size (with investments in tests ranging from 1min, to over 7h!), track existing bugs and helping me figure out the fundamentals that make certain bugs work and connections between existing bugs! These people include but are not limited to LegendEloc(EUW), ZookeeperSion(EUW), FrankTheBoxMonster, Naerlyn, AnataBakka, Apostolique(NA), Vandiril, Fandiril, cøuchi(EUW), CreaterOfDestiny(EUW) and the active communities of the League of Legends subreddit, the DirtySionMains subreddit and discord and Vandiril's discord!

32 Comments

Alzon11/30/2018, 6:10:04 PM10 votes

Sionce rules.

Sion Rebooted11/30/2018, 6:26:27 PM4 votes

Sion R does not proc sudden impact at the "Leap" of his ult (throwback to rito games tooltips) which could easily be fixed by granting him the buff when recasted or channel ends. Those are the only two ways to leap. Speaking of which his leap does not hop over walls thanks for trolling us Rito (#tooltipsamiright?)

Sion passive does not allow titanic or hydra or tiamat to work unless you use the active in his zombie form upon dying. (LARGE AMOUNT OF DAMAGE LOST)

Sion will sometimes get a completely grey version of his weapon in his passive and revert to regular basic attack animations

oortoomeebreesuu11/30/2018, 9:27:12 PM4 votes

Sion one trick here, this man is too right. E was broken, fixed, now broken again. W not casting when off cooldown / during Q. Bugged Auto cancels have lost me kills over a dozen times this ranked season. It's all true, every word of it.

And then the Q hit box... man I feel bad sometimes. Dudes clearly outside of it, dancing like a fool like hes about to mad punish me when i stop channeling... takes half of his hp.

Justice for Sion, and his enemies. Fix Sion.

ExpStealer11/30/2018, 7:03:22 PM4 votes

My mind has only one song playing on repeat right now...

https://www.youtube.com/watch?v=428IyxSfsls

I mean... I mean... HOLY FUCK that's a lot of dedication into one champion! Salute! [slayer-pantheon-thumbs]

Gravesinger11/30/2018, 8:32:18 PM4 votes

Holy Christ.

Board mods, somebody make a new role called 'Ascended' and give it to this man. He's clearly departed from the mortal plane.

MAD props to you, Sion guy. As a career software developer, I think I speak for anyone who has ever touched code when I say I wish every bug report I received was this well documented.

[slayer-pantheon-thumbs]

Smartness Immune11/30/2018, 11:49:00 PM3 votes

Mordekaiser called, he wants the bugs Sion stole back.

LegendEloc11/30/2018, 6:47:53 PM2 votes

I this your cat?

m1Kézz12/2/2018, 2:05:54 PM1 votes

Somehow a shame no one at Riot replied so far. Really good job done with this list.

hewhodoesnotcare11/30/2018, 6:51:07 PM1 votes

I was told by another league player on one of my post in the forums that since league is a free game riot doesn't have to fix bugged champions because it is OK since there was over 100 different champions.

Monkey Strangler12/18/2018, 10:45:15 AM1 votes

RIP no Rito response, our boy seems to be doomed to become Mordekaiser 2.0

DVA54512/1/2018, 5:44:16 AM1 votes

There's this one bug that I came across some time last season but I haven't bothered posting about it. If you suffered lag or a sudden reconnect in the middle of q cast. It will immediately cast it but everything in the affected area will not take any damage or cc. I have the record here: https://drive.google.com/file/d/1pGf_I7i2_GLMfcfVZpVBXy9MCYCF6d-H/view?usp=sharing

The bug is at the first 2 seconds.

AidanWR12/19/2018, 2:31:11 AM1 votes

There's also that Sion's ult takes longer to go off if you buffer it after using his e. If you e and q, the q channel starts almost instantly. If you e then ult, his ult takes about a second and a half to start