Sion - The Unstoppable Zombie

Digezz·7/30/2014, 2:29:06 AM·14 votes·5,886 views

https://www.facebook.com/AntonioDeLucaVisualArtist/photos/a.716648521680520.1073741843.620852267926813/716648578347181/?type=3&theater (Picture credit to Antonio De Luca, Visual Artist) Sion – The Unstoppable Zombie

Statistics Health: 400 (+100) HP/5: 8 (+1) Range: 125 (Melee) AD: 55 (+3.5) AS: .651 (+2.5%) Armor: 22 (+3) MR: 30 (+1.25) MS: 350

Passive – Hungry for Blood Sion permanently increases his maximum health every time he kills a unit. He gains 3 health for each minion or monster kill, 5 health for each champion assist and 10 health for each champion kill.

Q – Bounding Leap
Range: 250 - 600 | Cost: 20/60/100/140/180 health | Cooldown: 16/14/12/10/8 Sion breaks free of all crowd control effects on him; he then, after a .5 second cast time, leaps towards the cursor’s location damaging and slightly knocking back any enemies within 300 units of his landing location. Additionally, any units landed on directly by Sion take bonus damage based off of Sion’s maximum health and are stunned instead of being knocked back. Sion is immune to all incoming crowd control effects throughout the duration of Bounding Leap. If Sion targets himself while casting Bounding Leap he will just break free of all crowd control effects. Damage: 25/50/75/100/125 (+10% maximum health if landed on directly) Stun Duration: 1/1.25/1.5/1.75/2 Seconds

W – Soul Drain
Range: 400 | Cost: 10% current health | Cooldown: 16/15/14/13/12 Sion creates a deadly mist around himself that slows and drains life from nearby enemy champions. The damage is based off of the enemy champions’ current health; the heal is based off of a percentage of Sion’s missing health. The effects of the mist will persist for 1 second after a champion leaves the mist, or until the mist fades. Slow Amount: 20%/25%/30%/35%/40% Damage: 4%/5%/6%/7%/8% current health per second Heal (first enemy champion affected): 4%/5%/6%/7%/8% missing health per second Heal (each additional enemy champions affected): 1%/1.5%/2%/2.5%/3% missing health per second

E – Deadly Blow
Cost: 20/40/60/80/100 health | Cooldown: 9/8/7/6/5 Sion’s next basic attack within 5 seconds will deal bonus physical damage. Damage: 30/60/90/120/150 (+50% bonus AD) (+5% Sion's maximum health)

R – Thirsty for Blood
Cost: 10% current health | Cooldown: 120/100/80 Sion doubles his lifesteal plus an additional 25%/50%/75% for 20 seconds.
Passive: Sion gains 1/2/3 bonus movement speed for each 2% max health he is missing. Movement speed gained at 0 health: 50/100/150

14 Comments

AdaptiveCoffee7/31/2014, 8:12:15 AM2 votes

I think his E CD is a bit low or the percent health damage is a bit high. At this rate end game I could be proccing (400 + 70% AD + regular auto attack damage) on a target, and if this enhances a basic attack it means it can also crit, and I can do it every 5 seconds, seems a bit strong. His other stuff seems pretty nicely balanced, maybe increase the cost on his ultimate since it'd give him such insane survivability but I think as he is now he's got so much lifesteal in his toolkit that he'd be unkillable, ever.

And I know thats the point but theres no counter play @_@ it'd be rush morellonomicon every single game (similar to playing vs old AP nidalee, rush a veil or regret playing against her).

That being said I really like the toolkit you gave him and I'm a fan of sion getting reworked. Keep up the good work! This was pretty cool, numbers need some tweaking but I think you nailed his general feeling and playstyle on the head.

+1'd

Digezz7/30/2014, 2:42:47 AM2 votes

Overview: The idea behind this is to make him very HP based. He still has passive HP gain throughout the game. He still has the Lifesteal component on his ultimate. He now has HP costs for all of his moves. He now has HP scaling on his Q W and E.

Logistically: I rounded out most of his stats but the main reason I put them in is a small 5 MS buff and a sizable AS buff to compensate for the AS loss on his R. I honestly think that the scaling MR may need to go as he moves towards where I picture him. When I saw that Yi had scaling MR though I decided to leave it. His Q gives him a much needed gap closer and a bit of soft CC with a potential stun. The CC invulnerability seems overpowered but I picture him using it as an initiate most of the time. On the other hand it may give him an ungankable laning phase... His W is similar-ish to Hecarim's W. It's for a bit of survivability in the middle of everything and gives him a horror movie feel. His E fulfills the roll of Bread and Butter that I feel his old kit left out. It is a clear first upgrade with an AA reset which I personally love. His R is similar to his old one with the Lifesteal component but I left off the AS. I felt that he would gain more from a little extra MS to stick to his targets.

Thematically: I love the image in my mind of his Q. That terrifying leap into a smack in the face with his E. Even more so I get CoD zombies images in my mind with low HP rank 3 ulti Sion running at you at nearly 550 MS.

Champlooge7/30/2014, 6:31:43 PM1 votes

Sion rework?

Digezz8/5/2014, 5:11:51 PM1 votes

I tweaked a lot of numbers. I gave him more AS to compensate for not having it on his Ulti. His AS now lands about halfway between Old Sion's no ulti and Old Sion's with ulti running. I changed his Q and E to flat HP costs because they are not healing specific so using them at full HP would hit urself too hard. His W and R I left as current HP that way the lower ur HP (when ur going to want to use them) the less it'll cost you. Timing is important with W and R. I lowered dmg on his E overall by changing around where the damage comes from. I have done a lot of number crunching and he was too strong at points and way to strong at others. This balances the move while still making it a max first "Bread and Butter" skill. I also removed the reset potential on his Q. It sounded cool and kind of fits the crazy zombie thing, but he is not an assassin. No resets for Sion.

The Bored Frog8/2/2014, 9:56:37 AM1 votes

I like it except it is 43% of his current health for a rotation which can get realy heafty on cosf when toward the end of the game u have 5k+ in hp so u burn urself faster than the enemy does... static hp costs on something would be nice even vlad only has one % current hp ability and its on his escape... but as ot looks to mehe will have rediculous burst but no matter how much hp he has he will lose prolonged trades jusg because how much hp of yoir own u will burn and nerfed his ult from what it was... I mean hey ur ult was 100% life steal yeah lets make that 30% and cost 15% ur hp instead of mana I like the look of the kit except the costs though

Digezz8/2/2014, 11:49:28 PM1 votes

So the ulti as of right now gives him an active decent lifesteal boost and a passive MS increase after level 6 that goes up as you rank the ulti up at lvl 11 and 16 that scales with missing HP (as you reach 0% HP you gain up to 50/100/150 flat MS.

The W is silmilar-ish to hecs (I said this in my first comment opening the discussion). The difference is he doesn't heal based on dmg done in the area or from minions at all but instead it is based purely on the number of champions near him where it basically drains life. But yes, Hec's W was my inspiration and I wanted some non ulti survivability like his current kit poorly provides there (for AD builds at least).

TheEarlatron7/30/2014, 11:48:11 AM1 votes

I like it, nice work.