[ Champion Rework ] Sion, the Culling Dead

Atanchan·2/8/2014, 5:51:11 AM·1 votes·782 views

Yeah, I know Riot's working on Sion as we speak, but I thought it'd be fun to spin out my own version of this guy. I've taken several ideas from what I've seen in the discussion and tossed them together with a bunch of different concepts to try and make Sion a high-scaling brute that can deal heavy damage and sponge it at the same time, limited by his lack of crowd control and mobility.

So, without further ado ...

Sion

Melee Fighter, Tank

Health: 420 ( +80 ) ( 500 / 1860 at 1 / 18 )

Attack Damage: 53.4 ( +5.4 ) ( 58.4 / 150.6 )

Attack Speed: 0.625 ( +0 ) ( 0.625 / 0.625 )

Movement Speed: 345

Armor: 15 ( +3.5 ) ( 18.5 / 78 )

Magic Resist: 30 ( +1.25 ) ( 31.25 / 51.5 )

Range: 125

( Innate ) Undead Goliath

Giant's Strength: Sion does not gain attack speed from any source. Instead, Sion gains 0.7 attack damage for every 1% attack speed he would gain.

Flesh Patch: Sion permanently gains 3 health upon killing an enemy. This bonus is doubled when he kills a champion or a large minion or monster.

( Q ) Cannibalism

Sion's next autoattack tears a chunk out of his victim, dealing 30 / 50 / 70 / 90 / 110 ( +50% AD ) bonus physical damage as well as healing Sion and nearby ally champions for 5% of Sion's maximum health over 4 seconds.

Cost: 5% of current health

Cooldown: 7 / 6 / 5 / 4 / 3 seconds

Area of effect: 700

( W ) Death's Caress

Sion surrounds himself with the souls of his fallen foes, creating a shield that absorbs damage equal to 25% of his maximum health. After 4 seconds, while the shield holds, he can reactivate this ability to explode the shield, dealing 10 / 35 / 60 / 85 / 110 plus 75% of its remaining strength as physical damage to nearby enemies. The shield automatically explodes after 10 seconds.

Cost: 15% of current health

Cooldown: 10 seconds after shield expires

Area of effect: 550

( E ) Cryptic Howl

Sion lets out part of his soul in a howl, sending out three waves around him at half-second intervals. Each wave deals 25 / 40 / 55 / 70 / 85 ( +30% AP ) magic damage and reduces enemy attack damage by 5 / 8 / 11 / 14 / 17 ( stacks up to 3 times ) for 5 seconds. Sion doesn't stop to cast this ability.

Cost: 10% of current health

Cooldown: 13 / 12 / 11 / 10 / 9 seconds

Area of effect: 400

( R ) Enrage

Sion passively gains 4 / 6 / 8 bonus attack damage each time he takes damage from an enemy champion. Stacks up to 4 times, and stacks are lost gradually while out of combat.

When activated, Sion immediately breaks out of any crowd control effects. For the next 6 / 8 / 10 seconds or until Sion leaves combat, he gains 20% / 30% / 40% armor penetration and 30% crowd control reduction. Additionally, when he takes damage from a champion, he automatically sends out a wave of the current Level of Cryptal Howl for free. This effect can occur only once every second, and does not interrupt Cryptic Howl's normal casting.

Cost: None

Cooldown: 90 / 80 / 70 seconds

So, some explaining.

I felt like Nasus would be a good base statistic-wise, since he's a champion that gets a bunch of free stats and has a scaling mechanic. One of the ideas I really liked, however, was that Sion doesn't benefit from attack speed by attacking faster; instead, he keep a constant slow one and converts attack speed into another stat. I felt just going straight for the attack damage was good enough. At 70% conversion, you don't lose out on a lot of gold value by getting attack speed, but going straight attack damage is more efficient. This is because of two reasons: I think it'd be better to add a drawback for going attack speed over attack damage, plus attack speed steroids are a lot more common than attack damage ones.

Flesh Patch is just a way to get that stacking health early, since he's now missing quite a bit from where he used to stand.

His Q is a way to include both natural health sustain and boost his damage output. It's pretty self-explanatory, but it's how I decided to keep Sion's neat feature of healing his allies with his own attacks.

His W is also pretty much the same, but it instead scales entirely off of his maximum health. This is both to make up for the fact that I decided to make his use his health as a resource for all of his skills and to make it easier to build for. The damage aspect may seem weird, but it's to prevent a health-stacking Sion to get out of control with his damage - although if you max W first and don't get a single health item or kill a single unit, it still does more raw damage at full strength if you decide to max it first for whatever reason. Funny that.

His E is a way to make up for his lack of mobility by giving him another way to deal damage without stopping. I felt like keeping one AP + magic damage ability on him, so I stuck that on an ability that's more utility. The main part of it is the damage reduction, which should help him trade easier early game by giving him artificial bulk. Not to mention help control the enemy carries. It's between Trundle Trundle and Tryndamere Tryndamere in both strength and duration, though it's more like the latter's due to its area of effect.

His R's passive is just something I thought would be nice for flavor, some free power while in team fights that could easily be tweaked or outright removed. Its active is much more involved. Not only does he break free of crowd control effects, but it's essentially a mini-Cleanse with its further CC reduction. Except it also tosses on armor penetration as well. The most essential part, I feel, is actually the mini-Cryptic Howls upon taking damage. It forces the enemy team to decided whether or not to wear down Death's Caress or avoid their attack damage being reduced to nothing. Of course, it's all countered by proper positioning, but when the initiator cleaves the way to the carry for Sion ...

Anyway, tell me what you think. I didn't go too heavy on calculating the numbers, but I feel like I kept them in a safe range. They're all meant to give a general guideline on the actual numbers, anyway.

3 Comments

JackAqua2/8/2014, 11:31:23 AM1 votes

I like cryptic Howl and the combination to his Ultimate. I can imagine that being really cool ingame :D

Ðıor2/12/2014, 2:04:16 AM1 votes

the cost are much to high and like every other health based champ the ability that heals him cannot cost health.... otherwise your not really doing anything to help. It heals for 5% and cost 5% doesn't make sense D: srry bruv