[Rework] Ideas of kit for a Sion's rework
Greetings,
Today, I'd like to introduce to you my rework for Sion.
In my opinion (and Riot seems to share the same point of view for making a rework for Sion), Sion represents the archetype of the barbarian hero who came back from the grave and who enjoys being in the deep of the rumble to dessimate his opponents with violence. That's why, by analysing Sion's things people like or don't like, his strengths and his weaknesses, the interesting things and the things which are toxic or frustrating as players of Sion, or for his opponents... I think being able to, thanks to the propositions I'm about to share you, define what is meant to be the best balance for making him enjoyable for both players who play with and players who play against, as well as maintaining as much as possible his identity and the integrity of his spells' kit. So I please you to comment, to like (or not), to bring your critics, your questions, your misunderstandings, your ideas, etc. Let's go! Enjoy! ;)
Characteristics of the champion
Health : 403 (+107 per level) -> 2329 Health generation : 7,2 (+1,1 per level) -> 27 Pain : 40 (+20 per level) -> 400 Range : 150 (melee) Attack damage : 55,2 (+3,1 per level) -> 111 Attack speed : 0,625 (+1,33% per level) -> 0,864 Armor : 21,5 (+2,75 per level) -> 71 Magic resist : 30 (+1,25 per level) -> 52,25 Move speed : 335
Informations
Sion doesn't use mana anymore. Sion's skills now need his current HP max to be used, so Sion cannot lands himself a fatal hit that way. His ressources bar is fulfilled of Pain for improving his characteristics and his skills.
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Thoughts -> I've changed the characteristics of Sion for making them looking like the archetype of barbarian I like for Sion. His HP are a little bit higher than before, but because I removed the passive gain of HP that is given by Enrage, this change doesn't make him more violent. Additionally, his skills needs his current HP to be used.
The health generation is there for making easier his early game against real aggressive opponents and because of HP used for his spells. This new ressources bar is standing in for mana.
I've also increased his range for making it more coherent with the fact that he goes in the rumble by using a huge arm (either axe or hammer... in fact, it doesn't matter for Sion if he can hurt hard with!). His attack speed is less lower than now because I've added a steroid of attack speed on Enrage. Well, about his armour, it's a little bit less lower too for adapting with the fact that the more Sion gets damaged, the more he becomes stronger (look at Feel No Pain's passive).
Skills
Feel No Pain (Passive)
Sion feeds himself with Pain. Each time Sion takes or deals damage, he converts 10% of the damages taken or dealt in points of Pain which fill his ressources bar for a maximum amount of 40 (+20 × Sion's level). The generation of Pain is halved against and by minions. Sion's attack damage is increased by 0.4 point and his life steal by 0.05% for each point of Pain into his ressources bar. If Sion doesn't take damage anymore nor deals it within 3 seconds, 5% of the Pain amount falls down each second.
- Bonus attack damage points when Sion's ressources bar is filled with the maximum amount of Pain : 8 (+4 × Sion's level), so 12 / 16 / 20 / 24 / 28 / 32 / 36 / 40 / 44 / 48 / 52 / 56 / 60 / 64 / 68 / 72 / 76 / 80
- Bonus life steal when Sion's ressources bar is filled with the maximum amount of Pain : 2 (+1 × Sion's level), soit 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 / 20 %
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Thoughts -> The old passive was weird. The damages it could absorb were pretty high in early game, then derisory next. But above all it needed luck to work. It's quite weird for a big badass guy like Sion, isn't it? I wanted something else more representative for a barbarian, so the more I stand into the fight, the more I become stronger. Thus, the Pain earned allows to increase attack damage points and life steal, and thanks to the combination with the new passive of Enrage, it allows it to scall very well in the entire game.
Also, most of Sion bruiser's players liked that Sion could become more and more strong if the game lasted for long. It's a point in which I maintained my attention in order to bring you those changes. Numbers may seem a little bit low (the more mathematicians among us might note it), but the passive of Enrage is there for making adjustments. We'll speak about it soon.
Crypting Gaze (Q)
Passive : Each time a target is scared within a radius of 1000 units around Sion, if he moves towards it, Sion gains 10/15/20/25/30% move speed bonus and 35% duration of crowd control's reduction for 3 seconds. If he doesn't move anymore towards a scared target, he looses his move speed bonus and his duration of crowd control's reduction within 1 second.
Active : Sion's gaze terrifies ennemies in front of him in right line, dealing magic damages and reducing heroes' armour by 10/12.5/15/17.5/20% for 3 seconds. If heroes face Sion, they are also terrified, causing them to turn and to flee for 1.5 second. If two or more heroes are scared, they will be for half time.
- Magic damages : 50/80/120/150/180 (+50% of AD bonus)
Cost : 5% of current HP (converted in Pain) Cooldown : 14/12.5/11/9.5/8 seconds Range : 600 Area effect width : 150 Duration of the incantation : 0,2 second, while Sion cannot move nor attack
Note :
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The duration of CC's reduction given by the passive when Sion moves towards a scared target stacks multiplicatively with Tenacity and Tenacious, for a maximum of 66,85%.
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Lauching Crypting Gaze onto a target slightly aside can also terrify it.
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Thoughts -> Sion AP was a character who was very cherished at the beginning of LOL thanks to Stun-Shield spells combo. It was something I wanted to keep up while staying on my idea (shared by the community?) that Sion shouldn't be a mage but a barbarian undead instead (so AD ratio).
When reading the name of the spell, I said to myself that an effect of fear on this spell could fit well on Sion's kit. He is massive, impressive, brutal... His ennemies must feel fear when facing Sion. That's why heroes who face Sion are scared. Also, the old direct monocible stun didn't favor the counterplay. If the damages of the burst or the auto attack of Sion hadn't been so high (Taric-like), it would have been fair, but this is not the case. So I wanted to make the spell fun for Sion's players and dodgeable for his ennemies. Though in counterpart, the spell may be very impressive if it can touch many guys, because they will see their armour falls down and they will be terrified (because only targets who don't face Sion will be scared). That will allow Sion's players to do good plays, so it will be very fun for them because his gameplay was a little bit more off-putting and binary (stun then auto attack until death).
Last words about the active, the area of effect represents about Sion's width and looks like a skillshot that moves throughout targets and shots all targets touched by. The duration of the incantation will also allow the most attentive opponents to turn away when seeing Sion executing his spell's animation, by making his hands backwards to and his gaze forwards to for lauching his spell.
As regards the passive, I've made it in order to add more terror into the situation if Sion succeed of fearing ennemy heroes and to compensate one of his weaknesses : his mobility. In terror movies, we have always this impression that the killer moves quickly if targets are scared by him. In the case of Sion, this is not a simple impression : he runs faster if you get scared by him! ;) Therefore, for making the interaction between Sion and his partners more funny, if one of his mates fears an unlucky dude, Sion will catch him very quickly to massacre him with joy and entertainment. Yes guys!, you'll be able to use anew guys like Fiddle, Hecarim and others Shaco jungle to help your brother in arms, Sion! :D
Death's Caress (W)
Passive : Sion converts 12/14/16/18/20% of the damages he takes from ennemy hereos into points of Pain which are added at his ressources bar instead of 10% of taken damages.
Active : Sion consummates all Pain he has earned in his ressources bar to surround himself with a shield that absorbs all type of damages, equivalent at all the Pain he has consummated plus a base amount. The shield lasts for up 6 seconds. In the next 3 seconds, Death's Caress can be cast again to explode, dealing magic damages at surrounding enemies. If the shield is broken, it cannot explode and won't deal damages. If the duration of the shield comes, the shield explodes by itself.
- Shield : 20/40/60/80/100 (+1 × amount of Pain) (+30% of AD bonus)
- Magic damages : 30/60/90/120/150 (+0,5 for each point absorbed by the shield) (+45% of AD bonus)
No cost Cooldown : 16/15/14/13/12 seconds
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Thoughts -> By the past, Death's Caress had a particularly frustrating using for both Sion and his opponents. It wasn't possible to use it to in a very clever way and if the shield was able to be actived for detonating, targets were no other choices, except taking all the damages directly. It was by the way even more dire when Sion came from far, casting Crypting Gaze on your nose then making explode his shield, with the slightest worry and dealing a huge amount of damages - it could be unfair so.
However, I wanted to keep the shield. So, now, we have the opportunity of consuming all our amount of Pain to create a powerful shield, by loosing that way attack damage bonus and life steal given by Pain. But above all the more the shield has absorbed damages, the more the explosion will deal damages. So will we try to rather wait until we'll be able to absorb the maximum of damages for blowing it up, while taking the risk that enemies can break the shield?
Also it allows to make spells' combinations, like activating the shield, then Enrage for attacking quickly an opponent and accumulating precious attack damage points, by fulfilling as quickly as possible Pain resources bar for making an explosion much more important? Many combinations are opening to us. Many new ways of building our Sion as well. Tanky to resist much longer, full AD to make an explosion more violent?
Enrage (E)
Passive : Sion's basic attacks increase his bonuses given by Pain by +0.05 for attack damage and by +0.0125% for life steal, stacking up to up 4 times. Stacks last to up 3 seconds then diminish quickly within 1 second if Sion cannot land no more basic attacks.
- Max attack damage given by Pain : 0.4 × Pain amount
- Max life steal given by Pain : 0.1 × Pain amount
Toggle-on : Basic attacks increase Sion's attack speed progressively but Sion takes increased damages from heroes, stacking up to 4 times. If toggling-off, stacks fall down quickly within 1 second and Sion has to wait some few seconds before reactivating Enrage.
- Attack speed : 10/15/20/25/30%, stacking up to 4 times
- Max attack speed : 40/60/80/100/120%
- Bonus of taken damages : 5%, stacking up to 4 times.
- Max bonus of taken damages : 20%
Cost : 1.5% of current HP by basic attack (converted in Pain) Cooldown : 5/4.5/4/3.5/3 seconds
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Thoughts -> On live, Enrage gave an attack damage boost which was very strong without taking risks. That's why I wanted to keep the system of gain of AD but while allowing a counterplay with adding at the passive of Feel No Pain, with Pain stacks and the net improved bonuses that are given by Pain thanks to Enrage, which needs to always land a basic attack to maintaining those bonuses as high as possible.
In my opinion, Enrage looked more like that kind of spell which works like the more the hero hits, the more he hits hard, but while getting a decreased resistance over time because of the frenzy that controls him. So if Sion wills to increase quickly his Pain, he can activate Enrage to hit more and more faster and stronger (with hitting two birds with one stone thanks to the passive of Enrage which improves passive bonuses in attack damage and life steal given by Pain) at each basic attack and to take more damage allowing as well to increase faster his Pain. Life steal passive allows that way to counterbalance the loose of HP needed by the spell to work at each basic attack.
Dismemberment (R)
Active : Sion performs a violent strike with his arm from the left to the right (like an arc of circle) in front of him, dealing physical damages to each heroes touched by. Striked heroes start to bleed abundantly and loose a percentage of their max health points in form of magic damages upon covering 40 units of distance (for max 15/20/25% of their max HP) to up 5 seconds. Additionally, heroes' health generation and heal effectiveness are halved on them.
Physical damages at the impact : 140/220/300 (+80% of AD bonus) Bleeding magical damages : 0,75/1/1,25% of HP max Covering units number for taking the maximum of damages from bleeding : 800 units of distance
- Cost : 10% of current HP (converted in Pain)
- Cooldown : 100/80/60 seconds
- Range : 250
- Area effect width : 160° radius
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Thought -> I didn't really like the old ultimate of Sion. Without counterpart it gave him a lot of life steal and attack speed for many seconds. Also it was quite weird that Sion could heal his mates with.
That's why I thought about this spell : Dismemberment. With this ultimate, Sion can from now on fill in one of his weaknesses : kitting. Indeed now if he can go sufficiently near to ennemi heroes, by striking them with his ultimate, they will have either to fight or to flee. However if they flee, they will loose progressively precious health points.
Moreover this ultimate allows to perform nice plays with mates. If an ally knock up or pull in an enemy touched by Dismemberment, this unhappy target will loose its precious HP with bleeding.
Yes! Now we have a way to engage a fight efficiently and violent with Sion, by striking as much targets as possible with the ultimate.
Conclusion
I think it would be now very pleasant to say that as a player of Sion we aren't anymore limited at executing only basic attacks or a vulgar stun from time to time. Now you will have to use cunning, to be strategic, to manage your points of Pain and HP, to stand near of basic attack for maintaining bonuses, to manage your cooldowns, to well active your spells in order to apply damages/disables/malus to a maximum of ennemy targets...
Sion's allies will enjoy fighting at the side of Sion now, because he will be able to deal with teamfight, by filling enemies with fear on the battlefield.
Here's the new Sion who was raised from the dead for hurting his opponents and for feeding himself with their Pain. He is already died. What can it occur to him again?
Be scared of him! And just tremble! Sion is coming back!
Thanks for reading. :)
P.S : I apologise for my English. This is not my mother language, but I tried hard to explain my thought as clearly as possible. Hope you guys enjoyed it! Thanks. :)
Celestent, from EUW.