What Sion Needs

Zan Vorez·10/17/2014, 5:42:30 PM·3 votes·811 views

After playing Sion a lot recently, I've had mixed feelings. On the one hand, his champion design is really fun and even manages to make death feel satisfying, which is hard to say for most champions. On the other hand, his kit seems clunky and out of place.

Passive - This is probably the best part of the new Sion, but it needs a little work. The fixed attack speed and movement speed cap (as well as the inability to proc movement speed enhancing on hit effects) feels pretty bad. Since it takes so long to actually activate and disrupts the flow of a fight, it's relatively easy to get away, kite, or otherwise CC Sion so this passive is entirely useless. A little love here wouldn't hurt and might encourage alternative builds.

Q - My biggest problem with this ability is the concept of rooting yourself. Much like pre-rework Xerath, getting knocked back while you've rooted yourself into the ground is just counter-intuitive. I'm not asking for total CC immunity, but why even note that he roots himself in place if any enemy with a knock-back can slap him around like a ping-pong ball? People should FEAR the power he is putting into this move and attempt to run away instead of just moving Sion away. This is a massive hulking undead colossus who is standing his ground. Thematically, the self-root would make so much more sense if he could ignore those pesky knock-backs. MAYBE even knock-ups, though I admit that might be a bit too strong.

W - Eh. That's all there is to say about this ability. That speaks for itself.

E - I have no complaints here.

R - His most satisfying move but far from flawless. His turning speed could be raised just a tiny bit and it would feel leagues better. Either that or you could ignore DESTROYED turrets. Slamming into a standing turret definitely stop him but a pile of rubble? Come on, now. This would give the ultimate more uses in a game where you're losing AND where you're ahead where you can make plays in lanes that have been dominated by either team.

As it stands, it doesn't feel like there's any build path that works aside from full tank. A few small changes would open up new worlds of play styles that would make the game a richer experience for all.

3 Comments

Mr Slowdeath10/18/2014, 2:32:28 AM1 votes

I dislike Sion's passive because it can be shutdown so hard, and it does nothing for you until you're dead, but it has the "potential" to do a lot for you after death. I feel like that robs Sion of any utility options in fear of him being OP. For example, it would be really awesome if his R could go through his first encounter with passable terrain - and if that has to require some skill to balance it, then make it so he can do this during the second activation of his R. He'll feel a bit like HecarimHecarim then. Hecarim can R over a wall, so I think Sion can be given that extra utility too. Even MalphiteMalphite's R has that extra utility. Unstoppable equality, please.

Abroad Unicorn10/18/2014, 12:33:36 PM1 votes

Sion is a terrible tank because he is innately squishy. His base HP and HP-per-level are lower than that of Jayce, who was previously the squishiest bruiser in the game. Ignoring items, In order for sion to break even with his old HP at level 18 (disregarding any free HP old sion got from his passive), he has to get 300 farm on his W. This means that Sion has to farm 300 CS just to break even as a mediocre tank, which is incredibly hard to do and impossible as a jungler.