Okay so we can admit Sion sucks. Lets move on to answers!
Okay there are currently 3 facts about Sion.
- Sion gets progressively worse as you increase the ranking you look at. At no ranking does he become "good," and he becomes "more bad" at the higher ranks.
- Even amongst the worst players Sion still is below par, meaning some buffs to him will not make him a Rammus style champion who excels at breaking low ELO.
- The amount of counterplay offered to his opponent means that he has the "autoloss to Vayne/Lucian" syndrome that many melee have (Darius, Trundle, Olaf, etc.)
Therefore I suggest moving some power in his kit around and adding some consistency to his kit without increasing his power too much against people that just take his abilities like they're paid to.
**Q: ** His Q is what I would call terrible design. I won't go in to why but I'll try to make it slightly better at high ELO and give it more uses for when it simply won't work.
-
AD ratio increased to 1.0-2.0 from 0.6-1.6. This will overall increase his scaling and make it so rapid fire'd Qs actually add to his damage, giving him the option to just tap Q against a target he knows is just going to dodge it no matter what he does. Additionally I'd increase the slow to 0.5 seconds so again he can do something against characters that will just simply kite him out. Also note that late game a full charged Q even if it lands will result in LESS damage than stopping at 1 second then just auto attacking which is just wrong.
-
Cooldown increased to 11/10/9/8/7 from 10/9/8/7/6 but will now start cooldown immediately after activation during the channel. This will slightly nerf his rapid tap Q but the above buffs should make up for it (a rapid tap Q going from 0.6 to 1.0 AD ratio and having the slow increased in duration should make up for the 1 second increase in CD.)
-
Right clicking will now cancel the channel and refund 50% of the total CD and mana immediately. Meaning if you have a 10 second CD and channel for 1 second you will get 5 seconds CD back +1 for the seconds you've already channeled, leading you to 4 seconds cooldowwn till you can use it again. This will allow you to juke people out or simply recover from a dodged Q. You'll still lose half mana and cooldown and be punished for having it dodged but you'll be able to keep yourself in the team fight, as a completely wiffed Q means it won't come back off CD until the team fight is pretty much wrapped up.
**W: **
-
The cooldown should go to 10 seconds form 13 simply put. 13 is ABSURD when you factor everything in. The 3 seconds you have to wait, the fact it doesn't go on CD till used, and the fact you're being punished for using it properly and not just having it blown immediately.
-
Mana cost reduced to 40 from 70.
-
Consider making the passive 3/6 instead of 2/8 so his laning phase isn't 50-150 points behind his jungling. ESPECIALLY considering laning Sion tends to get forced out and miss CS.
**E: **
-
The penetration should be removed outright. The increased AD ratio on Q will make up for this anyway. However right now I believe the penetration is adding unfun invisible power to Sion and can be placed in more fun locations instead. This reduction of power is actually fairly large, especially in team fights, so do look here before you say "Sion is gonna be hella OP now!"
-
Add a 5% bonus HP ratio to his E. This will allow Sion some late game damage and allow him to continue to use his E as a source of damage when late game it starts hitting for chump change. Additionally considering at dragon and baron fights it becomes a 210 magic damage nuke I think this would still be fair. If you get hit by a tossed minion all game it should hurt.
R:
- Drastically reduce the animation on a cancelled R. This goes back to his Q: Currently Sion is being far too punished for missing abilities. You've already dodged the ability, why does Sion then spend another second in a stupid animation to boot? You took no damage, no stun, and now he self suppresses for another second? It's not like it's hard to dodge anyway.
**Passive stats: **
- Armor increased to 25 from 21.
- Armor per level increased to 3.75 from 3.0. Basically Sion is just too squishy right now to ever build damage. This will help to ensure Sion can get at least ONE damage item without opening himself to immediate death in team fights. It'll also improve his laning as it's just a joke right now really. Geeeeeeeeeeeeeeeenerally I think his health is fine, but it can REALLY fall behind if he gets pushed out of lane or dies or gets counter jungled. I'd be afraid of increasing his health per level though as then in a normal situation you can be looking at Alistar level base stats which isn't fair to Alistar. The increased armor should make him tankier anyway.
**Passive: ** Unchanged. I actually think it's kind of strong really. Not in all situations mind you, but especially with the armor buffs it'll be a little harder to just whack it away immediately.
Basically I'm focusing on Making Sion tankier, with a little more manageable mana pool, FAR less punished on missed abilities, and the ability to juke opponents or rapid tap a Q. More options means more decisions for Sion and will give him more control over a fight when right now his opponents have nearly all the control. Right now Sion just suffers from weak stats and is way too punished for missing abilities when really it's not even his fault for missing abilities. I think his passive is fine, his R is mostly fine, and he just needs some touchups to excel. I also think the removal of the penetration on his E AND the fact he's weak right now will easily make up for the buffs.
He still might be a little weak but I can definitely see him with these buffs at least being picked in certain comps. He'd still suffer against range in lane completely, suffer against counter jungling, and have weak ganks compared to other laners, but at LEAST his late game would become stronger and maybe strong enough mid game to make up for the weak early.
None of these buffs are really focused (other than the armor buff) at making him better at hitting a dummy target. By a dummy target I mean a dude just sitting there auto attacking you. This will make sure that he doesn't start to wreck low ELO while he has some power at high ELO. Also consider that even if Sion DOES start to enter the 52% win rate area that... well... he kinda deserves it. I mean at least Sion feels cool and looks cool, more so than Trynda McAutoAttack, or Rammus McTaunt.
As an aside, holy CRAP the formatting on this forum is terrible. It was actually a struggle to get it to do what I wanted.