Relaunched Sion FEEDBACK

Anquish··1 votes·627 views

Hello everbody!

What do you think about the new Sion? To be honest, I really like it, tho I think he need some changes, especially on his Q. The 2 sec charge is only useful if your target is already stunned via your ult or your teammate. Otherwise you cannot charge it to its full potentional, and even if you can, it does not deal as much dmg as enemies can deal to you under that 2 seconds. My opinion: Q charge time should be reduced to 1 seconds, but for the balance, only knockup + slow, without the stun.

I understand the mechanic of his abilities, and usually I do E slow then charge Q, but as I exprienced, Sion is almost useless on top, at least for the lane game, i could use him succesfully only in the jungle. At top, you can not charge your Q to max, or even if you can, and the enemy is a little better player than the beginners, he deals more damage to you than you to him. These are not facts, these are my opinions, about my and enemy gameplays. At the moment, i can simply laugh and enjoy when I get a Sion against me on top.

But on the other hands, do not talk about his mechanics, just compare him most of the top lane champions.

If you think im wrong, please give me some advices.

5 Comments

Drukyul1 votes

I think Q just needs to be faster. 0.75 and 1.5 instead of 1 and 2 seconds would be great.

Anquish1 votes

Yes, that could be a solve too, imo. Any tip how to play him on top? Since it is impossible to land a full Q on an enemy (and if not full charged, does not worth the mana), i just read E should be maxed first thanks to the low mana cost and ranged harass. I did not tried it yet, any experiences?

Forbidden Cookie1 votes

Yeah, I have a few tips. Done maybe 10+ games of him top. Despite what everyone says about him sucking top, I can't remember the last time I outright lost a lane after I learned how to use him. When left alone, I haven't lost.

Like you read, max E. For best results, use E when you can anticipate them going for a last hit. Use a similar strategy for Q. Siege minions are worth a lot, and I often use Q as a zoning tool instead of damage to deny them farm. Sion's abilities ARE easy to dodge, BUT they demand respect. Use that to your advantage. Doran Blade is the optimal start item for most lanes, even in some bad matchups because you can last hit under tower easier.

His biggest weakness is his incapability to NOT push a lane. Against some people who suck at last hitting under tower, this is a blessing. However, against someone like Nasus, it is a curse. Winning is a given, but I found it very difficult to bully Nasus out of farm range.

Honestly, as long as you practice landing your E, you should at least come out tied no matter what you fight. Just watch out for the jungler.

Arch Mage Magnus1 votes

You essentially have to play him like Nasus. Farm W until you get ult,then you can attempt to go all in. Otherwise he is useless.

DoorKicker1 votes

After 20+ matches with Sion in both jungle and top lane, here are some thoughts:

It is currently far too easy to juke or outright AVOID engaging Sion in combat due to his lack of gap-closers. Whether it's having his Q or R sidestepped, the pathetically weak slow on his E, or just having his passive ignored after being brought low, Sion always seems to be trailing after his targets. In essence he feels a lot like Braum, with an ult like Pantheon's that requires assistance in the form of team CC to land at longer ranges. And his passive really, really needs help. Even with BotRK and FM, people outpace his futile flailing in death - nevermind how easy it is to just turn around and kill him again.

Glory in Death (Passive) I've seen a few suggestions in other threads and I think the one that sounded the most reasonable was hitpoint scaling. His damage is fine (when he can get ahold of a target), but it's currently far too easy to blast him a second time. Include his items in the hp calculations when he resurrects. Then boost his speed more - he should be at least as dangerous as Zyra when she dies.

Decimating Smash (Q) 1. The risk/reward is currently imbalanced as many forms of CC hard counter this move. Whether it's a stun, popup, or even the short push from Hecarim's W - it seems like far too many champs have a means of completely negating this skill. Add to the fact that very few of these CC skills overlap with their champion's wave clearing skills and this means much of the positional counterplay is wasted as the enemy champ simply holds the trump card in his back pocket and pushes the lane aggressively while being able to deny Sion the means to push it back.

I suggest the move be treated in the same manner as Nunu's ultimate - where interrupting it causes it to fire off immediately, rather than stopping it completely along with the loss of mana and cooldown as it currently does. This allows counterplay in teamfights while keeping the skill relevant in solo lanes and duels.

2. There isn't quite enough reward on firing Sion's Q early. The damage is obviously not going to be the same as a full charge, but the slow is insufficient as a means to force the enemy to fight. This secondary behavior seems like the poor consolation prize it is for succeeding in landing a slow, telegraphed move. In a 1v1 duel this is the ONLY type of Q Sion is likely to be landing and it currently does not bring anything to the table - ranged champions will juke it and melee champions need only sidestep it.

Either increase the slow or perhaps move the armor debuff from his E to his Q (it certainly doesn't last long enough to be meaningful in either case).

3. Remove the telegraph outline from enemy vision. The move is already channeled and telegraphed, you don't need to give the enemy blinking yellow lines about "where not to stand". Whether it's solo lanes, 1v1 duels, or teamfights - enemy players should have to be on point and aware to avoid Sion, not just look at the ground and take one step back.

Roar of the Slayer My only complaint here is that hurled minions seem to have an abysmally tiny hitbox. Whether it's mages or cannons, I've seen far too many minion projectiles pass right through enemy champions without registering as a hit. The move is obvious and slow enough with the projectile speed as is, at least make hits hit.

Unstoppable Onslaught All I ask here is the ability to use flash during the ult, to allow for some playmaking ability.

More from Gameplay