Sion's need for blood: A jungler's opinions on what the big guy could use.

DJ Hatsune Miku··1 votes·412 views

Disclaimer: I'm not claiming to be an expert. I'm just someone who plays a lot of CCbots and such in the jungle.

Sion, the undead juggernaut. Boy what a fitting title. Sion's rework hit all the spots I was looking for and I'm enjoying what he is. However there are a few things I've noticed about him that make him a little lacking, in my opinion. I only have qualms with two points of his kit and I feel they're big enough points to make a thread about.

First things first, his passive. A lot of time and effort went into this bad boy and I think a good chunk of his power budget was put in here. The problem is it's completely worthless. He gets kited extremely hard and his death surge does not help. The revival also takes waaaay too long. The scaling health loss also is way to high for it to be something he can be in for more than 2-3 seconds, which isn't long enough to kill anything. As it stands he has no passive, again, and when a huge part of his kit, thematically, is "Letting loose in a berserker rage" it's really underwhelming I can never get anything going with it.

Proposed fix. I think having 1 death surge activation on QWER rather than them all sharing a CD would let him have a little more sticking power. As it stands I need to use death surge to close the distance it took to actually get back up then even a light breeze peels me off my target. If we made death surge also be kind of like Blood Rush where he gets a burst of MS and AS for the duration we could start looking at Sion in a similar vein as Gnar. A transform champ that has no true control over when he swaps forms. Living Sion would be a tank with tons of CC, undead Sion is a melee carry.

Next is his Q. This is the only other ability in his kit I have any problems with. As an ability I think it's fine. However since it's really only useful as a "Follow up ability" it hurts his pre-six ganks unless the other laner is someone with hard CC.

Proposed changes. The only thing I can think of would be to decrease the amount of time it takes for him to reach knock up status and full charge. I think .5 seconds would be enough. There have been so many instances of needing just a fraction of a second longer to get the knock up for a kill and it wasn't there. This would also probably buff his up time on a target and his fighting so I think a little damage reduction would be fair.

Without his ulti Sion is a lumbering behemoth of damage that relies heavily on coordination and team efforts to make full use of his kit. While I don't think this design is bad the fact he lacks any mobility outside of a long CD (Pre 16) ultimate means he could use some touches in other places. Even with his ulti the lack of control on it makes it a little tricky to actually get hits with. Sion is sooo close to being the juggernaut he is supposed to be. Thoughts?

2 Comments

Knight SoIaire 1 votes

sion does not need buffs his passive is indeed pathetic but its made so because of its use, to ram the teamfight get all the blows and haunt the enemy even after you die (fitts the role of a tank because ppl need to hit you or run, also icebourn gauntlet works with blood surge)

next thing is that he can build full tank and deal the most dmg in his team putting glass cannon adc's in the shadow (i made it once , usualu im a little behind )

AtheosisX1 votes

I agree that his revive takes too long. It gives people way too much time to get some distance and his speed buff while raging isn't generally enough to catch anyone.

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