Sion should be a late game monstrosity that is super rewarding to play if you land your abilities
But currently he has a little bit of early pressure but folds way too easy and has a really hard time doing well early, doing well in most ganks, doing well in teamfights and just contributing compared to literally every other tank and bruiser in the game. He should be a very hard character to play but super rewarding if played right with cooperation and communication from your teammates as well.
Heres what I suggest:
Health increased to 300(+100) from 420(+73)
Passive:
- W passive health gains is moved to his innate
- Now scales to 2/4/6 and 8/10/12 for regular and kills/assists gains at levels 1, 8 and 13 from 2 and 10 respectively at all ranks and levels
Q:
- Minimum damage and scaling lowered to 10/20/30/40/50(+25% Total AD) from 20/40/60/80/100(+60% Total AD)
- Maximum damage and scaling increased to 100/200/300/400/500(+250% Total AD) from 60/120/180/240/300(+180% Total AD)
- CD increased to 13/11/9/7/5 from 10/9/8/7/6
- Stun range adjusted to .75 to 3 seconds from 1.25 to 2.25 seconds
- Deals 60% damage against Monsters and Minions from just Minions (basically a net buff due to how much more damage it deals in general)
W:
- Shield Strength and Damage to Target's Maximum health raised to 10/12.5/15/17.5/20% from 10% at all ranks and 10/11/12/13/14% respectively
- CD now starts as soon as the ability is used
- CD increased to 20/19/18/17/16 from 13 at all ranks
E:
- Changed to Physical Damage from Magic Damage
- AP ratio replaced with a 20% Total AD ratio
- Cooldown increased to 14/12/10/8/6 seconds from 12/11/10/9/8 seconds
- Armor reduction duration and slow increased to 1.5 and 3 for regular and minion hit from 2.5 regardless
- Damage lowered to 50/80/110/140/170 from 70/105/140/175/210
- Slow increased to 60% at all ranks and for minion shots from 40/45/50/55/60% and just 40% for minion shots
R:
- Minimum damage and scaling lowered to 100/200/300(+7.5% Total AD) from 150/300/450(+40% Bonus AD)
- Maximum damage and scaling increased to 400/800/1200(+30% Total AD) from 300/600/900(+80% Bonus AD)
- CD adjusted to 180/130/80 from 140/100/60
- Damage dealt is now split between all targets hit rather than dealt in an AoE
. and there are by no means weak late game. They tend to average 5k health and are a super tank by roughly 25-30 mins in, as jungles.