Sion Changes - This is how Sion should be delivered!

MujinTengu·10/3/2016, 9:38:47 PM·1 votes·759 views

[Innate] Rebirth : Sion gains 3 maximum Health when he kills a unit (8 for large monsters and 20 for epic monster kills & champion kills or assists). Sion gains 200-500% base health regeneration(based on level) whenever he have an active shield.

[Q] Decimating Smash: Cooldown: 10/9/8/7/6 seconds Mana Cost: 55 Range: 300/600 Sion charges up a heavy blow for up to 2 seconds. When released, he deals 20/40/60/80/100 (+65% Attack Damage) to 60/120/180/240/300 (+195% Attack Damage) physical damage to enemies hit (60% damage to minions) (80% damage to neutral monsters) and briefly slows them. If Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds. Decimating Smash can also damage towers when charged for at least 1 second, dealing 150% damage to them.

[W] Soul Furnace: Cooldown: 13 seconds Mana Cost: 70/75/80/85/90 Range: 550 Passive: Sion gains a passive 10/12/14/16/18% damage reduction when attacked from the front, doubled when below 25% Health. Active: Sion shields himself for 50/75/100/125/150 (+10% maximum Health) for 6 seconds. After 3 seconds, while the shield holds, Sion can reactivate to deal 100/125/150/175/200 + Current shield health (+50% current shield health for every 100 Ability Power).

[E] Roar of the Slayer: Cooldown: 12/11/10/9/8 seconds Mana Cost: 55 Range: 725/1500 Sion fires a shockwave, dealing 6/7/8/9/10% (+50% Ability Power as flat damage) of the target's maximum Health magic damage to the first enemy hit, slowing it by 40/45/50/55/60%, and reducing its Armor by 20% for 2.5 seconds. If the target is not a champion, it will be knocked back. Enemies that the knocked back unit collides with take magic damage equal to 6/7/8/9/10% (+50% Ability Power as flat damage) of the knocked back unit's maximum Health and are slowed by 40/45/50/55/60% for the same duration.

[R] Unstoppable Onslaught: Cooldown: 160/100/60 seconds Mana Cost: 100 Speed: 950 MS Sion charges in a direction for 8 seconds and can steer slowly towards the mouse cursor. While charging, Sion is immune to all Crowd Control. Reactivating will cancel Sion's charge early.When Sion collides with an enemy champion or wall, he deals 150/300/450 (+40% bonus Attack Damage) physical damage and knocks up enemies in a small area for 0.75 seconds. Enemies in a larger area take the same damage and are slowed by 40/45/50% for 3 seconds. The damage increases to 300/600/900 (+80% bonus Attack Damage) and the stun increases to 1.75 seconds as Sion charges farther.

11 Comments

Jbels10/3/2016, 9:40:56 PM2 votes

No.

Requiemsfire10/9/2016, 3:53:04 PM2 votes

The only thing i think is really bad about Sion is how vulnerable the counterplay in his kit leaves him to be against champions like Vayne, it's just ridiculous how good her kiting is against a champion like Sion.

Gimilee10/3/2016, 9:43:39 PM1 votes

Although I love his kit, I think his base damages here, as well as his scaling, is way to high. Sion should be a tank, not a bruiser. if you knocked his damage down, he could end the game with 5000+ hp, 300+ armor, 200+ mr, 2 disruptions, and a slow. Making him ridiculously hard to kill, especially with a cd shield, enabling him to tank the entire enemy team for several seconds. I do not think it would be healthy to allow him to be able to also kill them, as well.

Meep Man10/3/2016, 9:52:31 PM1 votes

The health regeneration from his Passive during his shield is really REAALLY good, mayhe even OP. Also, the bonus health from his passive on champion kill or assist is too high, 20 is too much. Maybe 15 at most. Also, his ultimate deals damage to structures right now so I'm not sure if you moved that to Q on purpose or forgot to add it to the R.

Also, if his E does % health damage, I'm not sure it should also shred armor because that is double anti-Tank and I'm not sure you want that on another Tank.

GULAG 4 U10/9/2016, 1:49:36 PM1 votes

Sion doesn't need a rework.