Sion's base health stats are pitiful for tank and the health gain per CS doesnt scale fast enough
There have been other people lately talking about how sion is sub par right now for a late game supertank. With the thread not too long ago showing Sion's Champ.GG WR per game duration graph showing how he aparently has a lower WR the longer the game goes on.
I believe Sion is a balanced champion compared to the other scum we have running around (Fiora, Zed, Tryndamere) but he is a bit too weak in his health stats compared to other tanks.
Sion has wave clear gated by huge mana costs and the health gain per unit isn't enough to compensate for his base health.
To add to that, usually at the beginning late game point which is like 30 minutes, hyper scalers like Veigar and Nasus already have a good amount of their stacking, while sion with poor Wave clear efficiency usually has 200 or maybe 300 bonus health at that point.
My suggestions are:
Increase his base health and health per level Or Lower his mana costs Or Increase the health per unit to 5 per Small unit and 15 per larger units
does sions job better and nukes squishies
's 1791 HP and 76.6 armor!
2282 HP.
has the highest base health at level 1 and the 2nd highest at level 18 (3rd If you count Mega Gnar) and yet Sion's isn't even that high compared to them. So I would be for him having increased base health or increasing his scaling hp a little more.
: Gets a lot of AP which works with all of his damaging abilities making him insane late game
: Gets 3 stacks which in the ends adds 3 damage to his Q...which is very high when he gets 40% CDR and he can use it against turrets...Which I still feel is stupid how he can keep it and yet everyone else is losing their abilities to Q turrets one by one..
: Gets HP which can be easily countered by
or any % health damage ability (Which is a lot now), and unless he builds
with Grasp, he won't be doing a lot of damage during late game.