Sion buffs suggestions because he needs a few!

Spoofghoul··2 votes·411 views

Ok so Sion is in a pretty weak state right now and as the original juggernaught i think he could see a few buffs, improvements or changes.

He has a clear identity so any buffs changes should contribute to that identity of big undead juggernaught stomping and smashing everything in his path.

Currently Sion is very awkward as all his spells are skillshots, which isnt really a problem, but they all are very telegraphed except his E roar of the slayer. The one used to annihilate lane opponents remember? Yes its mana cost increased its cooldown got higher and the passtrough damage decreased. His shield now, after a big nerf, takes 3 seconds to detonate and is pretty weak early on. The problem with the shield is that it is a decent portion of his damage, and untill you level it up is too easy to break or avoid because it warns you 3 seconds in advance, With the best way to set it up being his E but anyone can see that one coming the moment you activate the shield, to make it worse shield is pretty damn mana expansive early game and now mana pots got removed. His Q however is fine as is, it scales really hard of total ad and with levels but this damage is unreliable, The best part is the stun, it is really good as followup cc on either your own E or R abilities provided you land them. The R unstoppable unslaught ís really powerfull if you can charge up and land it, similar to his q and w its dodgeable but powerfull and very telegraphed and hard to land succesfully due to the large amounts of mobility in the game on top of that it can be bodyblocked.

So to sum it up. Sion's kit has some really powerfull utility and good damage in his abilities, but all of it really unreliable, therefore as a tank there are so much champions who do his job a little better. As a tank he isnt very good at securing a strong engage on the enemy team. He can very well start a fight but miss the ultimate and you are out of position leaving the backline exposed and you probably lose the fight. So even though the rewards can be high the risks are much much greater to the point where you can simply lose a game for missing your ultimate, from as ealy on as midgame.

My proposal for changes to Sion also apply for other tanks giving them more clear identities as to how they can be of use in teamfights teamcomps, similar to how adc's are getting an overhaul right now. However this doesnt require full reworks or item changes everywhere, but rathe some tweaking of a champions kit to fit a certain niche better.

For Sion specifically i have some interesting ideas. Keep in mind not all of them have to be implemented at the same time or with the same numbers if buffs happen at least keep it balanced and within his identity.

Passive Glory in death: Is pretty useless at the moment as it requires you to die then it takes quite long before you get up to fight again and by then everyone has repositioned and is out of range kiting and spamming taunts at you. So right now sion does not really have a passive. My suggestions to make his passive a bit more interesting are:

  1. Make him get up twice as fast.
  2. A reset on deathsurge whenever an opponts get killed
  3. have the health drain twice as slow.

Q: Decimating smash: This ability is fine as it is, it rewards you the longer you can charge it up low damage + slow if not charged up to high damage + long stun if fully charged . No changes are needed.

W: Soulfurnace: Now this ability's damage is quite powerfull but it takes very long untill you can detonate the shield, it is really weak early on decently strong midgame with some resists and falls off late game when opponents have penetration items and burn through the shield very fast again, not to mention it gets more powerfull vs tanks whom usually have magic resist by then. my suggestion:

  1. Is to be able to detonate the shield 0,1-0,5 seconds faster scaling by level.
  2. This change has interaction with suggested passive change. Make the shield ignore true damage and let it pass through, directly hitting Sion but have magic damge reduced by 30% as long as the shield persists.

W: Soulfurnace passive health stacking: Now this was carried over from before the rework, but sion lost about 550 scaling base health wich put him at one of the lowest base health in the game especially compared to other tanks. Meaning sion gets punished harder for denieying him farm. My suggestions for improving this part of the passive are:

  1. Works with active suggestion nr2, The stacked health is red health, just like tahm has grey health, and the red health is immune to % health damage.

E: Roar of the slayer: This ability is mostly fine as its damage was very strong early on, but it scales poorly into late game. It had received alot of somewhat justified nerfs but all of these nerfs combined weakened it maybe a bit too much. my suggestions are.

  1. Have the launched minion/monster deal increased damage schiling with levels in the skill up to + 30% -50%
  2. Have the armor shred last longer but scaling with points into the skill
  3. Give it an additional 25 units 0,05 second knockback to all enemies in a small cone, 275 range, in front of Sion so it can be used to interupt close range enemies.

R: Unstoppable onslaught: Now this ability is fun but, easy to miss and very punishing to miss it. However it is fine and should not change. The other suggested changes if at least some are implemented should help Sion scale a bit better.

Now a few other minor changes i can think of that could help aswell is to increase his attack range to 200, as sion scales reasonably well into midgame getting some tankiness if, and thats a big if he can stack some hp and rely on his base damages. But at the moment alot of champions he will face in alne will simply outstat him earlygame when it comes to an allin, and being a melee champion with low mobility this creates some problems especially because most of his power lies into his very telegraphed and easy to outplay ablities. He also suffers some mana problems leaving him unable to keep enemies at bay or farm safely. the added 50 range to his auto attacks should make his early game slightly more forgiving without giving him any additional power.

If i would have to pick only 1 change i suggested for me it would be the change to W passive, the red health complimented by the W active which would give extra resistance to magic damage. This would make sion strong vs hyper carries which use %hp true damage vayne/fiora aswell as magic % hp dmg like kog maws. Meanwhile red health makes the hp stacking passive generally stronger vs all the %hp floating around rewarding Sion for stacking his passive. Keep in mind eventhough this makes Sion potentially stronger vs %dmg hyper carries this does have plenty of counterplay, You can deny him farm for example if sion wants to use his shield to block alot of magic damage he wont be able to use it for damage himself, And then there are the other hyper carries like jinx whom deal physical damage and they are unafected by this, On top of that it leaves sion vulnerable to flat true damage. The way this new W works is designed has a soft counter to % dmg.

Ok that was pretty much all i could come up with to improve sion and make him viable again keep in mind all the changes are suggestions and i dont think all of them should be added together. Hopefully Riot will take notice and do something with this, But dont forget all the other tanks either, but they should get their own rant by their own mains ^^

Pls be constructive in your comments.

6 Comments

Toru Itai1 votes

How about we just revert the rework?... please?

T_T

Spoofghoul1 votes

after all the nerfs he got i bet the old sion would be played 10 times more often so yea maybe thats also an idea

Sona Ping1 votes

You didn't actually play Old Sion, did you? It's okay if you didn't, nobody else did either.

Spoofghoul1 votes

[{quoted}](name=Sona Ping,realm=NA,application-id=3ErqAdtq,discussion-id=wcLYRF5j,comment-id=000000000000,timestamp=2015-11-02T15:08:55.956+0000)

You didn't actually play Old Sion, did you? It's okay if you didn't, nobody else did either.

actually i did play it because ap sion was funny

Sona Ping1 votes

I was mostly going for the joke there, :3

But seriously, yeah, you're right Sion needs a little something and his passive can't really be used outside of teamfights on top of that.

Spoofghoul1 votes

Yea old sion was a joke but new one is a bigger joke atm. At the state he is in now they could indeed aswell not have bothered with the rework at all. Its the biggest rework to date in fact old sion was literally created as a joke so the rework was more like a completely new champion than a rework.

I can remember reading their statement that they wanted him to be played more now look where hes at lol. He is played even less its joke in itself really.

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