User blog comment:Jdh3nz/Sion rework idea (2)/@comment-1330314-20140524031954

I have to warn you that I might not be entirely impartial, since I'm basically going to be comparing this to my own Sion rework. :P

There are a few things I think could be tweaked here, but my main gripe is that you're giving Sion mobility. If there is one AD champion who should not have mobility on their kit, it's Sion. Being a big lumbering brute is a part of his identity, and the existence of champions like and  shows that it's possible to have a functional melee AD champion without any kind of a gapcloser.

I like the passive. I think it's Sion's most recognizable mechanic and should stay. However, considering that this is a massive source of tankiness and should have all of his passive defense concentrated there, he should not have any other kind of passive defenses on his kit. Having a shield is fine, but the passive component you're proposing to Death's Caress needs to go. The way you've implemented it (passive reduction every X attacks) also means it's both unreliable and unlikely to help Sion in a fight even if it procs.

I also really don't think AP makes any sense on Sion at all, so he could do without AP ratios. You've changed his kit so that any potential AP playstyle would be less point-and-click and more interactive than the current obnoxious AP Sion, but I still don't think an AP option is worth keeping on him, particularly as it has zero synergy with his ult. It doesn't make much sense to have a giant axe-wielding zombie to put on a Deathcap and beat you to death with it.

With this, you also need to specify the damage type of his abilities. I would personally go for making his Q and E deal physical damage. His shield explosion damage type is up to you, though (I'd still go for physical damage).

I also think Sion needs to run on mana, not on health/Fury. Health costs may initially hamper him in lane, but would quickly become irrelevant once he gets enough life steal and bonus health. It would basically fall into the same problem as his current, where the health cost seems like a deterrent, but never really is due to the health gain/damage he'd get out of his abilities. At the very worst, Sion would just avoid using any of his abilities and just farm as much as possible, then come back with a ton of sustain and health and destroy his opponent a la (which isn't a fun playstyle), so it would be best to limit his power through mana, which would allow him to make plays but still last in lane for only a limited time before he runs out.

The passive on Deadly Dash has an unreasonably long duration. In 10 seconds, either your target's dead, or you're dead (or at least too far away from your target to attack them). A three/four-attack combo would work a lot better. The active is, well, a dash, which I'm not too fond of, but the armor shred looks interesting, and would definitely help make Sion even scarier at melee range.

The shield on Death's Caress has movement speed on it, which I don't think is a good idea either, even in such a small dose. The scaling on the shield is extremely weak (?), and I think it would be a better idea to either reduce the shield's base amount and have it scale with a larger amount of his bonus health, or remove the shield base entirely and have it scale with a portion of his maximum health. In any case, you're making it synergize with his passive, which is an idea I like. You also mentioned the explosion mechanic twice in the description. :P

The bleed effect is interesting, but be careful with the scalings on Brutal Strike: you didn't list whether the damage was bonus damage or total damage, so either he'd deal about 60% of his bonus AD in extra damage plus 8% of the target's missing health, either he'd deal 160% bonus AD in extra damage on top of his normal autoattack damage, which would be far too strong. The regeneration effect is also quite weak: 3% max health over 5 seconds isn't too great, and you'd need up to 1433 health just to make up for the health cost. It would probably be better to have Sion regenerate a lot more health, but then make the effect conditional on champions and large monsters to avoid Sion abusing this in lane.

You kept Sion's current ultimate with a few tweaks, which I don't think is a good idea. is so strong and has such a long duration that it forces Sion to be incapable of sticking reliably to his target, otherwise he would instagib anyone in range. I know I said I don't want Sion to have additional mobility, but I think he should be able to stick reliably to his target if he plays well, using some kind of a skillshot mobility impairment ability similar to. On top of that, the AoE heal has huge visibility problems and does not benefit Sion's role in the slightest, and attack speed makes no thematic sense on him. I may be especially biased here, but I absolutely hate the very idea of Sion gaining any significant amount of attack speed. It runs completely against his theme of a slow-moving, slow-hitting brute capable of brutalizing his victims with a single strike. I think you'd be better off giving Sion a new ult entirely, since his current one is chock-full of huge problems.

Overall, I think you've done a lot of things in the right direction towards creating a better Sion, but I think a few of the mechanics you're proposing (mobility, AP ratios, attack speed steroids) don't really fit his identity, at least not the way I think Sion should feel like. Bar that, you have strong ideas for his abilities that, with a bit more tweaking, will gel together a lot better and make your kit a lot tighter.