User blog:NicknameMy/My Sion Rework, every Sion viable

I recently got some ideas to make Sion more viable. He should be viable at top as AD, jungle as AD and mid as AP, like actually intendend.

1. Base Attack Speed and Bonus Attack Speed per level increased to 0.672 (+2.98%) from 0.625 (+1.63%).

This is by far the biggest problem AD Sion currently has. I don't understand Riot here at all. Why give a champ which should rely on his auto attacks one of the worst base and scaling attack speeds in the game? This should fix that problem and his jungling should be now a great way to play him.

2. Q: Cryptic Gaze (Rework): Cryptic Strike: Active: Sion strikes towards his target with his cryptic force, dealing magic damage and force his target to flee in terror from Sion for 1 second. Magic Damage increased at early levels from 70 / 125 / 180 / 240 / 300 (+ 90% AP) to 100 / 150 / 200 / 250 / 300 (+ 90% AP). Range increased to 650 from 550.

This is something that every meele ad needs nowadays, a gap closer. He doesn't have cc-immunity (Poppy, Olaf) or a gap closer at all atm, which means he has to walk up with his rather slow MS. This makes you so easy kiteable it is ridiculous. You also can use it tactical in order to use the terryfying right (same as heca ult). But the change is a little nerf aswell. Now you lost a defense tool for that. The range change is also important, because without it, he wouldn't get near enough in order to dash.

3. R: Cannibalism Now grants 20% / 30% / 40% movement speed if active aswell. AoE Heal Radius increased from 200 to 600.

First, the heal, idk why riot made it so small. The basic idea behind Sion is to run into a fight and heal his team. How the **** should that be possible with 200 AoE? 600 is there a more team oriented number. The additional movement speed should help AD against kiting, because nearly every meele AD has a movement speed steroid. It also makes this ability more usefull for AP Sion to reposition himself.

4. W: Death's Caress: Shield strength ratios changed from (+ 90% AP) to (+ 80% bonus AD) (+ 40% AP). Damage ratios changed from (+ 90% AP) to (+ 100% AP).

This should differ the shield between AP and AD. For AD, it should be a real shield which blocks damage, but deals only minor damage. For AP, the damage is more important than the shield itself. This is a needed change in order to make both forms viable while not one of them OP.

5. Mana Cost: Q: Cost: 100 Mana reduced to 50 / 60 / 70 / 80 / 90 Mana W: Cost: 70 / 80 / 90 / 100 / 110 Mana reduced to 50 / 60 / 70 / 80 / 90 Mana

This is aswell a change which should differ AP from AD. As we all know, Sion has one of the lowest mana pools while having one of the highest mana costs. This should fix that old flaw. As AD, you will max enrage first, so you will a great effect on your mana earlygame. As AP, you will max Q and W first, which means you will have less mana avaiable. This limits your spamming power in the lane, while you still have more mana to use.

6. E: Enrage Now gives 3 HP per kill at every level instead of 1/1.5/2/2.5/3

This is the least important change I would make. Sion could also live without it. The reason why I changed it is to give AP an easier access to HP and make his jungling a bit stronger. At top lane, it helps aswell.