Innate: Upon taking fatal damage, Sion becomes untargetable for 1.5 seconds, after which he enters a frenzy, restoring himself to 100% maximum health but losing 2 − 19 (based on level) every 0.265 seconds, increasing by 「 70% of the base value 」「 1.4 − 13.3 (based on level) 」 per subsequent tick.
Sion can freely move and use basic attacks during this time, gaining 100% life steal, attacking at 1.75 attack speed, and dealing 10% of the target’s maximum healthbonus physical damageon-hit, capped at 75 against minions and monsters.
Glory in Death cannot last more than 60 seconds. Reaching the time will cause Sion to instantly die, regardless of his remaining health. While Glory in Death is active Sion's standard abilities are replaced with Death Surge.
Glory in Death will still trigger if Sion is killed by the Nexus Obelisk and will always trigger after other revive effects (e.g Guardian Angel).
Sion's death timer starts ticking when he first dies and not when Glory in Death's duration ends.
The health restored at the beginning of Glory in Death is counted as healing and will appear as such in the post-game stats.
At the start of Glory in Death, Sion's mana drops to 0, but will still be affected by mana restoration.
At the start of Glory in Death, Sion will drop 'most' non-permanent buffs and debuffs. These includes undisplayed statuses, for example the 'already stunned by this'-flag of Veigar'sEvent Horizon or Viktor'sGravity Field.
Sion's attack speed during Glory in Death is fixed at 1.75 and it's unaffected by attack speed slows/buffs for the duration.
Buffs that allow for the normal 2.5 attack speed cap to be broken, such as Lethal Tempo and Hail of Blades, will also break the upper limit of the 1.75 cap, but not the lower one. This means that while these buffs are active, Sion can exceed 1.75 attack speed, but cannot fall below it.
After the effect ends, the attack speed cap will not revert to 1.75 but to 2.5. However Sion will still not be able to go below 1.75 attack speed.
Active:Sion gains 50% bonus movement speed that decays over 1.5 seconds.
Death Surge's will always be ready to use when Glory in Death triggers.
Once at least one ability has been learned, Death Surge can be cast using any ability key, even the unlearned ones.
Death Surge's cooldown is affected by CDR and can theoretically be used up to twice during Glory in Death, but not realistically.
Despite showing a shorter cooldown when hovering the ability in the ultimate-slot in the HUD, Death Surge is not actually affected by Ultimate Hunter. Neither is its cooldown affected by Presence of Mind.
Casting Death Surge does not add a stack to Spellbinder.
If the channel is interrupted by crowd control, Decimating Smash goes on a reduced 2 seconds cooldown, but no mana is refunded.
Second Cast:Sion flails his axe, dealing physical damage to all enemies in the target area, and slowing them by 50% for 0.25 seconds. Decimating Smash deals 80% damage against monsters, and 60% against minions.
If Decimating Smash was charged for at least 1 second, Sion instead slams his axe down, knocking up all enemies hit for 0.5 − 1 (based on channel time) seconds and stunning them for 1.25 − 2.25 (based on channel time) seconds.
A flash of the axe and change in brightness of the indicator on the ground indicates when the 1 second time frame is reached.
The damage of Decimating Smash is calculated when it is released. Gaining AD or upgrading the ability during its channel will update the damage of the coming hit.
Even though the cooldown starts when the ability is released, it will not be changed by gaining or losing CDR, or upgrading the ability, during the cast time.
The indicator is visible to the enemy only if they seeSion.
If Sion is not visible and Decimating Smash is released before 1 second, enemies may have vision of the resulting effects from the axe swing in front of Sion, if it's in their vision, however they will not when the ability is released after 1 second. After this, it becomes noticeable only if it hits an enemy, since the visual and sound effects are played on-target. None of the VFX/SFX are noticeable when you do not have vision of it.
Forced movement without a stun component like Spectral Cutlass (or the stun being cleansed previously) will not stop Sion from starting or continuing to channel. Its direction will not change with Sion's travel, however the location will update with him.
The location of the indicator updates at the beginning of the ability, at 1 second and at release.
The hitbox of the ability is center-to-center, but goes slightly beyond the indicator at its front. It has a trapezoid shape, expanding towards the front.
Active:Sion bellows in the target direction, dealing magic damage to the first enemy hit, slowing them for 2.5 seconds as well as having their armor reduced by 20% for 4 seconds.
65 / 100 / 135 / 170 / 205 (+ 55% AP)
40 / 45 / 50 / 55 / 60%
If the target is a minion or non-epic monster, it is knocked back, in the same line, up to 1300 units away from Sion, dealing the same damage and applying the same effects to all enemies it passes through. Projectile enemies take their damage once they are stopped, by either colliding with terrain or reaching the end of their trajectory.
Minions and monsters targeted by Roar of the Slayer are invulnerable for the displacement's duration but cannot go through walls.
A knocked back unit will always travel between 500 and 1300 units, unless colliding with terrain.
Additionally, the unit will provide a small radius of vision during the travel.
Gaining or losing AP, or upgrading the ability while its projectile is traveling will change its damage for every future hit. This applies to both the intial single-target projectile, as well as the minion-projectile.
Unlike the intial single-target projectile, a thrown minion or monster is not blocked by Wind Wall or Unbreakable.
Active:Sioncharges forward in the target direction for up to 8 seconds during which he is pacified and immune to crowd control. Sion can adjust his trajectory over the duration at a highly reduced capacity.
Upon re-activating the ability or reaching the end of the duration, Sionleaps forward for 200 range, slamming the ground around him upon landing, dealing physical damage. Colliding with an enemy champion or terrain will stop the charge or leap prematurely. Charging into terrain will also stunSion for 0.5 seconds.
The charge and slam deal physical damage to all enemies including turrets, with the base damage increasing by 0% − 166.67% (based on charge time), the bonus AD ratio increasing by 0% − 100% (based on charge time), while also slowing enemies for 3 seconds.
Minimum Physical Damage:
150 / 300 / 450 (+ 40% bonus AD)
Maximum Physical Damage:
400 / 800 / 1200 (+ 80% bonus AD)
40 / 45 / 50%
When not colliding with terrain Sion will additionally pull, knock up and stun all enemies around him for a combined 0.75 − 1.75 (based on charge time) seconds.
When Sion casts Unstoppable Onslaught a global warning can be heard.
Unstoppable Onslaught does not remove any active crowd control (e.g nearsight), however, Sion remains fully immune to crowd control through the whole effect including the final leap. For example, striking Sion with Blinding Dart right before the effect ends will not cause him to be blinded when the charge or leap finishes.
After starting the chargeSion's movement speed cannot be artificially changed.
After reaching maximum damage and stun duration (at 3 seconds) Sion will transition from using his haste animation to his unique charging one.
Reaching the threshold on Mecha Zero Sion changes his particle effects instead, most notably the 'Boosters' behind the train.
PENDING FOR TEST The maximum turning angle (per distance traveled) of the charge is constant. The turning radius is a constant value, estimated at roughly 2500 units.
This is not true when starting at insanely high values of movement speed; Sion will be facing the direction of the cast in his idle animation and turn at a much lower rate based on the speed he started with until his speed returns to the usual 950 MS limit.
That the turning angle is not based on time can easily be seen in practice when a Sioncharges in-place due to bugs.
Sion does not always crash with terrain immediately upon touching it, enabling the player to turn beyond his maximum turning angle.
Casting the ability at point blank of a terrain will most often automatically change the charge's direction.
This is not usually possible with player-generated terrain.
Uniquely, colliding with alliedZz'Rot Portals during the charge does not cause Sion to stop but instead redirect him. Completely surrounding Sion with alliedZz'Rot Portals will cause Unstoppable Onslaught to charge in place once a Portal is touched, until it ends or a hole in the formation is opened.
PENDING FOR TEST The distance between Sion's center and the center of the ground slam scales slightly with movement speed. This is suspected because running into a wall within half a second of charge time after starting at multiple thousands of movement speed shows a considerable difference, however this could also be due to a bug.
PENDING FOR TEST The leap appears to always have the same speed regardless of Sion's, at roughly 750.
Hovering the cursor on the HUD (e.g minimap / champion portraits) does not affect the cast and steering of Unstoppable Onslaught.
Even though the ability doesn't have a distance limit, casting the ability outside its cast range (7500 units), will have Sion attempt to walk in range before charging.
Even though the cooldown of Unstoppable Onslaught starts at the end of the effect, gaining or losing CDR, or upgrading the ability during the effect, will not change the resuming cooldown.
However, gaining Presence of Mind's effect during Unstoppable Onslaught does result in a lowered cooldown.