Image
Sion
技能[]
- Notes
- Glory in Death is currently the only targetable zombie state.
- Glory in Death cannot last more than 60 seconds. Reaching the time will cause Sion to instantly die, regardless of his remaining health.
- Upon Death, Sion will drop non-permanent status effects (buffs and debuffs) that do not inherently persist through death before transitioning into Glory in Death:
- These effects include undisplayed statuses, for example the 'already stunned by this'-flag of or .
- Some item passives do not persist through death and will be lost for the initial few seconds of Glory in Death.
- An example for a debuff that does persist through death is .
- Glory in Death will still trigger if Sion is killed by the Nexus Obelisk.
- Upon death, the current cooldowns of Sion's summoner spells are increased to 4 seconds. Afterwards, he is still unable to use them until he respawns or after a lock-out effect (excluding crowd control except stasis) unlocks them.
- Resurrection buffs always take priority over Glory in Death.
- Sion's death timer starts ticking when he first dies and not when Glory in Death's duration ends.
- If Sion lives longer than his death timer lasts for, he will not revive until Glory in Death has ended. When it has ended, he will revive instantly, which can result in some odd interactions and bugs at times.
- Glory in Death does not trigger on clones of Sion, such as with .
- Glory in Death's untargetability from the stasis does not destroy in-flight projectiles.
- Projectiles created while while Sion is in the zombie form will still travel to him even after he dies.
- At the start of Glory in Death, Sion's mana drops to 0, but will still be affected by mana regeneration.
- During Glory in Death Sion:
- Has all sources of File:Heal power.png self-healing reduced by 100% with the exception of life steal and spell vamp.
- This includes item passives such as runes such as . special lifesteal-affected on-hit, as well as
- V10.23) is unaffected and furthermore 'lowers' this reduction to 70% for health regeneration due to the way it factors in. unique passive (specifically before
- Can:
- Critically strike.
- Use all item actives, except and .
- Use .
- Be targeted by .
- Be dragged and carried by
- Sion will not lose health during this time.
.
- Cannot:
- Channel Recall.
- Enter resurrection (e.g. via ).
- Use summoner spells.
- Take nor .
- Be targeted by , , nor .
- Be taken into the .
- Be affected by (recast), , nor .
- Have his spirit be pulled by .
- Pick up the .
- Take the Catapult.
- Has all sources of File:Heal power.png self-healing reduced by 100% with the exception of life steal and spell vamp.
- Trying to cast item actives during the initial stasis will buffer their casts instead, unless Sion issues another command before being able to act again.
- Exception: Quicksilver can be used during the stasis after death, but has no effect.
- Sion's attack speed during Glory in Death is fixed at 1.75 and it's unaffected by attack speed bonuses and cripples for the duration.
- Buffs that allow for the normal 2.5 attack speed cap to be surpassed, such as buffs are active, Sion can exceed 1.75 attack speed, but cannot fall below it. and , will also break the upper limit of the 1.75 cap, but not the lower one. This means that while these
- 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.
- Buffs from jungle monsters Sion gains during Glory in Death ( , ) will not be lost once the duration ends.
- By surviving for the full duration of 60 seconds, Sion will have suffered 36.4k − 345.5k(基于等级) in health costs.
- After Glory in Death ends, the corpse of Sion will retain unit collision despite being dead on the ground.
- Even though its visuals are present, can never be gained from Sion under the effect of Glory in Death.
- The effect that heals Sion back to full health at the start of Glory in Death cannot be modified by healing reductions and does not count towards the 'Damage Healed' statistic at the end of game lobby.
- Glory in Death's on-hit effect also applies against structures other than turrets. *
- Notes
- Death Surge's will always be ready to use when Glory in Death triggers.
- Death Surge's cooldown is affected by cooldown reduction and thus the spell is technically able to be used up to twice during Glory in Death, but not in practice.
- Despite showing a shorter cooldown when hovering the ability in the ultimate-slot in the HUD, Death Surge is not actually affected by .
- Notes
- Sion himself remains locked out of all actions for 0.25 seconds when releasing Decimating Smash.
- Trying to cast will buffer the cast until Sion is no longer locked out or otherwise prevented from casting it, while and will not buffer.
- Displacement immunity will prevent both the knock up and the stun.
- Since the stun duration is longer than the airborne duration, and both start at the same time, Tenacity is still fully effective against Decimating Smash up to a cap.
- 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.
- The indicator is visible to the enemy only if they see Sion himself.
- If the channel is released before 1 second, enemies may see a particle at the far end of the hitbox, if it itself isn't outside of their vision.
- If the channel is released after 1 second, the only remaining indication is the visual effects and audio that plays on any units the spell strikes (these play on-target), provided the enemy does have vision on those.
- Forced movement without a stun component (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 indicator of the ability is slightly shorter at its front than the hitbox of the ability is for , and related skins and chromas, while on , the indicator is slightly thinner at the front than the hitbox is, instead.
- The following table refers for interactions while Sion is channeling:
Type | Charge channel | |
---|---|---|
Attacking | Disabled | |
Abilities | and its are usable. and are disabled. This ability recasts to end channel. | |
Movement | Disabled | |
Items | Usable | N/A |
Disabled | All items are disabled | |
Interrupted by | N/A | |
Consumables | Disabled | |
Spells | Usable | Barrier Clarity Cleanse Exhaust Ghost Heal Ignite Smite |
Disabled | Flash Teleport Recall | |
Interrupted by | Hexflash (Recasts) | |
Interrupted by |
- Notes
- A buff icon in the HUD will show the current shield strength, so that the player can better calculate the timing of the second cast.
- The initial shown value does not interact with File:Heal power.png shield strength modifiers. Whenever the shield takes damage, it updates to the proper current shield amount, however.
- The initial cast counts as an ability activation for the purposes of on-cast effects such as Spellblade and stacking .
- Detonating the ability manually does not.
- Gaining or losing AP or health, or ranking up the skill while the shield is active will not change its shield value but it will change the damage of the shield's detonation.
- The cooldown of Soul Furnace begins once the shield is removed.
- Soul Furnace also automatically detonates if Sion is killed without the shield being destroyed, e.g. by dying to the Nexus Obelisk, even if Sion could not have detonated it manually yet.
- Soul Furnace's bonus health can be obtained by any of Sion's damage sources (basic attacks, abilities, summoner spells, item actives).
- This does not include last hits transferred to Sion artificially, through effects such as .
- If the gold efficiency of a is considered 100%, each last hit or takedown after Soul Furnace has been learned can be considered worth an extra 10.6 or 40g .
- Sion must learn Soul Furnace before he can stack up its passive.
- Sion does not gain bonus health from units that enter resurrection on-death.
- Killing the following unit types grants Sion 15 bonus health:
- Champions (kills and assists)
- Large minions and large monsters (including both summoned and pit )
- Large pets - Explicitly , and
- Killing the following unit types grants Sion 4 bonus health:
- Minions and small monsters
- Wards and other champion summoned units (e.g. , , )
- All pets, with the exceptions of those listed above and below
- Clones
- Killing the following unit types grants Sion no bonus health:
- Turrets (including ) and other structures
- Jungle plants (destroying which does not grant kill credit).
- Units destroyed by 'trampling' such as , or .
- Nexus Blitz differences
- Notes
- Unlike the intial single-target projectile, a thrown minion or monster is not blocked by or .
- The initial projectile cannot hit targets whose [[File:Template:Tip data/Center range|20px|link=Template:Tip data/Center range]][[File:Template:Tip data/Center range|20px|link=Template:Tip data/Center range]][[File:Template:Tip data/Center range|20px|link=Template:Tip data/Center range]] [[:Template:Tip data/Center range|center]] is behind Sion, but can hit targets whose center is beyond the maximum travel distance, as long as their hitbox overlaps.
- 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.
- Roar of the Slayer will cast from wherever Sion is at the end of the cast time.
- Non-champions will also take damage from Roar of the Slayer after being overridden by another displacement.
- Notes
- When Sion casts Unstoppable Onslaught a global warning can be heard.
- Unstoppable Onslaught can be activated twice or held down and released on both normal cast and quick cast. There is no other difference between normal cast and quick cast for this ability, either.
- The initial cast counts as an ability activation for the purposes of on-cast effects such as Spellblade and stacking .
- The recast does not.
- 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 changes his particle effects instead, most notably the 'Boosters' behind the vehicle.
- The turning angle is not based on time and can easily be seen in practice when a Sion charges in-place due to bugs.
- movement speed during the charge and that can place him above the normal MS value. However, without further multipliers, surpassing the 950 movement speed cap will require to have over 2150 ability power. is the only known effect that can affect Sion's
- 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.
- Unstoppable Onslaught cannot charge through but can leap over player-created terrain (i.e ).
- Sion loses the crowd control immunity after finishing the leap.
- Sion is not immune to crowd control applied by his allies during Unstoppable Onslaught. For example, a triggered by an ally will cause the channel to be interrupted.
- Sion is immune to the * for 2 seconds after completing the slam after the channel ends.
- Unstoppable Onslaught cannot strike the same non-champion twice in less than 1 second.
- 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.
- The leap appears to always have the same speed regardless of Sion's, at roughly 750.
- Moving the cursor onto HUD elements (e.g mini map / champion portraits) does not jeopardize the cast and steering of Unstoppable Onslaught. The targeting will act as if the ground was targeted below the display element.
- Even though the cooldown of Unstoppable Onslaught starts at the end of the effect, gaining or losing cooldown reduction, or upgrading the ability during the effect, will not change the resuming cooldown.
- Removing the airborne before 0.5 seconds will not prevent the stun from being applied.
- Preventing the airborne from being applied (i.e unstoppability) also prevents the stun.
- The following table refers for interactions while Sion is channeling:
Type | Channel | |
---|---|---|
Attacking | Disabled | |
Abilities | and its are usable. and are disabled. This ability recasts to end channel. | |
Movement | Allowed, but cannot input movement commands. | |
Items | Usable | N/A |
Disabled | All items are disabled | |
Interrupted by | N/A | |
Consumables | Disabled | |
Spells | Usable | N/A |
Disabled | Barrier Clarity Cleanse Exhaust Ghost Heal Ignite Smite Flash Teleport Recall Hexflash Mark Dash | |
Interrupted by | N/A | |
Interrupted by |
- If Unstoppable Onslaught's channel is interrupted despite the immunity to crowd control or leap and the effect occurs immediately. is cast within 0.25 seconds after starting the charge, it will also initiate the leap. If the channel ends due to collision or death, there is no
參考資料[]
英雄一览