However, Mordekaiser'sChildren of the Grave will not take control of Sion until after the reanimation has expired, meaning that if the reanimation lasts long enough, Children of the Grave will fail to produce a ghost of Sion.
The ticks Sion will stay in his frenzy are roughly given by the formula T = [3.7195 + 2.8571 * M / (L+1)]^0.5 - 1.9286. Where M is his maximum health and L his level.
If Sion gains a buff (such as Crest of Cinders) during Glory in Death's reanimation, he will not lose that buff when the reanimation expires.
RANGE: 300 ~ 600
COST: 45 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
First Cast:Sionchannels for up to 2 seconds, increasing the damage of Decimating Smash over the duration and the range over the next 1 second. If the channel is interrupted, Decimating Smash will go on a reduced 2 second cooldown.
Second Cast:Sion deals physical damage to all enemies in the target area. Minions and monsters take 80% damage from Decimating Smash. If he has charged for less than 1 second, he will slow all enemies in the area by 50% for 0.25 seconds.
Decimating Smash will not grant sight of Sion to an enemy standing outside a brush he is in, similar to Nunu'sAbsolute Zero.
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 13 seconds after shield expires
Passive:Sion permanently gains 2 bonus health whenever he kills a unit, increased to 10 bonus health against large units or champion kills and assists.
Active:Sion surrounds himself with a shield that absorbs damage for up to 6 seconds. After 3 seconds, Soul Furnace can be reactivated to detonate the shield, detonating automatically if it persists for the full 6 seconds.
Minions and monsters cannot be pushed through walls, even when the knockback would ordinarily leave them within passable terrain.
COST: 100 mana
COOLDOWN: 140 / 100 / 60
First Cast:Sion charges in a target direction for up to 8 seconds, during which time he cannot cast abilities nor attack, but is immune to all crowd control effects. Sion's trajectory will update toward the cursor over the duration, but his turn rate is decreased.
If Sion collides with an enemy champion or terrain, charges for the full 8 seconds, or re-activates the ability, he will slam the ground with tremendous force, dealing physical damage and slowing surrounding enemies. Enemies hit directly are also slightly pulled into Sion's direction, and then stunned for a short duration.
Colliding with terrain will cause Sion to be stunned for a short duration. The damage and crowd control duration increase over the first few seconds of the charge, capping at 200% damage and 1.75 seconds, respectively.
Sion's bellows can be heard by all players globally.
Turn Rate is a term carried on from DotA. This represents a ratio that is granted to calculate the time required to turn into a commanded direction. Turn Rate is traditionaly measured on the time required to turn 180º and expressed in radians per 0.03 seconds, thus takes π (~3.14) radians to take a 180º turn.
The Turn Rate's equation is (0.03 × π) / T = t. Where T is the Turn Rate and t the time required to turn.
In the hypothetical case of modifying a unit's time to turn, the modifier will be directly multiplied to the base Turn Rate.
The Champion's time to turn is instant, despite this is not to imply zero, rather be that none possess a Turn Rate. Unstoppable Onslaught just grant such to Sion over the ability's duration.
Unstoppable Onslaught's pull effect is considered a knockup for the purpose of Last Breath.
Unstoppable Onslaught can damage enemy structures.
While Unstoppable Onslaught is active, Sion's movement speed is hard capped at 950. As a consequence of this, building movement speed items will only cause him to gain ground over the initial acceleration and does not grant a significant increase in total distance travelled.
If Sion has a movement speed over 950 when he casts Unstoppable Onslaught, he will actually suffer a decreased movement speed.