Hack: Sion's first attack against an enemy deals up to 50% of his attack damage as bonus damage based on their current health percentage and lodges his axe in their flesh for 3.5 seconds. Hack cannot occur on the same target again for 6 seconds. Slash: If Sion attacks an enemy encumbered with his axe, he will wrench it free dealing up to 50% of his attack damage as bonus damage based on their missing health percentage. Retrieving his axe reduces the timer on Hack by 3 seconds.
Bury The Hatchet
COST: No cost
Active: Sion hurls his axe forward in a line. The first target it hits takes physical damage and is slowed by 40% for 2 seconds. Bury The Hatchet can apply Hack.
Passive: Sion gains 5 / 7 / 9 / 11 / 13 % bonus movement speed for 3 seconds whenever he is damaged by an enemy champion. This stacks up to 4 times.
Passive: Sion gains 1 movement speed for every 5 points of physical damage he resists through any means (the active, shields, armor, etc).
Passive: Sion gains movement speed equal to 10% of his attack damage on-hit. Striking champions will cause this effect to stack up to 345 bonus movement speed.
Active: Sion enters a blind rage, reducing physical damage and crowd control effects by 75% for the next 2.5 seconds.
COST: 6 / 8 / 10 / 12 / 14 health per attack
Toggle: While toggled on, Sion has increased attack damage at the cost of some health for each autoattack or Bury The Hatchet.
Bonus Attack Damage: 25 / 35 / 45 / 55 / 65
COST: No cost
Active: For the next 20 seconds, Sion gains bonus attack speed. Additionally, his attacks heal for up to 50% of his attack damage to allied units around his target (including himself), decaying down to 20% near the edge.
Even among Noxians, Sion was feared for his cruelty and utter ruthlessness. A glory seeker of the highest caliber, he often slayed his foes by the dozens with his battle-axe, rending them from rib-to-rib, neckline-to-neckline. But one day, Sion's ambition overcame his reasoning, and in the following battle, was cut down by Demacian forces. Leaderless, his men either fled or surrendered, and not long after his own death, Sion was left unburied, while those he had slain were given proper funeral rights.
But Sion's death would not be the end for his bloodthirsty ways. Long before the dust settled, a dark figure wandered onto the battlefield and stumbled across Sion's decaying corpse. Without provocation, the figure plunged his sword into Sion's mangled chest, and backed away in silent composure. Dark energies began to swirl around the blade, gathering blood from across the battlefield, no matter who it was spilled from. Lightning crackled. A finger twitched. A muscle tightened. A sudden jolt. A frantic kick. An agonizing cough.
The blade's retrieval was the most painful of all. With a single motion, the dark figure wrenched his sword from Sion's mongrel hide, sending the slain Noxian into an unearthly fury. It screamed and convulsed, grabbing for the phantom blade embedded in its chest as a child would reach for his mother. This tantrum rage passed as quickly as it came, and with a sputter and a cough, a sanguine haze seeped from his skeletal jaws. The dark figure nodded. "Rise, warrior."
Sion rose. Still clutching his beloved axe, Sion rose. Coming into realization that he was alive once more, he turned to face his resurrector, only to find himself alone on the battlefield. Sion looked to his axe, and felt a stirring in his chest. He tried to shed it, out of mild curiosity, but could not bring himself to do it. It was not the same weapon he had wielded into battle, but something more. Sion looked back to see the road that carried him here, and with a burning sense of accomplishment, made the return trip to Noxus. Death was only the beginning.
Expanded selection of quotes to be written.
Sion sets down his axe and removes his head.
"Neeaarly headless? — Like this!"'
Sion, the Nearly-Headless Axeman, was tailored for Sion's AD fans. He has been reclassified as a melee carry, instead of a melee fighter, and his kit has been designed around this. Of his current theme, the Nearly-Headless Axemen kept the "feel no pain" and AOE-healing aspects.
He no longer possesses hard-CC, which is something that of the official melee carries offer (and frankly for good reason). ...and then Yasuo came out.
Sion now gains 50% pre-mitigation life steal instead of 50 / 75 / 100 % post-mitigation life steal. The distinction is that his healing will not be countered by armor.
The healing rate now scales with Sion's attack damage rather than the damage he deals. As such, the healing is not increased when you critically strike.
The area of effect is now much larger, but decays over the area - exactly like Ravenous Hydra.
The attack speed now scales with rank, rather than 50% at all ranks. The drop in attack speed at level 6 compensates the increases in the life steal's power.
The numbers might need changing drastically. Pre-mitigation life steal has the potential to be extremely powerful, although part of the appeal of Sion's theme is that the adrenaline of battle makes him unkillable. Armor would still mitigate his damage, even if not his healing; just because he's healing for an insane amount doesn't mean he's killing you.
I'm not 100% happy with his current Enrage skill on his new kit. All AD carries currently possess an AD steroid, and Sion's is arguably one of the strongest early game (at the expense of health). But it feels lacklustre now that the health-gain has been removed.
I toyed with the idea of granting Sion an ability that splits the ground, creating a line of impassible terrain. However, there is a somewhat limited application of drawing a line in the direction your facing. It'd be good for ganking and flanking, but it wouldn't have much use in chase. I considered making it curve-able, as illustrated; but this would probably too complex of a mechanic.
Passive: Sion gains 1 movement speed for every 5 points of physical damage he resists through armor, Feel No Pain or Intervention. This bonus decays over 3 seconds, and stacks with no limit.
This would be instead of the stacking movement speed on the active, and was inspired by Void Stone.
In case this isn't the Sion you were hoping for, I have two other champions who fill the various themes of the existing, schizophrenic champion. That said, Averdrian was created with not intention of turning out like AP Sion and Nex is only inspired by the names of Sion's abilities.
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.