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Sion Build Guide by Mermeter

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Mermeter

Ad Sioning

Mermeter Last updated on October 2, 2011
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Ability Sequence

1
14
15
17
18
Ability Key Q
2
8
10
12
13
Ability Key W
3
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Guide Top

Introduction

Prior to the creation of the League of Legends, the city-states of Demacia and Noxus were locked in a brutal series of on-again-off-again wars that spanned the course of centuries. Both powers sought an advantage over the other, but Noxus was the city-state willing to forego conventional morality to achieve its goals. Only brute strength and the will to use it mattered to Noxus, and this is best exemplified in the murderous warrior, Sion. Used by the Noxians as a human battering ram, Sion would be sent thundering ahead of Noxian troops. He would mercilessly slaughter foes with his large double-bladed axe, ''Chopper''. His complete disregard for caution ultimately cost him his life, as he was captured and summarily executed by Demacian forces.

The Demacians thought that the beheading of Sion would be the end of his bloodthirsty ways. Death, however, was merely the beginning of Sion's rise to power. The famed Noxian assassin, Katarina, recovered Sion's remains and Noxian necromancers reanimated the behemoth to serve Noxus once again. Sion's reanimation actually bestowed new powers on him and increased the potency of his existing abilities, making him even more of a terror to behold on the battlefield. The Noxian High Command had a powerful new weapon in their hands - one they have brought to bear as a champion in the League of Legends. Even though Sion's increased powers would make him a powerful tool for the High Command's use outside the Fields of Justice, Noxus no longer risks losing one of their greatest champions in the League to chance or circumstance; Sion's days as a front-line fighter for Noxus' military conquests are at an end.

''For Noxus, death is a promotion.'' -- Pantheon


Guide Top

Pros / Cons

Pros

    Unlimited/high HP cap
    Easier to farm with than other champs
    A good champ to start to learn with because of stun, shield, AD steroid, and high sustain
    Real pain in laning phase with Stun and Shield.



    Cons
    Has to farm a lot to get use of his high hp cap
    Very mana dependent
    Is vulnerable to ganks early on due to no escape
    Has no real gap closer
    Shield not as strong building with AD
    Keeping Enrage on all the time early on will lead to a decrease in sustain and health.
    Can lose all of his mana with his stun and shield explosion combo


Guide Top

Items

For items i go for high HP regen such as Doran's shield and Philo Stone to get the most out of the early game laning phase to farm up as much as I can with enrage, also helps eat harass from enemy champs.
With the Dorans, 2 early regrowths for FoN, and a Philo stone you get 56 Hp/5 and 5 gold per 10 with philo stone.

I then grab boots to move faster. Heart of Gold is next for some more HP for enrage farming, Gold per 5 and building into a Randuins.

I then finish the boots into Berserks for the added Attack speed. I cover the Tenacity a little later, you could get your Elsias right after your FoN but I don't normally need to because they don't know the damage potential of this tank looking like Sion so they don't stunlock me until later.

I then Get the Force of Nature for that great Magic resistance, Hp regen, Move speed, and nice passive to.

The starks is to put you into the more support/tanky dps type. What it will is help you do more damage by reducing the targets Armor, give you attack speed, and give you a great amount of lifesteal. It also helps your team with great HP regen, attack speed, and lifesteal. All in all a great item for a great price.

Then comes our Tenacity item to keep those stun locks down to a minimal level. It also helps with your Mana and HP regen. Alternatively you go for a Shurelyas Reverie but I like the Tenacity choice better.

Randuins comes next for another huge HP regen buff, an active slow (Don't forget about it), A chance to slow them, huge armor buff. Great and underestimated item.

The Black cleaver is up next for your last item. Your Shield should be gone by now. I chose this over the Last Whisper because your Marks are factored in before the Whisper's % penetration. It is like this for both AD and AP items. The cleaver is just a great way to finish off a build. Attack Damage, Attack Speed and a 3x stacking Armor Reduction. It helps your team out to do more damage to that target.


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Skill Sequence

For skills I choose this order to give you the best amount of farming capabilities, safety and in the middle of the lane phase, a decent amount of damage in a short amount of time.
Your q (Cryptic Gaze) doesn't get any longer and doesn't do enough reliable damage early on for an AD build to be any more useful than a 1 point wonder, even late game.

Your W (Death's Caress) helps you take less damage, actually do some damage if they don't out damage your shield before the 4 seconds timer is up to blow it up.

Your e (Enrage) is what I choose to max first because maxing it first makes you do 3 things at once. Farm easier which in turn helps your late game by giving you more HP. It gives you more damage to become more and more of a threat the more you level it up in lane because at level 1 that is an extra 25 damage toggled on, it goes up by 10 each level, maxing at 65 at level 5. Lastly it gives you more HP per kill, starting at 1 hp per kill and capping at 3 hp per kill at level 5.

Your R (Cannibalism) Is an ultimate. You should always be leveling it whenever you can. Its not only going to help you in team fights. It helps your teammates in team fights to because every auto attack you use during the 20 second period heals your teammates for a % of the damage dealt. Great Ultimate all in all.


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Summoner Spells

For Summoner Spells I chose the universal spells of Ignite and Flash
I chose ignite to help you get those kills early game to get you fed more and more to become more and more of a threat late game. You could go with exhaust but I normally feel it to be a waste because if you do a level one fight and you get them down low and exhaust them they panic and flash out, essentially wasting your exhaust the only way to get them is by flashing back in, but then it makes you out a flash, an exhaust and open to early ganks by an enemy.

I chose flash because it is a get out of jail free card, kill securing card, teammate saver, and can be used as an initiator ( don't recommend it). It also can counter enemies flashing out of range. But as said in the ignite talk it isn't usually worth it because then you're down a flash and whatever else you blew to get the kill.


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Runes

For Runes I choose 9 Marks of Desolation because getting Marks Of Desolation gives you more DPS than getting 9 Marks of Strength, plus with your Enrage you do more damage than just getting the Marks of Strength.

For Seals I get 9 of Resilience because next to Marks they give you more armor for your IP than Quintessences. Armor is very valuable because it makes it harder for those AD champs to break through your shield.

For Glyphs I go for Great Glyphs of Warding because of the same reason for the seals, its more MR for your IP. It almost makes it harder for those AP champs to break through your shield.

For Quintessences I chose Greater Quintessences of Vitality because it gives more HP for each level you gain, gives you more HP to farm your Enrage, and the most amount of HP over every other rune set.


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Masteries

For Masteries I go for the standered 21/0/9
No real explaining to do here.


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Ranked Play

I find Sion to be a viable Character in all Elos.
In the lower and Mid elos. (0-1500) He is a great Solo top. He does not do well in a duo lane with someone who blatantly does not know how to last hit. He also is not good in a duo lane because it messes with his exp gain substantially since the exp is then shared between you and your partner, gimping his farming with enrage due to not leveling up fast and being able to put points into your E to get more farm.

In the higher elos he is seen to jungle usually due to his good sustain with a shield and AD steroid. His later help in teamfights with his stun and his ultimate healing teammates makes him even better for a later game champion.


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Unique Skills

With this build early on with all the HP regen and GP 5 you can keep your enrage toggled on all throughout the game. He also becomes really hard to kill late game because of his huge regen and high HP to go with it. It also helps maximaze his DPS with a balance of Attack Speed, Sustainability, Attack Damage, Penetration, and team support orientation.


Guide Top

Farming

For practically all characters who do good mid and late game
FARMFARMFARMFARMFARM WITH YOUR E!!!
I cannot stress how much I see bad sions who go for an AD build that do not farm with their Enrage On. You should have a hard time missing last hits with it toggled on because of the damage buff it gives you. If you fail to farm well you could well lose a lot of hp
If you have say 20ish CS by level 3 where you have 1 point in everything you are doing good. It should only go up because your Enrage will be toggled on making it harder to miss last hits etc etc.
Not doing good at farming will hinder your mid and late game by not providing you with enough gold to complete this build and you can miss about 300 hp or more without farming your Enrage. Think of him like Nasus or Veigar. You have to farm their Q's so you can do better and better late game.


Guide Top

Summary

All in All take a lane where you can have a solo lane. If that means taking mid, take mid unless there is a carry who can potentially do better than you late game. He is not an instalock first pick champ because his game can and will be hindered if someone complains and trys to troll your solo lane.

Farm with him all day because combined this build costs 13795 gold altogether.
Stun and kill the carries. You can not really kite enemies well so grabbing red buff will help you kill them and kite them better.

That is all for my guide. This is my first guide and tell me how I did. Rate, Comment etc... I'm open to criticism