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Spells:
Exhaust
Flash
Ability Order
Glory in Death (PASSIVE)
Sion Passive Ability
Sion, The Undead Champion
Sion emerged from the reanimation process even more brutal than before. His gaze alone would now stop foes dead in their tracks. His skin thickened considerably, increasing the amount of damage the already brutish beast could withstand. He could focus his rage into attacks that cause near-crippling damage at the expense of his own health. Finally, he could drain the very essence of life out of his foes, replenishing himself and his allies. The one thing, however, that the Noxian necromancers did not anticipate upon reanimation was Sion's change of loyalty; his new powers have given Sion a desire to seek his own glory in undeath as a champion of the Institute of War.
This guide is a beefy DPS Sion (leaning more on DPS) that has worked great for me every time I play him. Have fun with it and leave suggestions!
Pros:
Murders squishy champions.
Pushes Well
Can Tank as well as kill most enemies.
Hard to kill, thanks to a little lifesteal.
With the right spells off of cooldown, you can drop anyone.
Cons:
Reliant on cooldowns and mana, like, a lot. You can deal good damage, but kills are hard, if not impossible without your stun or ult. Usually both.
The ganking this build does lowers its health slightly compared to other Sions (but compared to just about ANY other champion that does a lot of killing, this thing is a tank)
Murders squishy champions.
Pushes Well
Can Tank as well as kill most enemies.
Hard to kill, thanks to a little lifesteal.
With the right spells off of cooldown, you can drop anyone.
Cons:
Reliant on cooldowns and mana, like, a lot. You can deal good damage, but kills are hard, if not impossible without your stun or ult. Usually both.
The ganking this build does lowers its health slightly compared to other Sions (but compared to just about ANY other champion that does a lot of killing, this thing is a tank)
Your focuses are Crit chance mostly, though health, mana, and ARpen works.
I use
9x Armor Penetration Marks
9x Crit Chance Seals
9x Crit Chance Glyphs
3x Crit Chance Quints
Honestly, it doesn't matter much. So long as you have crit chance in there it's good. Other choices include crit reds, straight crit chance, or a more traditional tough DPS runepage, which I don't advise.
I use
9x Armor Penetration Marks
9x Crit Chance Seals
9x Crit Chance Glyphs
3x Crit Chance Quints
Honestly, it doesn't matter much. So long as you have crit chance in there it's good. Other choices include crit reds, straight crit chance, or a more traditional tough DPS runepage, which I don't advise.
Just follow the item build. About the Bloodthirster, late game sell your Exec Calling, and get it. It's better late game. With your items, your going to have a 100% Crit Chance with massive attack speed dealing around 1.1k per hit. MONSTER.
Your rape combo, quite simply, is Atmogs. The solid damage provided by the combo (about the base of a black cleaver, depending on how well you've farmed), combined with immense survivability and crit chance make them great choices to grab in combination.
PS: What I really found funny in the games I played with this build is, the ****py active of Exec Calling gets other champs really scared cause they don't know what it is. It has a long range so i sometimes do it when they're turret hugging and they run back to my teammate hiding in a bush and we kill the champ. :D
Your rape combo, quite simply, is Atmogs. The solid damage provided by the combo (about the base of a black cleaver, depending on how well you've farmed), combined with immense survivability and crit chance make them great choices to grab in combination.
PS: What I really found funny in the games I played with this build is, the ****py active of Exec Calling gets other champs really scared cause they don't know what it is. It has a long range so i sometimes do it when they're turret hugging and they run back to my teammate hiding in a bush and we kill the champ. :D
[Passive] Feel No Pain
Sion has a 40% chance to ignore up to 30/40/50 damage each time he is attacked. The damage reduction is calculated before armor benefits are taken into account.
Garbage. Play as though it doesn't exist, and write to Riot for a buff.
[q] Cryptic Gaze
Sion's stare terrifies a single enemy, dealing damage and stunning them.
Spell Effect
Blasts a single enemy, dealing 70 / 125 / 180 / 240 / 300 (+1 per ability power) magic damage and stunning for 2 seconds.
Spell Stats
Cooldown
12 seconds
Cost
120 Mana
Range
550
Crucial when fighting. Against a squishy champion, this means victory. Dropping this, combined with your enrage, can easily kill a Shaco, and against tankier champs, this, enrage, and your Ult will kill anything. Use it wisely (AKA, anytime you want someone dead.) Sees good use in teamfights, since it allows you to either disable a carry, or pick a target and kill it.
[w] Death's Caress
Sion surrounds himself with a damage absorbing shield. If the shield is not destroyed in 10 seconds then it will explode, dealing damage to surrounding enemies.
Spell Effect
Sion surrounds himself with a shield which absorbs 120 / 170 / 220 / 270 / 320 (+1 per ability power) damage. If the shield is not destroyed in 10 seconds, it will explode, dealing 120 / 170 / 220 / 270 / 320 (+1 per ability power) magic damage to surrounding enemies.
Cast again to manually detonate.
Spell Stats
Cooldown
2 seconds
Cost
50 / 65 / 80 / 95 / 110 Mana
Range
1
By far your worst ACTIVE spell. The shield uses too much mana to be worth it, and you can do much better with just cryptic gaze and enrage. Ill explain later. But really, I've rarely played games where it lasted long enough for me to get this.
(Note, good for soloing turrets, which you'll probably do)
[e] Enrage
While active Sion deals extra physical damage at the cost of health. Additionally, he gains maximum health permanently whenever he kills a unit.
Spell Effect
Toggle: Increase Sion's damage by 25 / 35 / 45 / 55 / 65, and he gains 1 / 2 / 2 / 3 / 3 maximum health per kill.
Spell Stats
Cooldown
0 seconds
Cost
Costs 6 / 8 / 10 / 12 / 14 Health
Range
1
Your bread and butter, never turn it off, (almost) ALWAYS get it level One. The damage bonus combined with your Executioner's Calling will negate the health cost, and it allows you to tank well before buying Mallet. And don't doubt what 65 damage will do when you have an almost guaranteed crit.
[r] Cannibalism (Ultimate)
Sion consumes some of his enemies life force on each attack, leeching health to himself and nearby allies. The smell of flesh also renews Sion's fervor, increasing his attack speed.
Spell Effect
Grants Sion 50 / 75 / 100% lifesteal and 50% attack speed for 20 seconds, additionally Sion's attacks heal surrounding allies for 25 / 38 / 50% of damage dealt.
Spell Stats
Cooldown
90 seconds
Cost
100 Mana
Range
1
This spell truly deserves the title of Ult. Ive been ganked by a Fiddle and a Shaco, with almost no health, dropped this, and killed them both, before pushing the turret. This spell turns you into a physical GOD. Use it wisely, don't drop it unless you can stun the target. Late game, you will be a monster with this. You can drop turrets EXTREMELY fast, by swinging at a stunned enemy, you can survive extreme damage, drop minions (AKA healing), or almost instantly destroy inhibitors.
Sion has a 40% chance to ignore up to 30/40/50 damage each time he is attacked. The damage reduction is calculated before armor benefits are taken into account.
Garbage. Play as though it doesn't exist, and write to Riot for a buff.
[q] Cryptic Gaze
Sion's stare terrifies a single enemy, dealing damage and stunning them.
Spell Effect
Blasts a single enemy, dealing 70 / 125 / 180 / 240 / 300 (+1 per ability power) magic damage and stunning for 2 seconds.
Spell Stats
Cooldown
12 seconds
Cost
120 Mana
Range
550
Crucial when fighting. Against a squishy champion, this means victory. Dropping this, combined with your enrage, can easily kill a Shaco, and against tankier champs, this, enrage, and your Ult will kill anything. Use it wisely (AKA, anytime you want someone dead.) Sees good use in teamfights, since it allows you to either disable a carry, or pick a target and kill it.
[w] Death's Caress
Sion surrounds himself with a damage absorbing shield. If the shield is not destroyed in 10 seconds then it will explode, dealing damage to surrounding enemies.
Spell Effect
Sion surrounds himself with a shield which absorbs 120 / 170 / 220 / 270 / 320 (+1 per ability power) damage. If the shield is not destroyed in 10 seconds, it will explode, dealing 120 / 170 / 220 / 270 / 320 (+1 per ability power) magic damage to surrounding enemies.
Cast again to manually detonate.
Spell Stats
Cooldown
2 seconds
Cost
50 / 65 / 80 / 95 / 110 Mana
Range
1
By far your worst ACTIVE spell. The shield uses too much mana to be worth it, and you can do much better with just cryptic gaze and enrage. Ill explain later. But really, I've rarely played games where it lasted long enough for me to get this.
(Note, good for soloing turrets, which you'll probably do)
[e] Enrage
While active Sion deals extra physical damage at the cost of health. Additionally, he gains maximum health permanently whenever he kills a unit.
Spell Effect
Toggle: Increase Sion's damage by 25 / 35 / 45 / 55 / 65, and he gains 1 / 2 / 2 / 3 / 3 maximum health per kill.
Spell Stats
Cooldown
0 seconds
Cost
Costs 6 / 8 / 10 / 12 / 14 Health
Range
1
Your bread and butter, never turn it off, (almost) ALWAYS get it level One. The damage bonus combined with your Executioner's Calling will negate the health cost, and it allows you to tank well before buying Mallet. And don't doubt what 65 damage will do when you have an almost guaranteed crit.
[r] Cannibalism (Ultimate)
Sion consumes some of his enemies life force on each attack, leeching health to himself and nearby allies. The smell of flesh also renews Sion's fervor, increasing his attack speed.
Spell Effect
Grants Sion 50 / 75 / 100% lifesteal and 50% attack speed for 20 seconds, additionally Sion's attacks heal surrounding allies for 25 / 38 / 50% of damage dealt.
Spell Stats
Cooldown
90 seconds
Cost
100 Mana
Range
1
This spell truly deserves the title of Ult. Ive been ganked by a Fiddle and a Shaco, with almost no health, dropped this, and killed them both, before pushing the turret. This spell turns you into a physical GOD. Use it wisely, don't drop it unless you can stun the target. Late game, you will be a monster with this. You can drop turrets EXTREMELY fast, by swinging at a stunned enemy, you can survive extreme damage, drop minions (AKA healing), or almost instantly destroy inhibitors.
Remember, be careful about your pushes until level 6 (unless laned against squishy champions, in which case, wait til level 2), at which point, watch for chances, when one appears, drop in (preferably ON the turret), drop your ult. If you get low on health, swing at minions for a little, then get back to killing it. If all your minions die, or most of them die and you're ult wears off, pull out.
On the matter of teamfights. When the occur, you will take center stage. Stun, drop your ult, swing, kill them, even when almost out of health, keep swinging at the next target. In a 3v3, expect to die, but also to nab 2 kills and allow your team to push that lane to it's turret.
In a 5v5 teamfight, they will cry. Go for the enemy carry first, with a stun, then (hopefully) use your ult to kill them. Move on to the next one, who you should (when and if they run) exhaust, then kill. Move on to killing the champions, in order of squishiest to least squishy.
As far as laning goes: try to lane with champs who have a slow or stun, despite the fact that you have one, your buddy will be able to help or kill most champs. Furthermore, you lane strongly with junglers, so if there's a warwick or shaco on your team, you might want to volunteer, unless a better person is available for the job. But, for the love of god, AVOID OLAF. At first sight, he will pop his ult, slow you, and kill you. Quite simply, he is your bane. Where you love fighting shacos and fiddles, you hate olafs. Consider a lane change, though usually, keeping him shut down is the best route. Also, be wary of Kog'Maw's. They have the advantage of obscene range, allowing them to stay out of range of your stun.
(SUMMARY: Lane WITH CCs, lane AGAINST Assassins/physDPS)
On the matter of teamfights. When the occur, you will take center stage. Stun, drop your ult, swing, kill them, even when almost out of health, keep swinging at the next target. In a 3v3, expect to die, but also to nab 2 kills and allow your team to push that lane to it's turret.
In a 5v5 teamfight, they will cry. Go for the enemy carry first, with a stun, then (hopefully) use your ult to kill them. Move on to the next one, who you should (when and if they run) exhaust, then kill. Move on to killing the champions, in order of squishiest to least squishy.
As far as laning goes: try to lane with champs who have a slow or stun, despite the fact that you have one, your buddy will be able to help or kill most champs. Furthermore, you lane strongly with junglers, so if there's a warwick or shaco on your team, you might want to volunteer, unless a better person is available for the job. But, for the love of god, AVOID OLAF. At first sight, he will pop his ult, slow you, and kill you. Quite simply, he is your bane. Where you love fighting shacos and fiddles, you hate olafs. Consider a lane change, though usually, keeping him shut down is the best route. Also, be wary of Kog'Maw's. They have the advantage of obscene range, allowing them to stay out of range of your stun.
(SUMMARY: Lane WITH CCs, lane AGAINST Assassins/physDPS)
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