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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Glory in Death (PASSIVE)
Sion Passive Ability

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Patch Updates Changes to the build because of patches |
I. Introduction A look into the basics of Sion as well as a little about the author. |
II. Pros and Cons What does Sion excel at, and what are his weaknesses? |
III. Masteries What masteries are most effective for the behemoth build? |
IV. Runes A look at what runes are most effective for the behemoth build. |
V. Summoner Spells What summoner spells are most effective for Sion? |
VI. Abilities Show me your moves! See how Sion's abilities work. |
VII. Items A look into the items build to make behemoth Sion |
VIII. Gameplay Check out how Sion plays with the behemoth build. |
IX. Matchups Check out how Sion plays against others in the league. |
X. Summary Read the TL;DR of this guide if your checking this in load screen. |
XI. FAQ Check if your question has been answered previously. |
XII. Change Log and Credits Come see how horrible this guide was before! Check out the people who helped make this a reality! |
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PATCH 6.24
For now, this will be empty, but let's hope over the span of the next few months, we can see the amazing changes league will bring to the table, and new and interesting meta's that Sion can partake in the flourish!
That's all for this patch, Enjoy!
Nothing currently, soon however...
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Pᴏsɪᴛɪᴠᴇs
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+ A large amount of tanking potential + Brings a large amount of CC + Has good scaling on abilities + Has inbuilt armor shred in his kit + Bowling with Sion! + Shield that scales with something you build! + Good initiation with ![]() |
Sion is a champion very much designed to be a disrupter, having multiple forms of Crowd Control built into his kit. Overall, however, Sion is what you more or less get when you combine the sheer survivability of a health regenerator such as Mundo, alongside a CC heavy kit like Nautilus, you more or less have the champion Sion. What Sion brings to the table, however, is the unique and powerful initiation he brings with ![]() Overall, Sion is a tank that brings enough tools to the Rift, Treeline or Abyss to be able to shut down his competition if the opportunity arises. |
Nᴇɢᴀᴛɪᴠᴇs
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- Must have a good sense of timing for ![]() - Kitable beyond belief - Average to Bad Passive - Mana Hungry Early - Requires good farming to be strong late - Lacks reliable escape mechanism - Issues with mobility |
As with all League of Legends champions, Sion has his flaws. Since he is a hulking corpse, sadly he shambles around as such, meaning that his sticking ability is quite weak comparative to the range of champions available to play as. This alongside his other flaw makes him a more skillful pick than one would first assume, as all of Sion's Crowd Control is in the form of skill shots, making those who have accesses to dashes, especially on low cooldowns extremely frustrating opponents. (Looking at you Kassadin.) Sion is also designed to get better as the game progresses, making him somewhat unimportant to games where he cannot get farm over the course of the game, more due to the health stacking mechanic attached to ![]() Sion truly is brought down due to his slower more readable gameplay, however, this can be overcome with skill and timing in some situations, with others just unavoidable. |
![]() Rᴇɢᴜʟᴀʀ Sɪᴏɴ |
Vs |
![]() Bᴇʜᴇᴍᴏᴛʜ Sɪᴏɴ |
Before this guide goes any further, let's explain the core difference between "Tank Sion" and "Behemoth Sion". The core difference between the two builds comes down to what it focuses on. Tank Sion traditionally focuses on building resistances due to the fact that Sion passively gains health from


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Rᴇsᴏʟᴠᴇ Tʀᴇᴇ
Tier 1 - ![]() ![]() ![]() Tier 2 - ![]() ![]() ![]() ![]() ![]() Tier 3 - ![]() ![]() ![]() ![]() Tier 4 - ![]() ![]() ![]() ![]() Tier 5 - ![]() ![]() ![]() ![]() ![]() |
Grasp of the Undying is the strong with the Behemoth build, as you gain health, you gain more damage in extended fights, as well as gaining back some health. If you're planning to go all out aggressive in your lane, this is the mastery you'll want to take to get the job done. |
Well, season 7 has brought Sion players one of the best things in ages,
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Look, if you have a very squishy team, consider possibly taking this, but honestly with
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Cᴜɴɴɪɴɢ Tʀᴇᴇ
Tier 1 - ![]() ![]() ![]() ![]() ![]() ![]() Tier 2 - ![]() ![]() ![]() ![]() Tier 3 - ![]() ![]() ![]() ![]() ![]() Tier 4 - ![]() ![]() ![]() ![]() |
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Mᴀʀᴋs // 9x ![]() // Due to the fact that the build leans towards health stacking rather than resistance stacking, getting resistances with runes is something that is highly useful, specially since you are playing top lane, where attack damage champions are more present. // Alternatives // Feel free to exchange ![]() ![]() |
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Sᴇᴀʟs // 9x ![]() // Ever since the nerf on armor seals so long ago, most champions beyond armor stackers have benefited much more from health or scaling health seals rather than armor seals. This applies for Sion as well, especially since armor marks are included for resistances. // Alternatives // Even though ![]() ![]() ![]() |
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Gʟʏᴘʜs // 9x ![]() // As you will be most likely going top with this Champion, you will solemnly run into a Ability Power based champion all that often. So, it's more worthwhile getting scaling runes rather than flat, so you have a better resistance late game, rather than have a larger amount earlier. // Alternatives // Of course, you can always still use ![]() ![]() |
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Qᴜɪɴᴛᴇssᴇɴᴄᴇs // 3x ![]() // As Sion, you want these runes, mainly again to increase the amount of lane presence you have earlier, as well as your ability to survive later. As well as this, there is little other option that is all that helpful to Sion, particularly with this specific build. // Alternatives // Not all that many suggestions for alternatives. If you really don't want to use any ![]() |
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Fʟᴀsʜ
Universally the most useful Summoner Spell in the game, gives a powerful engage tool and disengage tool, with a ton of uses, makes this summoner spell extremely useful, even more so for someone that doesn't have any form of dash (While you could consider ![]() |
Tᴇʟᴇᴘᴏʀᴛ
When playing in the top lane, this spell is taken the most, for a reason. It's extremely useful, as you have the ability to split push, yet teleport in for a team fight, use it as a form of escape by teleporting to one of your towers and even just ganking another lane. Always try to take unless the rest of your team have some form of teleport. While on quite a long cooldown, the power of teleport cannot be denied. |
Gʜᴏsᴛ
Ghost is useful as your main form of damage requires you to be in someone's face, with the ability to be able to get in someone's face constantly. While not as potent as the other two spells, it can still turn the tide of battle in your favor. Especially useful due to the shorter cooldown the spell is on, making plays more available to Sion more often. |
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Glory In Death
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- Don't become overly frustrated if you are unable to get a kill from the ability, it's a particularly easy ability to avoid, especially if you are being focused down with crowd control. No matter what, your passive form will achieve something, be it the retreat of the enemy or blowing crucial summoner spells, don't fret if you can't raise that KDA.
- Remember that you can use not only
Death Surge while under the influence of
Glory in Death, but you can also use item actives, such as
Zz'Rot Portal and
Titanic Hydra. You cannot use summoner spells while under the influence of
Glory in Death however, so don't rely on flashy plays to win you fights while under the influence of
Glory in Death.
- Do not rely on this ability for your fighting ability. Keep in mind to even access this form, you have to die, giving gold and experience based bonuses over you, making your time even more difficult. Don't die deliberately so you can access
Glory in Death, it's not worth the losses needed to get there.
- Attack speed while under the influence of
Glory in Death will always be 1.75, no matter any other factors. While Sion's shouldn't be building attack speed usually anyway, actively try to avoid building attack speed if you can, as it serves no benefit to
Glory in Death in the slightest.
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- Don't become obsessed with making sure you get a full duration
Decimating Smash off. The ability is extremely telegraphed, and the ability will be much more useful even if it only hits a small area and slows. Having any CC and damage be successfully applied is much better than getting greedy and not landing any
Decimating Smash's altogether.
- Try to chain this ability off other hard CC. If the opponents cannot move out of the way of
Decimating Smash since they're already stunned by a good
Unstoppable Onslaught, or say a
Malphite got a good
Unstoppable Force off, it allows a much larger window of time for charging the ability, making it easier to land stronger
Decimating Smash's off.
Decimating Smash when first activated has a small range in front of it already charged. Sometimes, it can be for the best if you are right in front of some, to just instant cast the ability instead of letting you opponent dash away or walk away while a stronger
Decimating Smash is charged.
- Don't be afraid to use this ability if you are in a large fight, as if you are CC'd while charging the ability, it'll go on a shortened cooldown, meaning you can try again oh the sooner.
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Soul Furnace
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- Do NOT underestimate the health stacking this ability grants. As long as you keep farming competently throughout a game, you can hit a good few hundred bonus health through the game, which can be a big difference as these bonus statistics cannot be gained by any other individual in the game, making this a great way to get ahead of the competition, as well as keep you scaling throughout a game.
- Timing is everything when using
Soul Furnace. Try to activate the shield before you enter combat, so you can make sure you can detonate it for its damage, as the ability has a three-second cooldown before the shield can be detonated in any compacity. Also, make sure that it's not too late, so you can mitigate damage taken as well. Keep in mind you can activate
Soul Furnace anytime you want, even during
Unstoppable Onslaught or
Decimating Smash's cast time.
- Health stacking on this ability is locked until at least a single point is put into
Soul Furnace, such as why this ability is taken level 1, to make sure the maximum amount of health is gained from the ability.
- Keep in mind that for
Soul Furnace's passive, any unit in the game counts. This includes pets such as
Ivern's
Daisy! or
Annie's
Summon: Tibbers, placed units such as
Heimerdinger's
H-28G Evolution Turret's or
Malzahar's
Void Swarm. Lord have mercy if one of your opponents decides to get a
Zz'Rot Portal as the Voidlings from that count too. More of less, if it can be killed, it counts towards
Soul Furnace's passive.
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- Try to not directly hit this ability if you wish to poke or disengage, but rather try to use the knockback effect to hit your opponents, as it increases the potency of the damage if hit by a knocked back unit. It also works better as using a knocked back unit effectively doubles the range of the ability, making it a much stronger ability than the numbers themselves seem to indicate.
- This ability is much more instantaneous than
Sion's other abilities, making it a more effective method of either catching an enemy out of position, or using the ability to help with escapes, as unlike
Unstoppable Onslaught or
Decimating Smash, there is no charge or wait time, with the spell more of less happening instantaneously.
- Do not doubt the armor shred on
Roar of the Slayer, as it sports a 20% armor shred on it. However, this only applies to directly hit targets, not targets hit by knocked back units, so if going into extended fights, try to get the shred onto your opponents for stronger constant trade damage.
- If you get a kill with the minion or monster knockback, you'll feel 100% cooler saying "Bowling with Sion" in all chat. Because hilarious Bad Manners is totally cool and amazing, especially with such a clutch kill...*
*Digression is advised.
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Unstoppable Onslaught
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- Did you know that
Unstoppable Onslaught deals damage to structures? Well, next time you charge down a lane, try running into the enemy teams turret, see it before your own very eyes! A cool way to use an ultimate that won't end up hitting anybody anyway, so you can not waste those ultimates that didn't work out.
- The longer
Unstoppable Onslaught goes, the more damage it does, as well as knocks up the enemy for longer as well. While short range
Unstoppable Onslaught's are much easier to land, the reward is much lower. It's all up to you how far you're willing to run...
- This ability doesn't always need to be used as an engage. Due to the long range of the ability, this means that it can be also used as an escape tool, as you do not need to target an enemy. Just make sure the enemy has no method of getting in front of you, otherwise, you're getaway is going to be abruptly ended...
- Keep in mind that the moment
Unstoppable Onslaught is started, all champions are given an audio cue that you are using your ultimate. While this mainly serves as an advantage, you can use it to confuse opponents. Hang around one lane, then out of site TP to another lane and ult down it. The enemy team will expect you down one lane, but you'll come down another instead!
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Warding Totem The utility you gain from being able to place down wards way outlives the usefulness you can gain from clearing wards. No contest, ever. |
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Cloth Armor Cloth Armor, while not the most useful start against a large amount of match ups can be extremely useful against AD Casters, as the bonuses gained from ![]() |
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Warding Totem The utility you gain from being able to place down wards way outlives the usefulness you can gain from clearing wards. No contest, ever. |
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Null-Magic Mantle There will always be those few champions that are played top that run off Ability power, such as your ![]() ![]() ![]() |
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Warding Totem The utility you gain from being able to place down wards way outlives the usefulness you can gain from clearing wards. No contest, ever. |
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Ruby Crystal If you are in a lane that you generally win, mainly against tanks, you can go a start based around trying to complete a ![]() ![]() ![]() |
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Titanic Hydra This is the entire basis of the Behemoth build, as the entire point of the build comes down to gaining tank stats through health stacking, yet also providing a good amount of damage through it too, due to, you guessed it, ![]() ![]() |
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Frozen Mallet Frozen Mallet is the other extremely good item for ![]() ![]() ![]() |
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Boots of Swiftness The movement speed you get from these boots helps immensely when chasing down your foes, as well as the slow resistance you gain, paired with ![]() ![]() |
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Banshee's Veil The quintessential magic resistance item for most champions. A nice chunk of health, magic resistance as well as health regeneration. All extremely nice, not evewn including the spell shield you get along with it. Against some champions, this item doesn't do all that much, but block a ![]() ![]() ![]() |
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Spirit Visage RECOMMENDED The other major magic resistance item you'll probably end up running if you chose not to run ![]() |
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Mercurial Scimitar Remember how I said back when saying why you don't take ![]() ![]() ![]() ![]() |
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Dead Man's Plate RECOMMENDED When it comes down to it, this item truly is one of, if not the strongest armor item in the game, especially for someone who is engage based. The armor as well as the health are extremely useful for you, as well as the momentum you gain from the passive and the strong slow on the first auto attack make this one of the best items for not just this specific build, but Sion in general, specially since you build momentum as you charge with ![]() |
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Thornmail This item is kind of a weird one. It gives the largest base armor in the entire game, a whole hundred, yet it gives nothing else, beyond the passive of dealing damage back to any enemies that happen to auto attack you. For some tanks, this item can be extremely effective, however for a behemoth ![]() |
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Frozen Heart Having mana problems? Having to deal with attack speed heave champions such as your ![]() ![]() ![]() ![]() |
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Randuin's Omen See, I just said earlier when talking about frozen heart that there are better choices, and here you go, only a few lines later we have an item that is easily able to contest. It exchanges the Mana you gain from ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Warmog's Armor![]() ![]() |
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ZZ'Rot Portal No, this is not a troll pick. ![]() |
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Righteous Glory Build this if you are dying a lot. I know it sounds dumb, and I even previously mentioned that beyond the benefits of ![]() ![]() ![]() |

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Area of Gameplay |
Guide |
Early Game |
Due to the fact that the uniqueness behind this play style of ![]() ![]() ![]() No matter what match up you seem to be in, farming is a must, but actively poking or engaging on champions is a whole different story. If the champion is ranged, first off, say goodbye to even attempting to trade. Just play passively and farm as you can. However, then as we proceed into melee territory. For the damage based Melee's, such as your ![]() ![]() |
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Warding and Vision |
![]() Vision is important in any lane, but in top lane when playing Sion, it can be extremely useful to have multiple areas of Vision to make sure you don't get ganked, because as ![]() . Blue Side Tri Bush Blue Side You'll want to keep this bush warded if the you are either extremely low and hanging around under tower, or if the enemy team has a Jungler that is prone to tower diving (Such as ![]() ![]() Red Side You do not need to ward this bush at all. You should not be constantly pushed up enough for the enemy Jungler to effectively gank you from that spot. . River bush Both Sides Warding this bush is the most important, especially for the blue side, as it is the furthest back line of defense you have, however even if you are on the red side, it still is just as effective, as you are able to see junglers come in if you are pushed up. Make sure this is warded as much as possible, no matter which side you are on. . Red Side Tri Bush Blue Side While this bush is indeed important, it is not as important as keeping the river bush warded, as you will need to be pretty pushed up for it to be an issue. However, if you are pushed up, and keep pushing up, make sure to have a ward for this bush, as it can alert you if the enemy jungler is trying to come around to gank you. Red Side This is objectively more important than the warding of the river bush, but it depends on which one would be more useful. If you find you are pushing up a lot, it is more useful to ward the river, however if the lane remains even, then it is sometimes worthwhile trying to ward the tri bush instead, since you should be able to escape if the enemy jungler comes in through the river bush. . Red Side Lane Bush Blue Side You should literally never ward this bush, unless you are going for a turret dive, and suspect the enemy jungler will gank you to stop it. But you should seriously never need to actively ward this bush. Red Side As with the blue side tri bush for the blue side, you shouldn't need to ward this unless you are up against a very dive heavy jungler, as using this bush to gank would be a pretty big risk for champions that do not have good turret dives. . Lane Brushes Both Sides These bushes, no matter what side you are on can be worth warding. However the priority of warding these bushes is minimal, with only stealth based champions really posing any threat, or heavy lane gankers (I'm looking at you ![]() |
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Ultimate Usage |
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. Your ultimate is an extremely powerful tool for you to use. It can be used for an escape, an engage, a scare tactic and more. This section will attempt to explain all the different possible uses of your ultimate in some level of detail. . . Engaging The main use of ![]() ![]() . . Escaping While ![]() ![]() ![]() . . Combo Trying to combo this in with your other abilities is not the worst choice of the use of your ultimate in the world, it'll more likely than not guaranteed hit a target, as you'll be right infront of them, probably knocked up from ![]() . . Roaming With your ![]() . . Scare Tactics As a last resort, you can attempt to use ![]() |
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Escape Possibilities |
.![]() See Above . . ![]() Flash as an escape can be good, however the main thing to consider is that while you are able to flash away, you are using a very powerful resource when you may not need to, as well as that your enemy may have flash up as well, negating your flash in most situations, such as if you opponent flashes under your tower. However, trying to think of all that in a 2 second timespan is pretty hard, so mainly use flash if you feel you need to, never try to second guess yourself with these things, as you risk making a stupid mistake. . . ![]() Teleport is a tricky one to justify as an escape, because it is even more of a waste than using flash, as well as the fact that it has low success rates unless you are both really ahead to be able to tank 4 seconds of free abuse, as well as the fact that the enemy team cannot have any disabling effects. Only try to use this as an escape in dire situations. |
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Mid Game/Team fighting |
. By the middle of the game, you should have ![]() ![]() ![]() Keep in mind though, that you want to farm for as long as you possibly can, as you become infinitely stronger the more health you gain and the more tank like you get, not only from items but as well as your ![]() If you decide to team fight, your best bet for a strong engage is to try to get a good ![]() ![]() ![]() . |
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Late Game |
. Once you hit late game, you are in a bit of a pinch, since your power begins to start falling, as full on tanks begin to hit their strongest point in the game, but due to how the build is structured, your not going to do enough damage to full on tanks, but aren't going to last long enough to fully take out damage carries or assassins, unless you have a really powerful team composition (Looking at you ![]() If you hit your late game earlier than everyone else, you'll become one of the biggest pains ever to deal with, however if you get to your late game at the same time as everyone else, or heaven forbid later than everyone else, you are going to have troubles being overly relevant, to the point that it may be even worth selling the ![]() ![]() . |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
There are many different matchups that Sion can come up against in the top lane, some helpful, some not as much, and some just depending on your skill. This section will try to cover as many possible matchups as possible. (If you wish to see a specific matchup, please leave a comment.)
EASY
These matchups are in your favor, and unless the enemy has a large skill advantage over you, victory should be more or less guaranteed. These lanes are easy for you to poke and are very hard to die to. Make sure the enemy Jungler doesn't gank you, and prepare to dominate lane. |
STANDARD
These matchups are close enough that you'll need to be skillful to win. There are sometimes special circumstances, plus certain matchups will give certain advantages. Make sure to poke and engage when you can, but make sure you do not get overly cocky. |
DIFFICULT
These matchups are not useful to you in the slightest, the exact opposite in fact. Making sure you don't die in these matchups is your number one priority. You won't win trades or fights, so your best bet is to just stay back, farm using your abilities and hope to your jungler for ganks.
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As with pretty much all mirror matchups, you'll be dealing with skill levels rather than with champion advantages, since you are literally the same champion, your as powerful (and as weak) as each other. However, due to the Behemoth build not being common meta, rather it being full tank Sion, it is more likely than not that you'll deal damage while your opponent will rather soak damage. Consider building regular full tank ![]() ![]() ![]() |
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So, by this point, you should be able to understand the basics of why this certain build exists, to bring a champion extremely well known for for his strong late game, into a more mid game power spike, while trading off the super tankiness you can get by the late game, you gain extremely powerful utility and damage instead, while not being a pushover in terms of damage. Hopefully, you've found this build somewhat interesting if not useful, and hopefully, if you ever decide to play this niche version of sion, you'll have good fortune and not be against a

~ Seivelath
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JhoiJhoi
Many of the cool formatting present in this guide would not be possible at all without the extremely useful guide created by JhoiJhoi, which can be checked out here! (Seriously, check out this guide if you ever want to get into MobaFire guide creation.)
VERSION 2.0 17/12/2016 {CURRENT}
- The guide has been quite updated. The following sections have been fully redone (Don't worry, the rest will come)
- Introduction
- Pros and Cons
- Masteries
- Runes
- Summoner Spells
- Abilities
- New visual style
- More graphics
- New layouts
VERSION 1.1.0 (Patch 6.7 Update) 06/03/2016
- Start of Champion Matchup lists, with the following champions added
- Cho'Gath
- Fiora
- Karma
- Galio
- Mirror Matchup (Sion)
- Vayne
- 6.7 Patch Updates added
VERSION 1.0.1 25/03/2016
- New Section added; Patch Updates!
- 6.6 Patch Updates added
- Credits added
VERSION 1.0 17/03/2016
- Guide Launched! Including
- Introduction
- Pros and Cons
- Masteries
- Runes
- Summoner Spells
- Abilities
- Items
- Gameplay
- Summary
- FAQ (Without any Questions however)
- Changelog
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