Sion Build Guide by NicknameMy
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
- AP Udyr, power of the blue flame
- Taric Support, the fullest outragous Support build ever
- Twisted Fate jungle, master of all lanes
- Garen, Spin to Win is possible goes 5.16
- Build Only: Spin to Crit Returns
- Build Only: It is only fun if they run
- How to be Riot's sign for incomplete balancing
- The Nunu Build
Not Updated For Current Season
Not Updated For Current Season
WARNING, THIS GUIDE FEATURES UPCOMING CONTENT!!!
Can include multiple changes because of changed content, opinion is based onto the PBE database. You can find the current PBE status here.
Why play Sion jungle?
Reason number 1:
Reason number 2:
You wanna have fun.
You heard right, there is really no competetive reason to play Sion. He is outclassed by many junglers in clear speed, earlygame power and lategame scaling. He is rather medicore and combines those things. Allrounders are definitly not the meta.
But I really like his playstyle and at most, his theme. While most people hate on it, I like the Arnold parody and the undead style. He also has in theory a good kit synergy for jungling, combining a passive which reduces a big amount of damage you take, a big shield which reduces the damage further and also adds AoE damage and high single target damage which farms HP and has more high priority targets in the jungle. Finally, this giant lifesteal tool, which also heals your team.
The problems of him are his super bad base AS which makes him a rather slow jungler, that his shield does not scale for bruiser and his ultimate heal AoE which is way to small. If that problems are fixed he could se more play.
These are Sion's abilites. I will explain you now a bit deeper how to use them perfectly. To see, what a skill does, hold your mouse over it.
Maokai or Taric, which means, it can't be avoided. And for that, it has the longest duration at level 1, which is 1.5 seconds. Thats enough time to catch up and deal damage or for your lanemate to setup damage or a lockdown. Especially with the new Ghost you will close the gap in no time.
But this spell is not only great for the jungle, it is also great for ganks. Instant 100-300 damage against an enemy is a nice thing and makes nearly every gank already worth it. This is also why you max this first, you will deal way more damage in ganks than if you max Enrage.
Taric got his fabulous hammer, you got your cutty cutter axe. While this is activated, it goes so deep into the enemy flesh that you can steal parts of their life and their soul out of them and heal with that you and your team. In theory, of course. But this thing has also many bad sides. If you get kited, it gets useless and you die. And this is also your biggest weakness kiting. But if you can stay close to the enemy and even heal some of your team with that super bad AoE, you can get legendary with this. Try to position yourself so you heal as much of your team as possible.
I already explained why I take Death's Caress first over Enrage. But again, this is because of that earlygame and early midgame there will be only small skirmishes with a low amount of auto attacks, so Enrage doesn't do much and Death's Caress is way better. But why then go for Enrage second over Cryptic Gaze? This is because at this stage of your game, you will clear more camps and creep waves faster, so you can farm your HP faster. And now, auto attacks get more and more important, especially with your rank 2 ultimate. And it deals magic damage, which is at this point rather meaningless to increase without magic penetration. Ultimate at every rank should be obvious.
Runes and Masteries
Note: Runes will be potentionally redone, this is just for the current runeset on PBE.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Speed
here. Sort the list for the lowest lvl 18 attack speed and you will find Sion at place 15. This is for a champ, which is purely based onto basic attacks, just bad. All champions placed above him either don't use auto attacks at all or they are not based onto rapid AA's. This is why you need to increase this so badly. And also the reason why marks, glyphs and quints are attack speed. Only with that, you can reach a good amount of attack speed lategame.
I tend to run a 9/21/0 mastery, simply because of Second Wind , which increases the effectivity of your ultimate by 10% while below 25% of your HP. And you get most masteries you need from offense anyway. This also fits to Riots new style:
||Flash on Sion. You will now gain instantly 75%! movement speed for 1 second, which makes closing a short gap rather easy, similar to how Flash works. After that, it grants a constant movement speed of 15%, which is good for sticking to the target. And the cooldown of this even reduces with levels, making it lategame pretty much every time avaiable. What could you want more?|
The Item section
Madred's Razors. This is because the 5 bonus health is still there while the 20% bonus damage scales well with your shield.
Enrage. And again, Sion needs attack speed because his base is "bad".
Blade of the Ruined King later in the game, which has an as good synergy to Sion as Frozen Mallet.
Sunfire Cape, because at this point, the magic damage of it is pointless and the slow is way more usefull. Especially because it stops Blade of the Ruined King, which destroys you.
Spirit Visage). Against a 5k HP enemy that is nearly 1k HP. 1k HP HEAL!
Sion great earlygame ganking. Not only that, you are also fast enough to sometimes outrun the enemy sight of wards and if you are chased they are very helpfull aswell.
Ruby Crystal into Frozen Mallet, which is a must have on Sion. At this point, you will most likely have more than 2k HP and together with the new masteries you are able to be a big threat.
Sion, since nearly no champ gets this. If you look at his ultimate, you should already know the answer. The ultimate requires you to constantly hit stuff in order to heal your team and yourself. So what could be better for that than a constant 40% slow? Of course, it could be better, but nothing better exists. (Skull Basher from Dota, beeing like Naix)
The jungle and the ganks
* marks Smite
Typically, this is what you want to do now at S4. If you think the enemy is gonna invade you, get a smiteless Red and then do the route and use Smite everytime it is not on cooldown. While Sion can have strong lvl 3 ganks, you really want to clear your first jungle and get level 4, as a level 2 shield basically increases your gank damage by 50% and you want to farm your Boots of Mobility as fast as possible, because without them, your ganks are only like 1/4 effective. After the full clear, you will sit on ~650 gold, then you can try 1 gank and after that you most likely got enough for Boots of Mobility.
After you got Boots of Mobility, you will go and gank most the time possible. But don't waste your time at it standing still for 15 seconds or more, because in that time, you could have cleared one more jungle camp and gained an advantage over the enemy jungler. The right balance for this comes with more game experience, so you just have to try and find out your style.
The ganking style of Sion is relatively simple. As with any champ, the general rule is, don't waste your gap closer if you don't need it. So if you can just run up to the enemy and hit him without stunning him, do that. If you have Red Buff or Frozen Mallet later in the game, one hit will slow them enough to burn any of their escapes. Of course, in some situations you have to lead with stun, otherwise the enemy instantly escapes. But try to make it as late as possible, the best position would be directly in front of the enemy turret out of turret range. Of course, sometimes you also have to interrupt channels with it, so safe your stun for that. The more and more you play Sion and the more you know about your enemy, the more good ganks you will peform.
The objectives and the teamfights
Sion is really great at taking early objectives, since he has lifesteal and can heal his team. This makes clearing
very easy. He can also ignore most of the rest of their damage with his shield and passive. But, if you used your ultimate, you are nearly useless at post fights, so be aware of that.
In Teamfights, you want to be the frontline of your team. Try to keep everything away getting through you with your stun and your Frozen Mallet slowing auto attacks. If you hit someone, try to make your team staying near you, as this heals them, increasing the potential to win the fight very much. If you got the opportunity to do it, try hitting the enemy adc, as he can't do much against you while near you.
If you are winning the fight, chasing is easy. Stun the running enemies and keep them slowed forever. You may have not the best movement speed, but with your build you got a good ability to stick to the target.
If you are loosing, it is your job to die for your team and safe the rest. Try hitting everyone of them and slowing them down, so your team can escape. Stun the most dangerous one and then make yourself the try to run. You will most likely die, but for that, the most important part of your team is alive.
So, that is now the end for my little Sion guide. Again, I never said Sion is better than anyone else in the jungle, he is just fun to play and you can also have fun with him. If you got fun playing Sion in the jungle, give me a thumbs up and leave a comment. If you got a better build for this, comment with an alternative and say why it is better.