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Sion Build Guide by claumaximus

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 claumaximus

"Hasta la vista, baby" [Sion Full Guide]

claumaximus Last updated on December 22, 2014
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Ability Sequence

2
4
5
7
9
Ability Key Q
1
14
15
17
18
Ability Key W
3
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction




This is a guide for the reworked Sion, I used to like the old Sion, but because he lacked gap closers or hard CC he became really bad at lane, the rework gave Sion a lot of new tools that help him at the Top and Jungle, but I prefer using him at the jungle because of how easily kiteable and countered he is by ranged champions, or outscaled in damage by champions like Nasus or Darius. I also prefer to use his high CC and ult in ganks, that way he can help snowball other lanes while also getting tanky for the late game. This guide will try to teach you the mechanics of Sion so you don't end up doing this:
Really funny video


Guide Top

Pros / Cons



Wow, did you noticed this?

Pros:


+High CC
+Highh sustain in the jungle
+Very tanky
+Awesome Ganks

Cons:


-Low to Medium Damage
-Easily Kited
-Easy to avoid his Ult
-Countered by ranged champions


Guide Top

Summoner Spells


Smite:
Always get smite if you are jungling.
Flash:
Very good gap closer or escape tool, nice summoner in most champions.
Exhaust:
Good for ganks but not recommended since flash is more viable and you already have high CC.


Guide Top

Runes



Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3


I like to use flat AD runes because they help you clearing the jungle faster, also I use flat Armor because it gives you even more sustain in the jungle but you can also use flat Life or scaling Life runes, and for Glyphs I get scaling magic resist because AP won't be a problem until late.

Here are some alternatives to the runes I listed. You can combine the runes between these two as you like, but I recommend the first ones.
More black letters?
Runes

Greater Mark of Lethality
9

Greater Seal of Percent Health
9

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Movement Speed
3


Scaling health by % is better than level scaling health, proof, this also applies for the quints, if you want different glyphs you can get CDR as they are the best you can get aside from scaling Mag. resist, this is because the need of abilities that Sion has in the early to late game, altough they are not as good as the Mag. resist, but they are the second option.


Guide Top

Masteries


Masteries



Masteries
1/5
4/1
3/5
1/1
2/5
2/1
2/1
3/5
1/5
1/1
3/1
3/5
1/1
1/1
1/
1/


These are the basic masteries for a tanky jungler, I take 9 points in the Offense tree to get the extra attack damage + the CDR. In the Defense tree I get the extra armor and the jungle masteries to improve my sustain, I also like to get Perseverance to recover some life between ganks, Second Wind also helps you with your passive, making it last longer. Swiftness and Tenacious helps you when ganking other lanes. From the offense tree I get Sorcery , Brute Force and Martial Mastery .


Guide Top

Abilities order and explanation



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I like to get the W first, because if you get a leash in the first buff you loose less health, then you get your Q to jungle faster and lastly your E to slow enemies in ganks.

Passive


Glory in Death
Description


Opinion and tips


Q


Decimating Smash
Description


Opinion and tips


W


Soul Furnace
Description


Opinion and tips
to burst your enemies, if you don't need the burst consider using it after the stuns to block some damage from the enemy.

E


Roar of the Slayer
Description


Opinion and tips


R


Unstoppable Onslaught
Description


Opinion and tips


Guide Top

Items



Items that I reccomend:


Stalker's Blade - Juggernaut
Viable armor items:



Viable attack items:




Explanation:



The core of jungle sion is very simple, Stalker's Blade - Juggernaut for the tank stats and the extreme ganking CC, Mercury's Treads for Magic resist or Boots of Swiftness for the extra CC reduction and Sunfire Cape for the passive damage. As Sion the best stage to build damage would be at your second or third item, as they work wonders in the early to mid game.

The viable tank items depend on the enemy you are facing, if all the enemies are AP change all your armor for Mag. Resist or even build damage, the same goes for AD, another viable option to get Mag. Resist is the Banshee's Veil

All the offensive items I recommend are for team fight purposes, Ravenous Hydra for AOE damage, The Black Cleaver for armor reduction and Frozen Mallet for CC. I recommend finishing always with an attack item, as the tanky potential of Sion is already very high with 5 tank items but his damage is very low without damage items, I recommend Ravenous Hydra over the others.

I don't keep the Stalker's Blade - Juggernaut in late because it is not as good as other items, like a The Black Cleaver or Warmog's Armor. I use Sunfire Cape for the AOE Mag. Damage, that helps a lot during Teamfights, ganks and clearing the jungle, alternatively you can get the Iceborn Gauntlet as they both provide similar armor, but the gauntlet provides more damage with it's passive, this choice depends on the situation wether you need more health or more damage and CC. Mercury's Treads not only give you Mag. Resist but also provide Tenacity, one of the best passives in my opinion. You can get a Ravenous Hydra at this point to increase your mid game potential, as your damage starts to fall off at this point. Randuin's Omen makes you more tanky, but I also use it because of the Teamfight Potential that it has, like the Attack speed reduction, and AOE CC. I prefer Spirit Visage over Banshee's Veil because Spirit visage makes your passive last longer, but also increases your life regeneration. And last but not least, you can get a Warmog's Armor if your team has enough damage or build a The Black Cleaver since you are already tanked.

Item Sequence

Ranger's Trailblazer - Cinderhulk
2250

Boots of Speed
300

Sunfire Cape
2900

Ravenous Hydra
3500

Mercury's Treads - Homeguard
1550

Randuin's Omen
2900

Spirit Visage
2800

The Black Cleaver
3100


Guide Top

Jungle


Viable Jungle Items




This is recommended for the early game only, Sion has a decent but not fast clearing ability so this smite is not needed, specially after the smite cooldown reduction being removed, only use this item if you can safely farm in the jungle during the early game without needing to gank very often and sell it in the late agme.



This is one of the best options, you can buy this jungle item if your laners lack damage during the early game to secure kills, it is not as useful during the mid game, and you are going to sell it to make space when you arrive to the late game.



This is the other best option, I find this the most useful jungle item you can get, the 50% slow is really useful, buy this if your laners have enough sustained damage to kill him with your CC, you can use it to avoid the enemy laners to scape from your Q. This also scales really well to mid game, but you are going to sell it still when you get to the late game.

Jungle Path:


Generally you want to start on Blue, ask for a leash and go to wraiths (I avoid doing wolves because counter junglers like shaco can kill you there), then get your Red and start ganking. If you want to help an specific lane at the beginning start like this: Help top first = Blue, Help bot first = Red.


Ganking:


When ganking with Sion or any other champion you want to have a good position, so it's better to gank lanes that are pushing, if the enemy has a ward, break it and return to your jungle to gank later after one or two camps, this is because they will be extra cautious when they see you breaking their ward. Altough ganks after Sion is level 6 are extremely powerful, his ganking potential is medium pre-6 so you are still able to make a difference in lane, you want to gank lanes that are pushing, so you can get from the river to the tribush (top or bottom, when Mid get from the back lanes near their tower) and gank from there, always wait for the minions to get to lane, so you have more options with your slow, start by using your E with a minion so you deal extra damage and CC so they can't escape your Q, then channel your Q to knock them up and your team laner should be able to catch up during this, if you need extra damage or you are being attacked, use your W. At level 6 you will get Unstoppable Onslaught this skill will help you a lot to gank lines, just position behind your teams tower and wait for the enemy champion to be in sight, then start your ult and stun them, and proceed to use your Q Decimating Smash then activate your W Soul Furnace land a few AA and finish the job by slowing them with your E Roar of the Slayer. Alternatively you can land your E first to increase the damage done, but it's better to use it second or third as the slow doesn't has effect when they are stunned.

Objectives:



Dragon:

After level 4 you should always look for the chance to gank bot, if the gank is very succesful you should be able to kill the enemy adc and supp, making it an easy opportunity to kill the dragon, even better if you counter gank (or get conter ganked) and are able to kill the jungler, always ask the Mid laner if he can help. Also keep a ward in the dragon for when the enemy decides to kill the dragon, if you get help from your bot or mid lane, you should secure from 1 to 3 kills and a dragon. At the mid or late game, if you win a team fight, always try to kill the dragon if you don't have the chance to get an enemy tower.

Towers:

In the mid to late game (or particular early games) try to push the lanes and kill the enemy laner to get a tower, also remember to destroy at least 1 tower after a succesful team fight.

Baron Nashor:

The same circumstances to get the dragon, except that with higher risks, don't try to do baron if there are at least 2 enemy champions alive, try to have enough damage to burst him down in less than 15 - 25 seconds, NEVER try to kill it without vision of the enemies path to Baron, that's just asking for trouble. Try to be near him when he is low so you can smite it to secure the kill.


Guide Top

Team Fights



Sion has a great Teamfight potential, as all his skills have high AOE and most have CC, you are the tank of your team, you will be the first to enter the battle, to receive the focus, and protect the carries of the team, the ideal combo will be to activate your W Soul Furnace, and wait for the enemy carries to be near enough so your team can follow you, then start your charge by activating your Ult Unstoppable Onslaught, when you smash the enemy team start channeling your Q Decimating Smash until it's at max power, and finish by using your E Roar of the Slayer, by the time you finish your combo all your team will have attacked and dealt damage, because of the high CC the enemy team will barely have time to counter attack.