Sion Build Guide by goldenhades
Not Updated For Current Season
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.
News in patch
- Skill sequence change to report to new style of play and better choice overall
- Summoner spell new spell added , and change add text to the one who changed , ex: cleansed
- Item redid to be better with new masterie and jungle
- Creeping and jungling section redone, for new jungle
- Redid some color and list to help make the reading easier
- New masteries section dones. I only need to redo the summoner spells section. It should be done in a few days.
League of Legends v126.96.36.199
- Health Potions now restore 150 health over 15 seconds (instead of 200 health over 20 seconds)
Its mean less heal with hp pot , but due to weaker jungle minion it don't touch us that much , even help us gank and get kill easier.
- Madred's Razors
Proc chance increased to 20% from 15%
Proc damage reduced to 300 from 500
It hurt a us a little for lvl 6 drag , but not really in the other case. Yeah he proc a little more for a little less damage so its around the same.
- Wriggle's Lantern proc damage reduced to 425 from 500
Well that 75 damage make the drag at lvl 6 a little harder , and solo baron at 16 too , but it don't change our stuff at all.
- Health Potions now restore 150 health over 15 seconds (instead of 200 health over 20 seconds)
- Small camps now respawn faster, but have reduced rewards
- Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing
- Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn
- Neutral monster experience range reduced to 400 from 800 (the killer always gets experience)
- icon=Ancient Golem camp experience increased slightly and gold reduced slightly
- Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy
- Lizard Elder camp experience increased and gold reduced slightly
- Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%
a little nerf here , but mainly a balancing nerf , than an overpower one. Should not be too much of a problem there.
- Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects
- Baron Nashor will now push wards away if you try to place one too close
- Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro
League of Legends v188.8.131.52
- Cryptic Gaze ability power ratio reduced to .9 from 1
- Death's Caress ability power ratio reduced to .9 from 1
It's a mid nerf for ap sion since they lose 1 damage each 10 ap. But for us with a jungle did not change a thing.
- Masteries have been remade.
Those change really buff the jungle path a lot ,
meaning that your first gank will be at 4:05 instead of 4:15. I will talk about it in the masteries sections.
- Spell change , new spell , etc.
See the summoner spell section.
Why i made this guild
Sion is one of the two hero who make me love this game. He can be played in all kind of way , AP , AD , crit tank , off tank and jungle. This build is how i play the guy in jungle.
For this guide i assumed that you know how to use Sion , use Death's Caress , and range of his skill.
Pros / Cons
- Great early ganker with stun and red buff at level 2
- Great surviviability with Cannibalism, Death's Caress, Cryptic Gaze
- Can heal team mate with Cannibalism
- Have virtualy an infinite hp max pool with Enrage
- Have a high damage output
- Low cooldown stun Cryptic Gaze ( 8 sec ) great for interupt channeled ult : exp; Katarina , Nunu , Karthus
- Death's Caress can save from ult like Ezreal and Karthus
- Passive can help tank minion for jungling and gank , help a little against auto attack
- Fulfills offtank role greatly
- Take out tower insanely fast
- Can survive gank due to everything
- Can virtually kill any 1 v 1 , even more if there melee
Need practice when you use Death's Caress in early jungling , need to know how much it can absorb to exploded it before being blownwith the new jungle that con pretty much inexistant
- No real escape mechanism
- Ignite really slow his healing with is ult , 143% lifesteal transform to into 71%
- Exhaust , 70% less damage really hurt , and 40% speed reduction make you unable to go close to champ who running meaning you can't heal if no minion nearby
- Melee , no range is always a pain :D
- Vulnerable to cc , like 95% of all the champ
Here a quick review of what the skill does and the sequence after
Feel No Pain
Sion has a 40% chance to ignore up to 30 / 40 / 50 damage each time he is hit by an autoattack. The damage reduction is calculated before armor and percentage damage reduction benefits are taken into account.
Great passive help jungle a lot , let you tank minion for early ganking. Not the best passive but its not bad either
His gaze terrifies a single enemy, dealing magic damage and stunning for 1.5 seconds.
- Cooldown: 12 / 11 / 10 / 9 / 8 seconds
- Magic Damage: 70 / 125 / 180 / 240 / 300 (+1.0 per ability power)
- Cost: 100 mana
- Range: 550
- Projectile speed: 1600
The main utility of this skill is for the stun , 1.5 sec is nice , does a little damage but the real utility is to close the distance to take out the champion.
With new kind of play i get it at level 2 and gank even faster. Its low cooldown really make it shine later in the game, to cancel channeled ultimate , or take out a carry while your team tear them. Its damage is not too shaby but its only a bonus to all that.
Sion surrounds himself with a shield which absorbs damage for up to 10 seconds. After 4 seconds, if the shield has not been destroyed, the ability can be cast again to explode and deal magic damage to surrounding enemies. It will explode automatically after the 10 seconds have passed.
- Cooldown: 8 seconds after shield expires
- Explosion area: 550
- Cost: 70 / 80 / 90 / 100 / 110 mana
- Shield Strength/Magic Damage: 100 / 150 / 200 / 250 / 300 (+1.0 per ability power)
This shield is a necessity for when you start jungling , able soak some damage , and exploded it back to the monster. At mid and end game , you would probably never be able to explode it , but since were AD it would not to much damage , think of it as a 300 hp more each 8~10 sec. If you think of it that way
Soraka with lvl 5 heal ( no ap for the vs) is 345 hp at each 20 sec
Death's Caress lvl 5 = 300 hp with burst of the other team ~10 sec so for 20 sec = 600 hp
so if we count that heal with her ratio of .45 = she need 566 ap to heal of an equivalent to a 0 ap sion. okay okay sure soraka heal give armor def can heal you ect, but you see my point of that shield be and okay soak all game. And it help clear minion wave too , you should note that enemy kill this way still upgrade your max hp if enrage is on.
While active each of Sion's autoattacks will deal extra physical damage at the cost of some health. Additionally, he permanently increases his maximum health whenever he kills a unit.
- Cost: 6 / 8 / 10 / 12 / 14 health per attack
- Extra Physical Damage: 25 / 35 / 45 / 55 / 65
- Health Gained: 1 / 1.5 / 2 / 2.5 / 3 per kill
This is one jungling sion "main" skill , since its a toggle that you want to be active all the time. Sure you lose some hp per hit , who is easily corrected with some lifesteal, and
its give bonus Phys. Damage equal of 1.44 B. F. Sword. It also upgrade his max hp at each kill. Normally at mid game you had like 100 minion kill , give around 200 hp (due to enrage not max). At that state of the game it means somewhat like 1 burst spell of an ap mage less to worry.
Grants Sion lifesteal and 50% attack speed for 20 seconds. Additionally, Sion's autoattacks will heal surrounding allies for a percentage of the damage dealt.
- Cost: 100 mana
- Cooldown: 90 seconds
- Area of effect: 200
- Life Steal: 50 / 75 / 100 %
- Heal: 25 / 37.5 / 50 %
So this ult is what made sion unkillable , funny to play , and having just too much lifesteal. First of all 90 seconds cooldown for it really nice , with blue buff mean like 70 sec. Second 50% attack speed , great for any melee champion. Thirth give you a heck of lifesteal 50/75/100 %. Plus it heal in a little radius around you all of your team mate for half of your damage , so 1 hit of 300 heal you for 300 and them 150 , and with your 1.9 attack per second its some awesome healing. And the last and not the least , this ult last 20 second , yeah you read right 20 dam long second for all that. first it mean that when it end , you only have to 50 to 70 sec till you can use it again. And you can heal yourself too much for all that time , meaning you can take tower out when they are full life with no minion. Yeah you don't heal on turret, but just one or two hit on minion there will heal you full.
So know since we know all what those skill does , here the Sequence
Lvl 1 : Lvl 2 : Lvl 3 : Lvl 4 : Lvl 5 : Lvl 6 :
Lvl 7 : LvL 8 : Lvl 9 : Lvl 10 : Lvl 11 : Lvl 12 :
Lvl 13 : Lvl 14 : Lvl 15 : Lvl 16 : Lvl 17 : Lvl 18 :
Lvl 1 is for shield to save hp for jungle , burst and all. Lvl 2 stun is for quick gank, or take enrage if you really cannot gank , after that always upgrade enrage, and cannibalism. after that you have two choice , either max stun for lower cd , or max shield for more hp and more burst. I choose the shield cause , in mid game its change things a lot more than 1 sec less on stun. And till late game you'll not really use 2 stun in one gank.
With the new masteries our speed , jungle surviability, all around game just gave us a easier time. I take a 21 offense , 9 defense build . Here all the masterie i take , i'll explain why i use some instead of other after.
- Tier 1
- Tier 2
- Tier 3
- Tier 4
- Tier 5
- Tier 6
- Tier 1
- Tier 2
- Tier 3
In defense there could be a lot of other choise
~Like taking instead of .
For late game it would be better , but for jungle who lose like 5 sec and 300 hp
till you famed gank at 4 min. Still this one is mainly prefence and like in ranked
where you need more surviviability could be a better choice
~ can give you a little more hp for the end game,but yet hp
are easier to get than hp5 like sure 2 hp5 is not a whole lot ,
but if you count the two minutes you take for your jungle it give you mean you have
120 hp to your first gank , instead of 12 more max hp for lvl 4. But that again I
prefer that , but we could argue a lot
~ 10 gold per smite a possibility of 100 gold per 10
minute, its great , yeah we could get a little boost to hp , hp5 , mres but i still
think it help us buy our stuff faster.
A must to have flash to stun , escape , to jump and kill a fleeing foes , tower dive , just too much thing to use it for to not use it. Even with the new nerf , only a little less range , don't make us suffer , since the other team too lose that range. A little more cd but still one of the best out there.
As a jungler you can't live without that spell early , help faster jungle and earn some money with masteries.
Could be usefull spell
Would help you save your skin in some situation , can help gank , and let you win vs a Tryndamre who just exhaust yourself. But never the less still prefer flash.
It help to chase and run , and with phantom and quint you'll be among the fastest out there , but even so running cannot save skin as much as flashing over a wall
Would really help one of Sion weakness , he will be focused by all the kind of CC , sure we get a Banshee's Veil but having two sure would be better , but we only got 2 summoner spell , so flash and smite get priority, and know it save us from exhaust or ignite even better , but depend of enemy team.
Teleport could be usefull for gank , but is a lot less cause the enemy see the ward in FoW and also could be usefull for backdoor , since sion a great turret pusher
Forget those spell
Ult give 100% life steal , with max build you got 148% or 500hp at each 270 sec not really hard to chose
Revive could be some hero , but with Sion other spell are way better
Cannot thing of anything more useless now , promote a siege minion , there no siege minion in the jungle, its a great spell , just not for you
Blue buff > that clarity nothing else to say
Should not need the little damage it does
Give a little bonus for the jungling, give some burst to shield and stun , and in mid to late team fight , but still we don't have a slot for it.
Its a great spell for support , so leave it to them
Greater Mark of Attack Speed For the Mark i prefer the one of speed over the one of armor pen, cause its speed you jungle , for around 7 to 10 sec. And scale good with our attack speed item. Sure armor pen would help against guy with a lot of armor , but we still got cleaver and some masteries. But you could easily switch those for Greater mark of desolation
Greater Seal of Armor Flat armor , give you a great deal or survivability for jungling, vs minion and help vs hero.
Greater Glyph of Scaling Magic Resist Give 24 MRes at lvl 18 , help a lot protect when you'll be target by enemy burst.
Could probably use Greater Glyph of Attack Speed but 5.4% of attack speed give you in the end .08 attack speed per sec. with full build. Not even close to 24 Mres at the end.
Greater Quintessence of Movement Speed Those quint , give 4.5% speed , help a lot to fasten the jungle, help to move closer to attack while the enemy is stun. With phantom dancer scale even more. a must.
I guess you could probably use Greater Quintessence of desolation , Greater Quintessence of Attack Speed or a mix or them , but i still prefer the move speed for my style of play.
Before we start with buying item , a little glimpse on ward , you NEED to buy them , and by that i mean NEEEEEED with all the E that you want , sure your team mate can buy some , but you got wriggle and you're less item dependant than other hero with your ganking power.
New jungle minion mean new way to do , so i start with Boots of Speed a Health Potion and a Sight Ward. Now i go put the ward in the river next to see if any one going to counter me at red. After some gank you'll normally take Berserker's Greaves and since you get it early than other you'll have a faster pace of speed to allow you to chase , kill , and deny them.
Next when you back either bought a Vampiric Scepter or Madred's Razors depending of how much money your got. When you finish your Wriggle's Lantern if you have enough money buy a B. F. Sword. But if you don't have enough take the Dagger since have ats is better than having nothing and either will help you build your next item The Black Cleaver.
Start with a Cloth Armor and 5x Health Potion to be able to do a good jungle
After 700 gold ( 1 row of jungle), you must get Madred's Razors to further help it.
Now Boots of Speed to help you gank , Wriggle's Lantern to let you survivre with the lifesteal and be able to put ward. Just after some more attack speed and move with Berserker's Greaves. Next you would want to have a B. F. Sword to start doing some more damage and after The Black Cleaver.
Next is depending of each game but i normally get those Zeal than Phantom Dancer for the bonus movement ( stack with quint) and attack speed , crit is only bonus here .
Banshee's Veil to survive and protect against CC. And for the last The Bloodthirster who will skyrocket your damage and lifsteal.
Depending on the game you can switch the Phantom Dancer with a Frozen Mallet and The Bloodthirster for a Zeke's Harbinger That way give you
~ -15% attack speed
~ -15% movement speed
~ -30% crit chance
~ -40 Attack damage ( -80 full stack)
~ +5% life steal ( -5% full stack)
~ +700 hp
~ On hit, target is slowed by 40% for 2.5 seconds.
~ +30 hp5
~ nearby ennemy champion -20 phys def
~ meanie aura XD
Or you can change The Bloodthirster for Infinity Edge, you would get good crit , will have good lifesteal with ult , and damage , could be great too
If you really need armor Randuin's Omen or Atma's Impaler would be a good choice
And for Magic res. Force of Nature or Hexdrinker along with your Banshee's Veil
would be great too , don't forget you must adapt to the game.
Creeping / Jungling
You can still follow my video for a way to jungle , but i feel right now its not the optimal way. You better start at red , with a leash from top or bottom. Not the mid , cause if he see the mid coming back from the leash they'll be aware that a gank could be coming soon.
After the red check if you can gank mid or the lane , ( tell your team mate about that at the start of the game) so you could get a kill , an assist or just make the mid or lane need to back. If you force a summoner spell waste , its good. But if he must recall it mean he lost money , xp at the start of the game , so he'll start to have a harder time vs your guys. Jungling is not only of kill and assist , but to make the team fear you , to help your team to have advantage over all the small details , giving them much freedom for everything
Take every opportunity to gank overextend hero , push tower when you can, counter jungle their jungler ( always check map awareness doing that). And don't forget ward , ward , and ward again , river , dragon , their buff , all kind of place, would save life , you'll be able to come help your team mate faster.
Here a video that i made to show how i jungle.
Thanks all of you to have read my build , i hope to see a lot of your comment soon , and please try the build before ratings. It will give everyone a real rating for the build.