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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Glory in Death (PASSIVE)
Sion Passive Ability
Introduction
About the Author Hello everybody. My name is drakon136. I am a League player of about one-and-three-quarter years, currently sitting in Gold III. I primarily play mid-lane and jungle. blacktext blacktext blacktext blacktext blacktext blacktext blacktext blacktext blacktext blacktext blacktext |
Why Sion? Good question! After his rework, despite what people think, Sion is actually a very strong champion. He has good clears in the jungle, strong counterganks, and amazing ganking/initiation with his ultimate! On top of that, thanks to ![]() |
What's in the guide? Yet another good question! In this guide, I will detail my suggested runes, masteries, summoner spells, and skill order. I will also cover standard tips on how to play Sion, and provide you with builds I find to be successful. blacktext blacktext blacktext blacktext blacktext |
Another shoutout to PsiGuard, for creating the Summary BB code with jhoijhoi.
Finally, a big 'thank you' to everybody who reviews and/or votes on my guide.
Pros
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+ Good clears + Great counterganks + Amazing ganks and initation with ultimate + Quite a bit of crowd control + Very tanky late-game |
Desipte negative opinions so far, Sion is actually a very strong champion. First, he has pretty good clears in the jungle, and is able to make it through first clear with quite a bit of health left. Perhaps most importantly, his ganks with his ultimate are just amazing! Sion is able to charge down any lane at an incredible speed and dish out enough CC to keep your target locked down for up to four seconds! Finally, thanks to ![]() |
Cons
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- Fairly squishy early - Crowd control is unreliable - Mediocre passive - Easy to kite - Struggles using ultimate in the jungle |
Every champion has its downsides, and Sion is no exception to this rule. First off, he is quite squishy early on. His early health is quite low, and his armor is only average. On top of that, his passive is not very good for getting revenge on his killer. The movement speed burst it gives him has a very short duration (only 1.5 seconds), so all it takes is one CC ability to shut him down. Finally, although they have long durations, his CC is not very reliable. His ![]() ![]() ![]() |




- You still apply all on-hit effects while Glory in Death is active.
- The damage dealt by Glory in Death's on-hit effect is physical damage.
- If you can get away with purchasing it,
Youmuu's Ghostblade has great synergy with Glory in Death.

Decimating Smash should be taken at level 1, then maxed first. This is because it is your primary ability for clearing camps and dealing damage early, and the cooldown also scales with level.
- Decimating Smash is great as followup to your ultimate. If you get the full stun duration from your ultimate and channel your Decimating Smash immediately, the enemy only has 0.25 seconds to escape, assuming they have no tenacity.
- For your first clear when you are about to clear your buff, start channeling Decimating Smash at 1:53. This will land the knockup as soon as the camp spawns.
- If your Decimating Smash channel is interrupted, its cooldown will reset to two seconds. However, this is currently bugged, as its cooldown does not always reset when interrupted. Certain abilities such as Thresh's
Death Sentence will reset the cooldown, but others will not, such as Draven's
Stand Aside.

Soul Furnace should be taken at level 2, then maxed before Decimating Smash and after Decimating Smash. This is because both the shield strength and the burst damage scale with rank, although the mana cost does as well.
- Soul Furnace can be cast during any of your abilities without interrupting them.
- Large monsters in jungle camps grant eight bonus health when killed.
- Soul Furnace can be activated to reduce the damage you take from an incoming spell.
- Soul Furnace does not detonate if it is destroyed by an enemy.

Roar of the Slayer should be taken at level 3, then maxed after Decimating Smash and Soul Furnace. This is because the increased slow is less important than what you gain from leveling the other two abilities.
- Roar of the Slayer only reduces the armor of targets it hits directly, so a champion hit with a minion launched by this ability will not have their armor reduced.
- Speaking of hitting minions, don't forget that you can hit a minion with Roar of the Slayer to massively increase its range.
- Roar of the Slayer cannot be used to send minions or monsters across walls.


Unstoppable Onslaught should be leveled up whenever available; at levels 6, 11, and 16.
- Unstoppable Onslaught has incredible range; be sure to use this to your advantage.
- You can reactivate Unstoppable Onslaught to cancel the charge; you will stop charging after a moment and apply the damage and stun to enemies in the area.
- Try to avoid using Unstoppable Onslaught to initiate jungle fights.
M O N S T R O U S |
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M A S T E R I E S |
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// These are fairly standard masteries for a jungler. Nine points are taken in OFFENSE for the early cooldown reduction and scaling attack damage. Twenty-one points are taken in DEFENSE, taking
![]() ![]() ![]() ![]() ![]() ![]() Q: Why take ![]() ![]() // Fury is not a very useful mastery for Sion. Although he is an AD champion, he is still an ability-based jungler, making the cooldown reduction from Sorcery better early, even considering that you reach 40% CDR at full build. |
R A V E N O U S |
sp |
R U N E S |
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// Another standard rune page.
![]() ![]() ![]() ![]() ![]() Q: Why no attack speed marks or quints? // For the same reason we take ![]() ![]() Q: Why choose scaling magic resist glyphs? // You do not need to take ![]() |
Core
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Core |
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Armor |
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Magic Resist |
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Damage |
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Boots |
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Core


Armor




Magic Resist




Damage




Boots and their Replacement





Early Game
Depending on what side your team is on, you will either start red buff or blue buff; generally, you want to start where you will get a better leash. You can even invade if you feel your team can do it, but I won't be going over it in this guide.
When you are doing your first buff clear, you will want to start channeling your

Take a point in your



Mid Game
This is about the time teamfights should be starting up. By now, you should hopefully have your core items and upgraded boots. Now, you should continue farming the jungle and ganking lanes, as well as grouping up with your team to take objectives.
There is one other thing I should mention about mid game, and that is dragon control. Dragon is a very important objective, as it gives quite a bit of gold and experience to everyone on the team that is able to slay it, whether they were there for the fight or not. In the mid game, dragon becomes a very contested objective, and you will want to do your best to prevent the enemy team from taking it, while also trying to take it yourself when you see an opportunity.
If your team is taking dragon, or you spot the enemy team taking it, don't forget about your

Late Game
By this point, it probably won't be long before the game ends, and you should hopefully be close to your full build, if you haven't completed it already. At this point, you should stick with your team as much as possible, as if a single person gets caught out, it could be the end of the game. Thankfully, you have your ultimate in case a teamfight starts while you aren't around, but this shouldn't be used as an excuse to go off on your own.
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