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LoL Champion: Sion
| Health | 2275 |
| Health Regen | 25 |
| Mana | 960 |
| Mana Regen | 13.5 |
| Armor | 133.94 |
| Magic Resist | 101.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 390 |
| Gold Bonus | 0 |
| Attack Damage | 247.895 |
| Attack Speed | 140.798 |
| Crit Chance | 103%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 6 |
| Armor Penetration | 14.94 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
Why I made this guide:
***NOTE: THE QUINTS SHOULD BE
Greater Quintessence of Vampirism X3 (LIFE STEAL RUNES). BUT I CAN'T FIND IT ON THE RUNE PAGE.
I have been playing LoL for more than an year now. However, this is my first guide on this website. As such, constructive criticism is definitely welcomed. With that said, please don't down-vote the guide without reading my explanation and trying it out in 2-3 games. I realize there are plenty of AD jungle Sion builds out there. Though I agree with most of them, I find that they are somewhat lacking to my play style and to Sion's full potential.
Why jungle Sion? Because when it comes to ganks I can't think of any champ that does it as well as Sion with his
Why is my guide different?: Well this is my guide for AD JUNGLE Sion without
(better explained in "Summoner Spells" section)
Why AD? (NEW ADDITION)
The purpose of this guide isn't to convince anyone to play AD or AP. It is to point out a new way to play AD jungle Sion. I am assuming anyone reading his guide wants to play ad Sion. SO DON'T DOWN-VOTE ME BECAUSE YOU DON'T LIKE AD SION.
AP vs AD
Go AP if:
-Your team lacks CC (better CDR with AP items)
-Your team has too many AD carries
-Your team lacks early to mid game strength
(This guide isn't meant for AP Sion so I'll stop here)
Go AD if:
-Your team needs an Off tank
-Your team need a jungler
-Your team lack AD carries
-You want to be a ganker all through early and mid game (by following my play style you get yourself and your teammates fed)
-You want to be a Juggernaut by late game.
Runes
For Marks:
Greater Mark of Desolation because it will lower neutral monster armor to near 0 and it retains value through the whole game
For Seals:
Greater Seal of Resilience because it helps tank jungle and allows us to start with vampiric scepter instead of cloth armor.
For Glyphs: really anything can go here. I personally like
Greater Glyph of Shielding because as I play more AP carries I realize how big a difference 30 vs 50 magic resist makes as far as damage received.
** Quints: (most important)
Greater Quintessence of Vampirism (life steal runes): In my opinions this rune makes all the difference because it allows for plenty of sustain in jungle. (I can't seem to add this rune to my rune summary at top)
Masteries
The mastery is pretty self explanatory. I take all physical damage increase from the offense. From utilities I take movement speed and increased buff duration.
Summoner Spells
I like
Flash and
Exhaust but this is a lot of personal preference than anything else but I'll explain my logic for my choice.
I choose
Flash because I am guarantied an escape almost every time I use it. It's also great for closing the gap quickly for ganks.
**I choose
Exhaust because the skills scales almost exponentially as the game progresses. In early game it can make the difference in a 1v1 fight (shouldn't happen though) and helps provide CC while stun is on cool down. (never stack stun with exhaust, it defeats the purpose). As late game approaches this skill gets better and better. Imagine
Tryndamere with ult (one of the most hated champs in the game) enters a fight. A well timed
Exhaust +
Cryptic Gaze disables him for 4/5 secs of his precious ult. A champ that had the potential to clean out your team is now negated. You single-handedly countered roughly 5000 damage.
This is why I dislike
Smite and prefer spells like
Ignite and
Exhaust.
My recommendation are the above two. But really it's personal preference. Pretty much anything other than
Promote is viable for sion.
Jungle Without Smite? You don't want dragon? (NEW ADDITION)
Ok, I get this a lot. Yes,
Smite helps secure baron and dragon. But in my experience baron n dragon aren't going to be contested if you plan ahead of time. Anyone playing ranked game should know to never dragon or baron without a pink ward or oracle. For first drag you should have at least 2 people if not 4 with you on drag. For baron you should have the whole group and a significant lead on alive players (like 3:1 or 5:2).
My logic is simple: you will never be contested with a ping ward. they have to see the drag to steal it. kill their wards and they won't steal your drag.
Now if they manage to steal your drag even with pink ward and a significant advantage in numbers (it should never happen) then I'm pretty sure the
Smite you carried with you wouldn't make the difference.
**The only times I've ever lost dragon or baron is when 1-2 schmucks decide to do their own thing without coordinating with the rest of us... In which case smite or no smite you are likely to lose.
Items
Start with
Vampiric Scepter. with this rune build you don't really need
Cloth Armor.
Boots of Mobility VS Other Boots : This is another point where my build differs from others... I feel
Sion is best used as a roaming ganker all through early and mid game. To roam effectively you have to emphasize movement speed. As late game approaches sell the
Boots of Mobility for
Mercury's Treads
Finish
Wriggle's Lantern, then
Zeal. Leave it as
Zeal since you are now desperate for some attack damage. work on
Infinity Edge with priority on
B. F. Sword and
Pickaxe. After
Infinity Edge is finished complete your
Phantom Dancer.
I strongly recommend the next item be
The Black Cleaver. It combines well with
Infinity Edge and
Phantom Dancer.
The rest of the build is fairly situation. Depending on if you will need to be more tanky or more DPS. I prefer the role of DPS during late game leaving my tank to initiate fights. But If your play style and situation differs then build accordingly. I have listed above my complete build suited for my play style.
Alternatives:
Why Not:
Creeping / Jungling
1. I start with
Vampiric Scepter. Ask for a hard leash, and turn on shield once leash has started. don't blow shield till you take a couple hits from the minions. Always try to blow the shield just before the minions break it.
2. Once you have blue buff put a point in E
Enrage, turn it on and preset shield as you walk toward wolves. By the time Wolves are done you should have about 75% or more HP.
3. Onto Wraiths, set up shield as you pass mid lane so you can blow it on wraiths after taking a couple hits.
4. Onto Red buff, it can be difficult to manually blow shield here but if you preset the shield you should be able to blow it at least once. After Red buff is done take a point in Q
Cryptic Gaze.
5. At this point I access all the lanes and my HP (should be around 50%). If you need more HP go onto Small Golems. Warn top or mid lane that you'll be ganking their lane. Using the shield to negate damage you should be able to heal up 85% HP or better.
6. After a successful gank farm jungle while looking for more gank opportunities. Also, use shield conservatively so you can save mana for ganks.
7. I farm jungle and gank until I have 1000G. Then buy
Boots of Mobility. Gank and roam for a bit while taking RED BUFF as it spawns and giving BLUE BUFF to AP carry. finish
Wriggle's Lantern and get dragon once bottom lane is ready (around lvl 6 or 7).
Jungle Order for Those Who Don't Like to Read
1. Blue Buff
2. Wolves
3. Wraiths
4. Red Buff
5. Small Golem
6. Gank... Gank... Gank
7. Dragon
Summary
1. I prefer to play Sion as a roaming ganker. Making him exceptionally powerful early and mid game, while he naturally scales well into late game.
2. I find
Smite to be an expensive trade for a slightly faster early jungle.
3. This guide is based on my experience and my game theory and may not agree with others.
4. Constructive criticism and positive feedback is always appreciated. Thank you
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