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Sion Build Guide by Quiixotic

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 Quiixotic

The Undead [Cinder] Hulk - Sion Jg (Patch 5.7)

Quiixotic Last updated on April 27, 2015
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Ability Sequence

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


Table of Contents
Guide Top

Pros / Cons

Pros:

  • Amazing Teamfighting
  • Great AoE CC
  • Good Peel/Engage
  • Ult can single handedly save your team or turn around a teamfight
  • Infinitly Scaling HP (multiplied with CinderHulk)
  • W grants an extra 400hp-600hp shield late game
  • Brick wall late game, but decent ganks post lvl3
  • Still usefull even when behind

Cons:
  • Clears aren't overly fast
  • All forms of CC (Q, E, R) CAN be missed
  • When his abilities are on CD (or when he's in his passive) he is easily kited and doesn't serve anymore of a purpose besides absorbing a metric ****-ton of dmg


Guide Top

Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
3

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3
  • Greater Mark of Attack Damage - Standard marks for an AD Tank. Armor Pen marks could be used, however i'd deem them as useless seeing as only half of your abilities deal physical dmg and you aren't building any damage with this build to scale with pen anyways.
  • Greater Seal of Armor - Once again, fairly standard seals. Scaling armor could be used but I prefer flat seals for early clears and ganks (Besides you're going to be building a lot of armor anyway)
  • Greater Glyph of Magic Resist
    Greater Glyph of Scaling Magic Resist - I run 3 flat and 6 scaling mr glyphs as a healthy medium; Firstly, you're usually going to be building armor or health first, so it's nice to passively gain a bit more mr for those mid-late game fights. However, that doesn't mean you aren't going to need any mr through-out the early-mid game. Between ganking lanes once you hit lvl 3 and possibly even skirmishing with an enemy AP jungler, you are going to need at least some early mr.


Guide Top

Masteries

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

There are actually multiple mastery variations that you can run with Sion. However, in this build we are going full tank (just for a few more swag points) leaving us with either the option of running 9/21, or 0/21/9. Although the small extra bit of move speed and sustain is convenient in the early stages of the game, once you hit lvl 6 you wont be having any more mana problems nor will you need the extra movespeed as you'll already have your boots, so i'll give the edge to 9/21, for slightly more damage and cc early and late game, plus extra damage on a target for your whole team (flat+scaling ad, cdr for your abilities, and expose weakness)


Guide Top

Items

Since all the other items in this guide are more or less self explanatory as to why to get them (e.g Hunters machete start as a jungler) this section will be reserved for the options you have available for your post-core tank items, when and why to get each one.



Warmog's Armor


[*] Warmogs is usually one of your first tank items to get, assuming that you aren't rushing into defenses. The reason it's a great item on Sion is due to your Soul Furnace scaling with health, and also Warmogs passive, which helps you regen a lot of health when moving around the jungle in between skirmishes and ganks in the early-mid game.
The only time you wouldn't rush Warmogs after your core is if
a) There is already a fairly fed carry on the enemy team (e.g Cassio mid, Jinx bot, Fiora top).
b) If their team is over 4/5 ap or 4/5 ad in which then you would rush your primary Hp+Defense item
(so in the case of a fed adc, you would most likily rush a Randuins Omen, or a fed ap mid you'd get Banshee's vail).
c) They have one fed, or multiple champs on the enemy team that have HP shred/true dmg (Vayne adc w/ BotRK etc) in this case you'd go for hp+defense item or a purely defense item. (Thornmail, Frozen Heart)



Randuin's Omen


[*] The next item you should be looking at after your core is Randuins Omen. This is a great all around item, granting a lot of health + armor, and also 2 handy passives which add to your utility.
DO GET THIS ITEM IF:
[*] The enemy team has a fed AD champ (Fiora, Riven, Talon, Rengar etc.)
[*] The enemy team is mostly gonna be dealing Physical damage

DO NOT GET THIS ITEM (FIRST) IF