[11.5] Ultimate Sion Guide! (Multiple Roles/Playstyles)
By Stinkee | Updated on March 3, 2021






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Choose Champion Build:
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Tank Sion Top or Mid
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AD (Lethality) Sion Top
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Support Sion
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Jungle Sion (BUFFED 10.20)
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Bruiser Sion Top or Mid
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AP Sion
Runes: Grasp (vs most matchups)











+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:


Flash

Teleport
Items
Threats & Synergies






Darius
Avoid picking Sion into Darius. This has been one of Sion's hardest matchups since the rework. It's not impossible to win this matchup though. Try to freeze your lane and look for when he tries to pull you and dodge it. You can win short trades with the help of your W but watch out for his all-in. Take Grasp of the Undying or Glacial Augment and put 3 points in W first then max Q. 3 points in W is great here because it gives you enough shield to win short trades and burst him with the shield damage. Sion's shield can be his highest damage ability, don't be afraid to use it offensively in many cases. Rush armor and health and ask for ganks. Darius is easy to gank because he has no mobility outside of summoner spells and you should be freezing your lane. Be careful to not let Darius land everything on you and your jungler and win the 1v2.






Nautilus
Good CC to enable Sion: Just about everything he has is a good CC





Champion Build Guide


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Sion is THE most versatile tank is League of Legends. He is able to adapt to each game unlike no other tank. Many people even play Sion as an AD assassin or bruiser including Thebausffs and Tilterella both Challenger AD Sion mains and streamers. He is always going to be a great tank who can fill the role that is needed for his team. Sion is very easy to learn but also has the highest skill-cap of any tank in the game, making him a both a great champion for new players and for masters alike. I suggest you use this guide as a foundation to find your own way to play that works for you. Don't strictly follow everything in the guide, decide what works best for you and how you play best. There's no one "right" way to play or build this champion and you'll find that most high elo Sion players have drastically different play-styles and builds. |
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P ![]() Innate: After being killed, Sion will reanimate with rapidly decaying Health. His attacks become very rapid, gaining 100% Lifesteal and deals bonus damage equal to [+10% target's max] All his abilities are replaced with Death Surge.png Death Surge, which grants a burst of Movement Speed. |
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Q ![]() Active: Sion charges up a heavy blow for up to 2 seconds. When released, he deals physical damage to enemies hit (60% damage to minions) based on how long Sion charges and briefly slows them. If Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds. |
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W ![]() Passive: Sion gains 4 maximum Health whenever he kills a unit (15 for champion kills, assists, large minions and large monsters). Active: Sion shields himself for 6 seconds. After 3 seconds, while the shield holds, Sion can reactivate to deal magic damage to nearby enemies. Max 400 bonus damage against minions and monsters. |
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E ![]() Active: Sion fires a shockwave, dealing magic damage to the first enemy hit and knocking it back if it is not a champion (significantly increasing its range). Target's hit by the shockwave or the knocked back unit take the same damage and are slowed for 2.5 seconds and have their Armor reduced by 20% for 4 seconds. |
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R ![]() Active: Sion charges in a direction for 8 seconds and can steer slowly towards the mouse cursor. While charging, Sion is immune to all Crowd Control. Reactivating will cancel Sion's charge early. When Sion collides with an enemy champion or wall, he deals physical damage and knocks up enemies in a small area for 0.75 seconds. Enemies in a larger area take the same damage and are slowed for 3 seconds. The damage increases and the stun duration increases to 1.75 seconds as Sion charges further. |
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General Rule for Counters and Synergies
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Synergies:Since Sion has very telegraphed but hard hitting abilities, he pairs very well with other champions that have easier to land/setup CC. Sion's ult and Q are much easier to land on targets that are already CC'd. Champions like Nautilus with a ton of CC makes your job as Sion much, much easier. Also, Sion is a great setup for other champions, such as Yasuo that need enemies to be CC'd for them, although Sion is not the best at this because his abilities are so telegraphed. Keep in mind, that too much CC on a team is a bad thing and makes items like ![]() ![]() |
Resolve Tree


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Sorcery Tree


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If you took Comet I'd recommend taking ![]() |
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Inspiration Tree


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NERFED 9.16 ![]() ![]() ![]() ![]() ![]() |
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Starting Items
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For Sion's first purchase you can decide to go ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Boots
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Sion can go either ![]() ![]() ![]() ![]() ![]() |
MYTHIC ITEMS
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LEGENDARY ITEMS
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There are some great Sion mains to watch to get better at Sion. Thebausffs is an EUW Sion one trick who is consistently in high Challenger by playing AD Sion and occasionally tank (bruiser) Sion. He is THE master of this champion. He streams on Twitch very consistently and has a Youtube channel. He just released a very in-depth Sion guide which I highly recommend you watch if you want to get better at Sion. Tilterella is also a great Sion main to watch. He has a Youtube channel with over 350k subscribers and most of his content is related to Sion. He also has a Twitch stream. He plays on the OCE server and has managed to get very high elo including Challenger in the past. |
Tank Sion
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Top Tank
Top lane is the obvious choice for tank Sion. Sion works top because he can survive the laning phase and generally, tanks want to be picked into the top lane. He still has such very rough matchups like Darius, but in general Sion top will do fine.
Mid Tank
Sion mid is actually not bad. Many people have played it in the past, even Faker has played Sion mid. I would only recommend doing this if your top laner is a carry and your team absolutely needs a tank. Also insure your team has enough magic damage before locking in Sion mid. Going mid as Sion allows you to roam a lot more than you would as a top laner. Sion mid can absolutely destroy many mid matchups. Picking Sion into a Zed mid, for example is an easy way to make a Zed ragequit. Sion, unlike other tanks does really well against ranged matchups so you can do really well against many mid laners. Look to build a large waves and crash it into the enemy tower then roam top or bot. Your ult is really good for roams. As soon as you hit level 6 you can try to roam bot and make an ult play as the enemy bot laners will likely only be level 4 or 5.
AD Sion
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Support Sion
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Jungle Sion
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Bruiser Sion Top
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AP Sion
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- Sion's ult
Unstoppable Onslaught can damage towers. You can use this to get a surprising amount of damage off (more if you are building AD). Keep in mind, you should not be ulting a tower unless you have minions near the enemy tower as allied minions lower the resistances of the tower by a significant amount. Your ult does more damage the further away you use it as well so consider walking back a bit before ulting a tower. The best use of this is when you are pushing for the end of the game. If you have minions on the enemy Nexus towers ult from just behind an enemy Inhibitor, aim for the middle in between the two towers. Instead of directly ramming into one tower cancel your ult in the center between the two towers. This will do damage to BOTH Nexus towers. This can easily do 700-800+ damage to both Nexus towers at the same time and much more if you are building AD.
- Sion's passive
Glory in Death can be used to "cheese" the enemy jungle camps level one. If you are on blue side you can go to the enemy raptors at level 1, make sure the area is clear. If the area is clear attack the raptors and get very low health, when you are about to die start running towards the red buff. When you die use your passive to steal the red buff, you WILL keep the red buff when you respawn, TP back to lane after you steal the buff. If you are on red side you can do the same thing but with the enemy blue buff. There are two ways of doing it on red side. You can get low on wolves then run over to blue buff and kill it with your passive. The other way to steal on red side is to attack the blue buff then attack the gromp, stand in between both to keep aggro. When you die kill blue buff with your passive then kill gromp with your passive. TP back to lane after with your blue buff!
- Despite what many people think Sion is NOT a strong late game champion. Sion is strongest in the mid game. Use your mid game powerspike to make plays, you will be a lot stronger than most enemies at this point. The longer the game goes the harder it will get, their ADC and any Liandry's mage will shred you late game.
- Another misconception is that Sion is an engage champion. While this is partially true, Sion is not a reliable engage and serves best as a followup to another ally's engage. Sion's abilities are much more useful when an ally is able to CC the enemies first. Sion, for this reason pairs really well with engage tanks such as Sejuani.
If a Sejuani ults for example, you can follow with your ult into Q and CC multiple enemies for several seconds, this should be enough to win a teamfight. With the help of another tank you can CC lock enemies for their entire lifetime.
- Take a moment every game to see what your team needs. Do you need to engage or peel? If you have a fed ADC and he is dying easily stick to him like glue. If your ADC gets really fed and you do not have a tank support on your team look to buy
Knight's Vow and/or
Locket of the Iron Solari.
- Sion can "jump" over player-made terrain such as Azir R
Emperor's Divide, Anivia W
Crystallize, Trundle's E
Pillar of Ice, Yorick's W
Dark Procession, and Jarvan's R
Cataclysm. To pull this off you have to use your ult as Sion
Unstoppable Onslaught and run at the terrain. Right before you hit the terrain cancel your ult and you will jump over it. The interaction with Azir's wall is the buggiest and may only work sometimes. The best way to jump over Azir R is to hop over AS he casts his ult. Here's a great video by Vandiril showcasing this trick:
- Sion's R
Unstoppable Onslaught makes him immune to CC while active but does not break any existing CC. This means abilities such as Nasus'
Wither will make your ult start a lot slower.
- Use Sion R to block the CC of an incoming gank instead of flashing. An example would be if you are getting ganked by an Elise and if she lands her
Cocoon you know you will die. Instead of flashing her
Cocoon, ult for the CC immunity and run to safety. Don't do this if your ult could be block by terrain or enemy champions. It's more important to use your ult than flash here because your ult is a way shorter cooldown and is generally less valuable than flash.
- Enemies CANNOT see Sion's Q
Decimating Smash cast if Sion is hidden in a bush while charging. You can use this to great effect toplane by full charging Q's from the bushes while the enemy is trying to CS. If you do this enough, the enemy will be scared to walk near any bush without vision.
- Sion can buffer his E
Roar of the Slayer into flash. Press E then flash instead of flash then E. This is much faster than flashing then E'ing and can make the difference in getting a kill or not.
- A simple way to surprise kill an enemy is to charge up your W
Soul Furnace shield then E
Roar of the Slayer + Flash and at the same time pop your W
Soul Furnace and flick Q
Decimating Smash for a surprising amount of burst damage. I have done this countless times to catch my opponent off guard. No one expects you to burst them like that. The best way to do this is when the enemy is low under tower and is overstaying for CS and XP. They will have very little time to react with this combo.
- Sion's E
Roar of the Slayer no longer does increased damage when throwing a minion at an enemy. It now will apply the armor reduction though as an AOE, all enemies hit by the minion you throw will have their armor reduced. Try to throw a minion and hit multiple enemies during or before a teamfight to reduce their armor. If you manage to hit a few and your allies are nearby look to ult.
- Sion's ult
Unstoppable Onslaught is very easy to land if you land your E
Roar of the Slayer first. Like stated before, if you can throw a minion from far away and hit someone you can look to ult. This is one of the best times for you to use your ult.
- Sion can ult through many areas that people may not know. An example of this is ulting from your base to Baron or Dragon. I would recommend going into the Practice Tool and practicing these ult paths. Many of these are very difficult to pull off and I would not recommend attempting them in a ranked game unless you are very comfortable. Here is another great video by Vandiril showing many of the paths you can take:
- Sion's R
Unstoppable Onslaught can essentially bounce off of many walls. You can use this to get some very unique angles on your ult. This is usually pretty inconsistent and you have to hit the right spots in the walls. Sometimes your ult will just end by hitting a spot in the wall while other times you will bounce off it and make a cool play. The best way to be consistent with this is to start parallel to a wall and slowly approach the wall at a 10-15 degree angle. If done correctly you will bounce off the wall! Keep in mind this does not work on every wall, in general it works with walls that bend slightly. A great example of this is right next to the bot lane tower where the wall starts to bend.
- You can use the F-keys (f1,f2,f3,f4,f5) to move your camera WHILE in Sion's R
Unstoppable Onslaught. You can use this to get a more reliable view of what is going on. This is great for when you are ulting down mid lane or bot lane for example so you can see where your ally is in relation to the enemy. The F-keys are organized by your scoreboard. F1 is always you, F2 is the next person on the scoreboard and so on. If I was ulting down mid and I was the top laner I could quickly press f3 to look at my mid laner if he is fighting. This is kinda tricky to get the hang of but it is pretty easy if ulting in a near straight line like down a lane.
- Wait for enemies to use their movement abilities before you ult, it will make it much easier to land.
Sion Changelog
Up to date as of (US) 3/3/20 (Patch 11.5, season 11)
Patch 10.21
Q -

DAMAGE RATIO TO MONSTERS 1.0 attack damage ⇒ 1.5 attack damage
Patch 10.19
Bugfix.
W -

Patch 10.5
Bugfix.
If Sion channels R -

Patch 9.23
Bugfix.
When Sion casts R -

Patch 9.19
W base shield increased.
W -

BASE SHIELD 30/55/80/105/130 ⇒ 50/75/100/125/150
Patch 9.16
Base Stats
MANA 325.6 ⇒ 330
HEALTH 542.64 ⇒ 545
MANA REGEN 8.0008 ⇒ 8
Q -

BASE MINIMUM DAMAGE 20/40/60/80/100 ⇒ 30/50/70/90/110
BASE MAXIMUM DAMAGE 60/120/180/240/300 ⇒ 70/135/200/265/330
REMOVED REDUCED DAMAGE ON MONSTERS

Patch 9.3
Q damage decreased. W cooldown increased early.
Weakening Sion's early lane to make bad matchups more punshing for him.
Q -

MINIMUM DAMAGE : [30/50/70/90/110]
⇒ 20/40/60/80/100
FULL-CHARGE DAMAGE : [90/150/210/270/330]
⇒ 60/120/180/240/300
W -

COOLDOWN : [11] ⇒ 15/14/13/12/11 seconds
v8.20
Base health regen decreased.
Less health regen means Sion will have to rely more on his shield and health bonuses from last-hitting to stay healthy in lane.
Base Stats
BASE HEALTH REGEN : [9] ⇒ 7.5 per 5 seconds
v8.16
W health gain increased.
W -

MAXIMUM HEALTH GAIN FROM ENEMIES : [3] ⇒ 4
MAXIMUM HEALTH GAIN FROM LARGE ENEMIES : [10] ⇒ 15
v8.14
Q base damage and damage ratio increased at later ranks.
Sion's last round of nerfs was necessary while Banner of Command was the top pick for top laners. Now that the item has been removed from the game, he's landing on the weak side.
Q -

BASE DAMAGE : [30/47.5/65/82.5/100]
⇒ 30/50/70/90/110
DAMAGE RATIO : [0.45/0.50/0.55/0.6/0.65]
⇒ 0.45/0.525/0.6/0.675/0.75 total attack damage
v8.10
Base health regen decreased. E base damage decreased, damage ratio increased, and no longer deals bonus damage to secondary targets. E Armor shred now applies to secondary targets; duration increased.
The bonus damage Sion does to secondary targets struck by Roar of the Slayer is just too much: too much waveclear, too much poke, too much long-ranged lane control. By having E apply the armor shred to all targets struck, Q damage will be higher on targets struck by E, and further incentivize him to max Q (or at least to ensure there are more tradeoffs when he does opt into the ranged control E offers).
Base stats
BASE HEALTH REGEN : [10] ⇒ 9 per 5 seconds
E -

BASE DAMAGE : [70/105/140/175/210]
⇒ 65/100/135/170/205
ABILITY POWER RATIO : [0.40] ⇒ 0.55 ability power
SECONDARY TARGET DAMAGE : [130%] ⇒ 100% to targets struck by a knocked-back enemy
ARMOR REDUCTION : [20% to primary target] ⇒ 20% to all targets hit by Roar of the Slayer or a knocked-back enemy
ARMOR REDUCTION DURATION : [2.5] ⇒ 4 seconds
R -

COMING THROUGH Sion's ultimate is no longer obstructed by an allied Azir's Emperor's Divide
v8.8
Q damage ratio decreased at earlier ranks.
Sion doesn't currently sacrifice much damage in order to max Roar of the Slayer instead of Decimating Smash. In return he gains strong ranged poke, which is making him a dominant pick not only in top lane, but also mid in some matchups. There are times when it should make sense to max E first (ranged harass, using the slow to make Q easier to hit), but we want to make this less of a clear-cut choice.
Q -

DAMAGE RATIO : [0.65] ⇒ 0.45/0.5/0.55/0.6/0.65 total attack damage
FULL CHARGE DAMAGE : [1.95] ⇒ 1.35/1.5/1.65/1.8/1.95 total attack damage
v8.5
Bugfixin'.

BOWLING WITH SION : Fixed a bug that made Roar of the Slayer's pass-through damage radius much wider than intended
BOWLING WITH SION IN THE JUNGLE : Jungle monsters launched by Roar of the Slayer now properly damage enemy champions
v7.22
BASE ARMOR : [23.04] ⇒ 32
BASE ATTACK DAMAGE : [59.72] ⇒ 68
v7.16
W grants more health for killing small units. R’s max damage increased.
Sion never truly recovered from midseason’s durability item changes. Through this lens, giving him the means to win back some late-game tankiness is fairly straightforward. Past that, we’re packing more punch into Unstoppable Onslaught to bring Sion’s teamfight initiation up to a more appropriately threatening level.
W -

BONUS HEALTH PER SMALL UNIT KILLED : [2] ⇒ 3
BONUS HEALTH PER LARGE UNIT KILLED : 10 (unchanged)
R -

MINIMUM DAMAGE : 150/300/450 (unchanged)
MAXIMUM DAMAGE : [300/600/900]
⇒ 400/800/1200
BUGFIX : Sion is now properly immune to Lulu's Polymorph during Unstoppable Onslaught
v7.11
W cooldown decreased, shield’s max health scaling increased.
Sunfire Cape followup buffs!
W -

COOLDOWN : [13] ⇒ 11 seconds
SHIELD SCALING : [6/7/8/9/10%] ⇒ 8/9/10/11/12% Sion’s maximum health
v5.23
Sion
ATTACK RANGE : [150] ⇒ 175
v5.22
tell them how you really feel, sion
E -

I'M NOT YELLING : Fixed a bug where yelling at an airborne minion would deal no damage
In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.
Mana
The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):
v5.10
"Weird bugs, man."
R -

USE YOUR OWN AXE, SION : Fixed a bug where Unstoppable Onslaught was scaling with the target's bonus attack damage instead of Sion's
v5.8
W's health ratio is lower at early levels and takes longer to reactivate.
"The undead hulk that is Sion dies more often to jungle monsters than champions these days, mostly due to the strength of Soul Furnace. While we like that he takes a lickin' and keeps on tickin' (do zombies tick?), Soul Furnace's offensive capability often seals a winning lane for him once he's able to build enough Health, creating a situation for opponents where beefing up makes the shield's damage more effective (as it scales off an enemy's maximum health), while building more damage to pop Soul Furnace opens them up to being crushed by a Decimating Smash. Limiting his shield's flexibility offensively while keeping it sturdy enough to mosh 5v5 should keep him as threatening as ever without being a catch-all solid pick. "
W -

SHIELD DETONATION TIMER : 2 seconds ⇒ 3 seconds
RATIO : 10% maximum health ⇒ 6/7/8/9/10% maximum health
v5.6
Q hurts monsters less. E's passthrough damage down.
"Primarily thought of as top tier laner, Cinderhulk saw Sion shamble on into the jungle and dominate without breaking a sweat. The changes themselves are simple enough, but underscore an important point - Sion should be a powerful pick for the crowd control and durability he brings to a composition, not necessarily his damage output (especially when building tank)."
Decimating Smash.png Q - Decimating Smash
DAMAGE TO MONSTERS : 90% ⇒ 80%
Roar of the Slayer.png E - Roar of the Slayer
PASSTHROUGH DAMAGE BONUS : 50% ⇒ 30%
v5.5
Q's mana costs down, ratio slightly up. E's mana costs up at later ranks.
"When it comes to Super-Tanks in top lane, we actually like what Sion brings to teams and how he interacts with opponents, with the exception of his laning phase - so we're keeping things "power-netural" for the big zombie. Shifting power from screaming at minions to dropping the chopper on frightened opponents means it requires a little more effort to win the wet-noodle-war than just never running out of mana. "
Q -

COST : 45/50/55/60/65 mana ⇒ 45 mana at all ranks
RATIO : 0.6-1.8 total attack damage ⇒ 0.65-1.95 total attack damage
E -

COST : 35 mana at all ranks ⇒ 35/40/45/50/55 mana
v5.1
"Zombies already have Grievous Wounds, man."
Passive -

FOR THEMATIC REASONS? : Fixed a bug where if Sion was killed while affected by a healing debuff (ex. Grievous Wounds), he would revive in his zombie form with reduced health
"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
PORTRAITS : The following champion portrait icons have been updated:
Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean
v4.20
Glory in Death's health drain has been lowered for higher levels and Sion's health regeneration growth stat has been lowered a bit.
"Sion's been climbing the ranks towards Mundo-hood when it comes to overall longevity and, couple that with the 2015 changes to regeneration, we have a real monster on our hands. In light of that, we're mainly re-mathing out Sion's passive to favor the juggernaut's beefier builds. "
General
HEALTH REGENERATION GROWTH STAT : +1 health per 5 seconds ⇒ +0.8 health per 5 seconds
Passive -

HEALTH DECAY : 2 x level ⇒ 1 + (1 x level)
HEALTH DECAY GROWTH : 1.4 x level ⇒ 0.7 + (0.7 x level)
v4.19
Lots of bug fixes along with a small mana cost shift from Sion's Q + W to E.
"We've got a little room to give Sion some post-update love, so we decided to focus on his best stat: health. Additionally, we've made a lot of quality-of-life changes & bug fixes to help Sion be the best he can be. Final note for that passive change, we changed it because it was punishing Sion for building HP, which was dumb. Now health-stacking Sion should stay up a little longer in his zombie form in comparison to a damage-focused, low-health Sion. Logic! "
General
HEALTH PER LEVEL : +70 ⇒ +73
Passive -

COMPLICATED ZOMBIE MATH : Sion's health decay in passive form now scales with his max health (0.5% max health first tick, increasing by 0.4% max health per tick) ⇒ champion level (2 x level first tick, increasing by 1.4 x level per tick)
FIERY DEATH : Fixed a bug where Sunfire Cape wasn't working while Sion was in his passive zombie state
YORICK IS HELPING : Glory in Death no longer fails to activate in cases where Sion is targeted by Yorick's Omen of Death, doesn't trigger the revive effect and then dies later on in the match
Q -

COST : 50/55/60/65/70 mana ⇒ 45/50/55/60/65 mana
SMASHING PARITY : All crowd-control types now correctly refund Decimating Smash's cooldown to 2 seconds when they interrupt Sion while he's charging up
YELLING AND SMASHING : Sion can now properly cast Decimating Smash immediately after Roar of the Slayer
W -

COST : 70/75/80/85/90 mana ⇒ 65/70/75/80/85 mana
PASSIVE HEALTH GAIN : 8 ⇒ 10 on large monster kill and champ kill/assist (minion and small monster bonus unchanged)
E -

IT'S A JUNGLE SION BUFF : ⇒ Knocked back minions are no longer invulnerable to damage while in flight but can't be killed before landing unless Sion casts Smite on them
COST : 25 mana at all ranks ⇒ 35 mana at all ranks
Source: https://lol.gamepedia.com/Sion
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