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Sion Build Guide by zwartebliksem

Top [25.20] Glory in Death - Sion Guide

Top [25.20] Glory in Death - Sion Guide

Updated on October 17, 2025
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League of Legends Build Guide Author zwartebliksem Build Guide By zwartebliksem 8 0 6,122 Views 0 Comments
8 0 6,122 Views 0 Comments League of Legends Build Guide Author zwartebliksem Sion Build Guide By zwartebliksem Updated on October 17, 2025
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Runes: Grasp Default

1 2 3
Resolve
Grasp of the Undying
Demolish
Conditioning
Overgrowth

Inspiration
Cash Back
Approach Velocity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

Default
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Items

AD Sion starter items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[25.20] Glory in Death - Sion Guide

By zwartebliksem
GUIDE CHAPTERS
ZWARTEBLIKSEM'S
AMAZING
GLORY IN DEATH
SION GUIDE


Chapters
Click to fast travel to chapter
New to Sion
Pros and Cons
Must know information
Advancing into Sion
Game Plan
Combo's
Macro
Splitpushing
Wave Management
ME

WHO AM I


I am zwartebliksem, I reached Diamond in Season 15 and have been playing in a lot of Low/Mid ELO over the last few years. In season 14, I reached Emerald with a 70% winrate and a 14 win streak, after being hard stuck in Platinum. Now I know that is not contestable with the Challenger players out there. However, these are my experiences in playing Sion in Low/Mid ELO. For my stats see leagueofgraphs

Pro's

Con's

+ Infinite health scaling - Can fall off hard when outscaled
+ Amazing engage and peel - Can struggle to get into teamfight without ultimate
+ Can proxy into most lanes - Very few good matchups
+ Great splitpusher - Loses against strong duelists
+ Easy-to-use kit - Predictable trading pattern


Must Know Information About Sion's Kit

Passive - Glory in Death grants Sion 175% attack speed, Ghosting, 100% life steal and bonus on-hit damage.
Passive - Glory in Death takes about 1 second to take effect. During this time, you cannot perform any actions.
Passive - Glory in Death will replace each of your abilities with Death Surge. Granting you bonus movement speed.
Q - Decimating Smash can be charged by holding your ability key. When charging for more than 1 second, this ability will knock enemies up from 0,5 to 1 second based on channel time.
Q - Decimating Smash can be interrupted by Crowd Control like Gragas Gragas' E - Body Slam or Renekton Rekenton's W - Ruthless Predator.
Q - Decimating Smash will slow enemies when charged for shorter than 1 second.
Q - Decimating Smash will increase in area when charging longer. Where max size is reached after charging for 1 second.
Q - Decimating Smash will recover cooldown if interrupted.
W - Soul Furnace's active ability will shield you for up to 6 seconds. After which, it will explode, dealing magic damage in a circle around Sion.
W - Soul Furnace can be manually detonated after 3 seconds.
W - Soul Furnace will passively stack health when killing a minion. This passive will not activate if the ability hasn't been upgraded.
W - Soul Furnace cannot detonate if the shield is destroyed.
E - Roar of the Slayer will slow the target for 2,5 seconds and reduce armor.
E - Roar of the Slayer can be used on minions, reapplying it's maximum range.
E - Roar of the Slayer cannot travel through terrain.
E - Roar of the Slayer's slow will increase with each point put into the ability.
R - Unstoppable Onslaught will make Sion unstoppable, but cannot be cast while Crowd Controlled.
R - Unstoppable Onslaught has a limited duration. The ability automatically ends when the durtaion has expired.
R - Unstoppable Onslaught can be recast to end the ability early.
R - Unstoppable Onslaught will end early when colliding with terrain or an enemy champion.
R - Unstoppable Onslaught can damage turrets.
R - Unstoppable Onslaught will knock up and stun enemies directly collided with.
R - Unstoppable Onslaught will slow enemies around Sion when the ability ends.
Early Game
Depending on your playstyle, opponent and matchup, there's a few different ways your early game will go. Be mindful, you will not be limited to 1 playstyle per game. You can do a safe laning phase which turns into an agressive laning phase once you hit level 6.
Safe lane

When to look for a safe lane:
Facing a hard matchup with high waveclear (e.g. Darius, Mordekaiser or Irelia)
Poke lane (e.g. Teemo, Quinn or Kennen)
No proxy angle!!
You are confident in your wave management skills.
How to play a safe lane:
Go full sustain with dorans shield Doran's Shield and Second Wind.
Stand back and let the wave push into you. If the wave is frozen or neutral, look for a death with you passive to adjust the wave state.
If the wave is pushing into you, look to hold the wave in front of your turret. You are guaranteed to get EXP from the dying minions while under tower. You also have great gank setup for a potential gank.
Upon reaching level 6, you can start looking for a proxy angle. Use your ultimate to go through lane and use your W - Soul Furnace to tank the tower shots. For more information, look at Early Game - Proxy
Agressive lane

When to look for an agressive lane:
Facing an easy matchup (e.g. Malphite, Ornn or Poppy)
Facing a matchup that outscales you (e.g. Nasus, Kayle or Garen)
You know EXACTLY how to play the matchup and are confident.
How to play an agressive lane:
Look to space the enemy a lot, you are playing around long Q - Decimating Smash's and poke with W - Soul Furnace. This is into matchups that want to stick onto you like Kled and Garen.
Run down champions that are extremely weak early game, like Nasus and Malphite. You can deal a lot of damage with your Q - Decimating Smash's base damage, stick on them with E - Roar of the Slayer and mitigate their damage with W - Soul Furnace.
You can't run down champions like Pantheon and Darius early. For each of these "bullies", wait for their abilities to be down and look to damage them when they can't trade back.
If trading heavily into a bully, always look to dodge key abilities like Pantheon Q - Comet Spear, Kled bear trap on a rope Q - Bear Trap on a Rope or Olaf Q - Undertow.
Track enemy jungler and ward when necessary. You won't be under turret a lot, making you a lot more vulnerable to ganks.
Proxy

When to look for a proxy:
Facing a hard matchup with poor waveclear (e.g. Fiora, Camille or Kled). They won't be able to clear the wave in time, so they can't kill you in time.
Poke lane (e.g. Teemo, Quinn or Kennen)
Farming lane (e.g. Singed, Ornn or Nasus)
Wave crashed OR wave is frozen in front of enemy turret.
You are below level 7*
How to proxy:
Look for a waveclear item early, most commonly would be Bami's Cinder. Be careful with Bami's if you walk through turret when going for a proxy, since you will take turret agro when walking to close to the enemy. Wait for opponent to move out of the way or take the long route.
Look to slowpush the wave into enemy turret, this means the opponent HAS to clear the wave, giving you time to proxy. If the wave isn't stacked, they can either clear it themselves quickly or kill you without losing a lot.
When dying during a proxy, you can still clear the wave using your passive. If you know you are about to die, look for an E slow on an enemy if you think you can kill them. If you cannot kill the enemy, use all of your spells on the wave, this will guarantee you can clear it.
If the enemy is in base and they walk back to lane, they will usually look to kill you during a proxy. Make sure to clear the wave OR let the enemy laner spend a lot of time trying to kill you.
Track enemy jungler, proxy is much less effective if there enemy jungler is topside, since they can kill you quicker. If you see the enemy jungler botlane OR you are confident you can 1v1/1v2, you can proxy.
*If you are below level 7, you can die while proxy'ing, get the wave, and still get back to lane to catch the next wave. Does this mean you can ONLY proxy while below level 7? No. Just be mindful of your timer. You either need your Ultimate or Teleport in order to get back to lane in time to catch the next wave.
Mid/Late Game
Depending on your team composition, item build and state of the game, you mid game plan can vary. Be mindful, you will not be limited to 1 playstyle per game. You can look for splitpush, then TP or use your ultimate into a teamfight.
Splitpush

What is splitpushing?
Splitpushing means that you are playing on the opposite side of the active objective. If the game is playing around dragon on botside, you will be influencing the map topside. Typically, this means playing in toplane, but this can also be by invading enemy topside or taking the other objective like Rift Herald.
When to splitpush:
You are (far) behind and will be useless in teamfights.
You cannot be matched 1v1 or even 1v2.
You have TP advantage.
There is no objective to play for.
Enemy is splitpushing and must be matched.
Your team already got a pick and can win without you.
How to splitpush:
Look what objective is upcoming, play of the OPPOSIDE SIDE of this objective. Is the Dragon about to spawn? Play for topside. Is Baron Nashor about to spawn? Play for botside. Are both objectives about to spawn? Communicate with your team what they want to/ should play for.
Once on the opposite side of the map, look to move the wave into enemy turret. If you are being matched, look to push the wave into turret and play for jungle camps OR try to kill whoever is matching you and have a free lane.
If 2 objectives are up and both teams are taking a different objective, be careful if there are enemies nearby. You will most likely be played on after the objective is done. Look to base early or get out with a TP or ultimate.
If you are matching a splitpushing enemy AND no objective is up for at least 1 minute or more, look to setup a gank for your team.
Teamfight

When to look for teamfights:
Game deciding objective (e.g. Baron Nashor, Elder Dragon, Soul)
Your team has no reliable engage (e.g. Jhin, Hwei or Trundle)
Enemy team has a lot of skillshots that can be blocked.
How to teamfight:
As Sion, you have 3 possibilities in teamfighting. Tanking, peeling or engaging.
Tank when enemy team has a lot of skillshots that can be blocked. You can stand in front of your team menacingly, sustaining all of enemy team damage.
Peel when there are melee enemies that want to stick onto or burst your backline, like Kled, Trundle, Garen or Sylas.
Engage when there's good follow up to your engage, like Viego, Samira or Kindred who preferrably don't want to engage first.
Basic Combo's
E
Q
By slowing your enemy with E - Roar of the Slayer, it's much easier to land your Q - Decimating Smash. Be careful for dashes too — they can escape or cancel your Q - Decimating Smash.
W
Q
By using your W - Soul Furnace before trading, you can mitigate incoming damage. If they fail to break the shield, you can recast it for bonus damage.
R
Q
After you ult an enemy, you can CC-chain them by using your Q - Decimating Smash right after.
Advanced Combo's
E
W
R
Q
W
Slow your enemy with E - Roar of the Slayer, then either use your W - Soul Furnace before you use your R - Unstoppable Onslaught or during your ultimate. Once you hit your enemy, use a Q - Decimating Smash to continue the CC chain. Then finish off by recasting your W - Soul Furnace.
Q
W
R
E
If you land a Q - Decimating Smash onto your enemy, you can walk back slightly to have more damage and CC duration on your R - Unstoppable Onslaught. Before or during your ultimate cast, use W - Soul Furnace. Then disengage with E - Roar of the Slayer. It can be harder to recast your W - Soul Furnace with this combo, since your enemy will be CC'd for a shorter period.
W
AA
Q
W
This is more of an execute, setup your W - Soul Furnace preamptively so you can recast it during the trade. Then go for an auto attack, into a quick Q - Decimating Smash and a W - Soul Furnace recast. This should always 100-0 any enemy.
What is splitpushing?

Splitpushing is a strategy where one player pushes a side lane alone to apply pressure on the map, forcing enemies to respond. While the enemy team deals with the splitpusher, the rest of the team can take objectives or fight elsewhere with a numbers advantage. Since Sion heavily relies on splitpushing to have impact in the game, it's important to understand how, and when, to splitpush.


Splitpushing can be theorized by the "Line Theory". This is the general line of pressure your team has at a certain point in the game. For instance, when you team is completely even, your pressure line will look like this.





This imaginary line is formed by the position of the rest of your team on the map. If this line is crossed, you are positioning "illegally" and can be played on. Does this mean you should NEVER cross this line? Well, no, this line is simply an indication where you can and cannot be played onto in 90% of the scenario's. Let's look at another example.





In this example, we see our team playing for Dragon on the bottom side of the map. This would honestly be the perfect scenario for us, since we see all of the enemy team. However, the pressure line still lies on the center of the map.

WHY?



If the midlaner were to move here, you have created a numbers advantage on the objective for your team. This is good, since this raises the chance of securing the objective.
Getting caught here means you have given back a bit of their loss for playing a man down on the objective. Because of this, the enemy team won't fall behind as much as they should.
In this scenario, it would even be possible for the midlaner to play for the objective, just to follow up with a Teleport behind you. This way, all of your pressure would have been for nothing.

So what should you do in this situation?


Pressure side, play with team




By pressuring side, you force an enemy to respond to you. If they do not respond, you can keep applying pressure until they do. If they do respond, look to play with your team using your Ultimate or Teleport to flank.
Setup lane, play with team




If you are able to setup your lane preamptively, you can be playing with your team from the start. This usually means slowpushing the wave into enemy tower. They can either respond to the wave or lose out on a lot of Gold and EXP.




Now, this wouldn't be the splitpushing section if I simply recommended you to play with your team at all times. However, knowing when to splitpush and when not to is the key to splitpushing effectively. Here are a few more examples of when you can and cannot splitpush.


CAN




We see all enemies on the opposite side of the map, fighting your team. You have Teleport up, but why risk fighting with your team while you can guarantee a Tier 2 turret. Be mindful that you can be played on by the toplaner who is currently in the midlane.
CAN




Your team is playing for Dragon and just killed the enemy Support. We see all enemies still trying to contest the Dragon, while you are splitpushing. Because your team already has a numbers advantage and we see all enemies, you can definitely splitpush here.


CANNOT




We see that our team is playing for Dragon, but there's still 3 enemies missing. This makes splitpushing a much higher risk, since you can easily be played onto. Back off and wait for enemies to show.

CANNOT




While playing for Baron, your botlane got caught and died. Now your jungler is being chased while your midlaner is on a reset. We can see that the jungler is being played onto by the enemy mid- and toplaner. You will be their next target, get out!



So to break it down, keep this in mind while splitpushing:
Where is the line and where am I in regards to the line?
Do I see my enemies and can I be played onto?
What will my team gain if I splitpush here?
What will I gain if I splitpush here?

Answering these things will define whether you can splitpush and how much you and your team will gain from it.



Wave management is one of the most important skills to learn in League of Legends, since it can singlehandedly win you your lane. This is why this chapter could not miss in the guide. Let's start off with covering all of the different states which a wave can exist in.



NEUTRAL






If a wave is in a neutral state, the wave is positioned in the middle of the lane and there's an equal amount of minions on both sides. Whether this means 1 blue caster and 1 red caster or 6 blue cannons and 6 red cannons, there has to be an equal sound.

This means that:
Nobody has priority, both of you could move at the same time.
The wave will remain in its position if untouched.
Even one auto attack can break this wave state.




(SLOW) PUSHING






When a wave is pushing, it means that one wave is stronger than another. Whether this is because minions have more health remaining or if there are simply more than the other wave, it will be stronger. When is this a slow push? When you ONLY last-hit the enemy minions.

If you are pushing, it means that:
It's favorable to fight in your wave, since you will have more and stronger minions on your side of the wave.
You can get priority, since the enemy misses a lot on the wave if they leave it.
You need to be confident you can last-hit minions, since you will have to be doing it a lot.


If you are being pushed into, it means that:
Don't fight the enemy in their wave, since you will take a lot more damage.
If the enemy doesn't walk the wave into tower, you are able to freeze the wave.
You can punish your enemy if they try to walk up for a last-hit.

You can use this chart to see how many MORE casters you need to make a wave push.








FREEZE






While freezing a wave, it means that the wave remains in a specific position other than the center of the lane. This is caused by a majority in enemy minions, which will replicate the "Neutral" wave state in a different position. This will force your opponent to move up further into the lane and making them more vulnerable to ganks.

If you are freezing, it means that:
Your lane opponent is forced to walk further into the lane, so you can ping for a gank.
If you are ahead, you can zone your opponent from gaining ANY experience or gold.
If maintained well, the freeze can remain for as long as you want.
If the wave is frozen correctly, you can follow up roams from your enemy laner.


If your opponent has a freeze, it means that:
You should look to shove it as soon as possible, since it can hurt your tempo and make you extremely vulnerable to ganks.
You can look to proxy to end any freeze, but you are guaranteed to lose at least one wave.
Look to prevent a freeze by walking your wave into enemy tower.
Even though you lose resources, you will have priority. You can use your priority to help out with objectives. But I don't recommend it, since it's a risk you're taking.




CRASHED






When a wave is crashed, it means that all the minions are under enemy turret and are slowly being taken out by it. The size of the crashed wave can define how much time you have until you have to be back in lane. If you crash a big wave, you are able to roam or reset while still being able to catch the next wave once you're back to lane. This will be much harder with a small wave, since the enemy can deal with it much faster.

If the wave crashed into your turret, it means that:
Your opponent will most likely reset or roam, make your teammates aware of this.
You, as Sion, can easily clear waves, making their time out of lane way less. This isn't the case for champios with low waveclear like Fiora or Jax.
If your wave arrives while the enemy wave is still under tower, this will automatically become a slow push toward the enemy turret.


If the wave crashed into enemy turret, it means that:
You now have a timer to get out of lane, depending on the size of the crashed wave and waveclear of the opponent.
If you only crashed 1 wave, look to return using Teleport or using your Ultimate.
Crashing waves gives you a chance to proxy. Either walk through tower with your wave or take a longer route if you can make it.




HOW TO WIN USING WAVE MANAGEMENT




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[25.20] Glory in Death - Sion Guide

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