Are you tired of going ADC and feeling overwhelmed by everything that the enemy team throws at you? You want to play the game, but it feels like it takes forever to scale. Sometimes you die 4 times in lane, and it feels impossible to come back and have an impact on the game.
Well, congratulation, you are reading the right guide. It turns out that ADC Sion will fix all your problems as well as give you a new very valuable view over the game.
This guide is a work in progress, positive feedback welcomed. Guide will be updated accordingly.
Here is the win streak you can expect to get if you learn to play ADC Sion correctly: Snip.
First of all, why play Sion in the bot lane, won't he get kited? And if you're going for a melee, why pick Sion over someone else.
Here are some advantages that Sion brings over other champions:
His passive is amazing when built AD. If you go tank Sion, more often than not, your passive can be ignored the longer the game lasts. With AD Sion, when you die, you will kill most enemies in 3 hits or less.
His Q is similar to an auto attack. This is what makes ADC Sion work. Without charging, it has a range of 300. This scales up to 600. For comparison, Lucian has an auto attack range of 500. In terms of damage, using the Q without charging will always deal roughly the same damage as your AD value, which means you'll always at least have an AOE 'auto attack'. At full charge, your AD value gets tripled. This is why ADC Sion always deals so much damage even early game.
His W is a shield with a health scaling passive. For each 10 minutes in the game, you should expect to gain at least 200 health. By 30 minutes, that's 600 extra health. The range on W is 500. If the Lucian is hitting you, you can hit him too.
E is a single target armor shred, or an AOE slow. The slow is amazing to setup your Q.
Lastly, his ultimate allows him to completely obliterate one or many targets. The charge time to reach the full damage is 3 seconds. Every time that it is up, you can kill someone in the game.
Why Sion bot though? Once you learn to fill the shoes of an ADC, having a support with you allows you to setup your Q. Also being bot means you can kill two people instead of only one which means you get to snowball yourself, snowball your support and effectively stop two people from their team from playing the game. If your jungler also comes for a gank, well you're a Sion, so every time a jungler comes, you will get a free kill.
All of this combined means that Sion becomes impossible to stop when he pulls ahead even slightly. At worst, his kit is still good for the CC it provides, and given the absolute worst, death, he becomes a massive threat that cannot be ignored.
Pros / Cons
+ Really good laning phase.
+ Really good wave clear.
+ Does amazing sustained and burst damage.
+ Still really tanky for an ADC.
+ Scales really hard.
+ Scales really hard with gold.
+ Can build full damage.
+ Really rewarding passive.
+ Snowballs really hard.
+ When you get ganked, you can 2v3 or 2v4.
+ One shot people.
+ Very safe positioning before team fights start. You're not going to get picked off.
+ Sion is so dumb, he brings everyone down to his level.
+ Has the coolest skin in the game.
- Relies a lot on having a support that trusts you.
- Very aggressive playstyle.
- Very skill shot heavy.
- People don't really outplay you, it's you that will outplay yourself. Use Q badly and the Lucian will probably dash on you and kill you.
- Very very high skill cap. Bot lane is a brutal lane.
- Not suggested if you don't play Sion.
- Ultimate can be countered by walls. It is also easy to miss if used wrong.
Perfect Timing is pretty much the best choice for this row. It allows you to make riskier plays in the bot lane such as tower dives. It also can be used as a get out of jail free card when you get outplayed. If enemy team tries to tower dive, you can usually turn the dive around with this.
Future's Market is pretty useful. It allows you to recall less optimally when you don't have enough gold to buy anything. In the bot lane, it gives you the opportunity to build a lead without doing anything.
Think of it this way, if you CS evenly against the enemy ADC, and then both of you recall at the same time, you will in fact come back with better items. Usually this will mean getting your boots earlier, completing a big item first, getting a control wards, etc.
Approach Velocity is a good combo with Glacial Augment. It gives you better sticking power, combos with Q and E. It lets you be more effective at staying in range of fights. Most of the time you won't notice it's power, but it's there and it's helping you.
Dark Harvest is a really good keystone. It scales well and is really easy to proc during fights. When you absorb a soul, you have 20 seconds to auto attack a champion. After you collect 150 souls, you have 5 minutes to auto attack a champion. This keystone resets on kills which makes it really good during fights against more than one opponent.
Cheap Shot is pretty much the best choice for this row. Combos well with your Q, E and R.
If Sudden Impact ever gets fixed and activates on Sion's ult, then that could be an option too, but maybe that's a stretch.
Eyeball Collection is good for the extra AD. It's very easy to collect the Eyeballs. If you don't care about the extra damage, then Zombie Ward is also an option. A lot of people don't bother clearing the Zombie Wards all across the map which makes it be a really good vision tool.
Ravenous Hunter This row is more up to personal preference. I find that Ravenous Hunter gives me better sustain in lane. And makes late game fights easier to manage.
I feel like Ingenious Hunter would be wasted since I don't really get that many active items and the ones I get have a short cooldown already.
Relentless Hunter would be really good if you want to play the map more. Push side lanes, rotate, etc. Really good for a proactive playstyle.
Demolish helps you have pressure on towers. It's damage adds up over time. It really helps snowball a lead when you're tying to end the game fast.
Manaflow Band is generally good. It removes Sion's mana problems during the laning phase. If you already manage your mana well, The Ultimate Hat is also an option.
Scorch is the only option I tested in this row. Gathering Storm might have the potential to be more useful, but my games tend to end within 30 minutes, so I'm not sure if I want to switch. Celerity could also be considered from the row above.
Triumph seems like the best option if you decide to take Precision as your secondary path. Makes fighting in team fights much easier.
Coup de Grace
Coup de Grace is what I take as my second choice in the Precision path. I find that the extra damage is too good to pass on. The only other rune I'd consider instead would be Legend: Tenacity but I'm not entirely sure how valuable this rune would be in practice.
Flash is really important just to reposition when in danger, or to get on top of your target to murder them. Usually Flash should be used as an aggressive spell. If you need to flash out of a fight, that usually means you were positioning badly.
Take Ignite if you think you can snowball the game as early as possible. Ignite counters the opponent's heal. You can also take Ignite to counter healing champions like Vladimir.
Heal is nice in order to turn fights around. Some matchups aren't won with simple brute force. It's a really good baiting spell.
Ghost is like having a second Flash. It gives you a lot of sticking power. It's a very forgiving spell when you realize you are over extended and need to get out of a sticky situation. It allows you to ignore unit collision during fights where you need to run through a lot of units to get to your targets.
Can be taken if you face a team that has so much CC that you won't be able to do anything. You can pop this spell during those nasty team fights.
Good starting item since it shares minions with your support, allowing you to build a gold lead even if nothing happens. Your support will also have his own gold generating item so they'll be swimming in the riches. It provides fair 2 player sustain. Don't upgrade it, sell it later when you don't need it anymore. Your goal when you only have this item is to farm and get your first two Long Swords as soon as possible.
You need a Control Ward in the bush closest to the enemy's tower at all times if you're going to push the lane. This allows you to charge Q from that bush while knowing they 100% don't have any vision on you. It's also good to have if you're going to get dragon or baron. I buy on average 3 Control Ward per game. Make sure to place it in the center of the bush otherwise it won't spot the wards at the edges of the bush.
If you're leaving the base with an empty inventory slot and enough gold to buy at least one pot, buy some. You lose lane if you get poked and start to lose health. The sustain from Relic Shield is nice, but it's not enough if you're going to be fighting. The gold you spend on pots is never wasted.
If you don't get pots, you can adopt a lamer playstyle were you only fight during all ins. In order to pull that off, you lane in a way to never get poked. If their ADC or support steps towards you, you back off a bit to always be out of their range. This means you might have to give up some CS.
Core item. Very easy to build early since it is very cheap. If you die, it gives you that extra movement speed boost to catch up to your targets when you combine it with your Death Surge ability. Also gives some much needed lethality.
Duskblade of Draktharr
Core item. Really useful item, I buy it as my core nowadays. Gives some much needed lethality and allows your to clear wards once in a while.
Core item. Really good item, especially now that they removed the Crit from it and replaced it with attack speed and more CDR. Can be built as 3rd usually. This item gives you a really big power spike.
Really good item to combo with Trinity Force. These two items together, combined with Dark Harvest allow me to one shot squishy champions late game.
Must get item in some games where you already have enough damage and you need to survive fights. This item can be the difference between a win and a loss. I almost buy this item as a core nowadays.
I buy this often lately. Really good to have against champions like Anivia and Zoe, or against supports that can completely stop your from doing anything.
Maw of Malmortius
I buy this item when I'm not really scared to get CCed, but I want to survive AP burst.
Very nice item to have. Makes Sion's attack speed stop being a joke. It fixes his hitbox problems when trying to reach his targets in a fight. Makes 1v1 fights be much easier against assassins. It allows you to take towers much faster.
Oddly enough, this item feels really good.
Blade of the Ruined King
I mostly only take this against tanks. If you don't have this, it takes forever to kill them.
Very nice item to have. Boosts the damage from your auto attacks considerably. Makes it much easier to take objectives like Dragon and Baron.
Edge of Night
If it turns out that you're the team's primary engage even as an ADC, this item can help.
Core item most of the time if their team has a strong healer. I've lost at least one game in which I can 100% blame the loss on not getting this item. Get an early Executioner's Calling in those games to keep the [ Vladimir, Soraka, Darius, etc] under control.
This items provides a nice auto attack reset that hit like a wall of brick full building made of brick that crushes you.
Get this if you don't want to deal with their ******** CC or if you think you need some extra MR. Or if you just feel like building it 'cause why not. Usually a pretty good pair of boots and that's an understatement.
Blocks 12% of the damage from auto attacks. That can be a pretty big deal.
Elixir of Wrath
You're full build? Get this.
You're not full build and you're going to leave the base with 1k gold perhaps? Can't complete an item, and you're likely going to team fight soon? Get this.
You pay 500 gold for a temporary effect that gives you a boost for 3 minutes that is worth at least ~2 times its cost (Give or take). It also gives a bit of sustain against champions, something that you don't get from this build.
The Black Cleaver
I used to think this was a cheaper Trinity Force. Turns out it's just a better Mortal Reminder when the enemy team doesn't have much [healing / life steal].
I've built this item only once. The healing felt hard to notice. Gives good AD, so I'm sure it can be a good pick up instead of Youmuu's Ghostblade maybe.
Nice item when you want lifesteal and AOE damage. In most cases, you'll want something else, but if you have the gold, can be fun to build.
I buy that in 99% of games unless I know that my support is going to be roaming a lot. The ability to share gold with the support is too big to pass.
When teaming up with tanky supports, you need to trust your support a bit more since mistakes usually end up in you or them being dead. Blitzcrank, Taric, Thresh, Leona, Alistar can usually do good, but you need to be a good leader.
If you team up with a Janna or a Soraka, it's a bit harder since they tend to be the ones that can set the lane's pacing. With them, I always tell them the following: In this lane, the only one that is allowed to take damage is me. If you, as a Janna or Soraka take poke, any poke, it's bad. Having said that, I have seen really good Soraka players that were able to aggro switch really well and it really felt like they were doing the carrying.
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You are two melee champions, so you are likely to get poked a lot early game. If you get pushed in, you might have to give up a bit of CS so ask for an early gank. Really strong duo after the first back if you keep buying pots.
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Really strong lane even before the first back. She is able to do a lot of work for you with her incredible poke. With her Grasping Roots she can setup your Q, or vice versa. Make sure she doesn't get too cocky. If she over extends, the other team can punish her and deal a lot of damage to her. I find that a lot of Zyra players really like to step up close and personal with the enemy team. That's usually bad.
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Really strong lane, but with a bit of anti-synergy since he can pull people out of your abilities. His Rocket Grab is on a really long cooldown so don't waste your Q before he is about the grab someone.
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Strong lane, but with a bit of anti-synergy since she can push people out of your abilities with her Monsoon. She is really amazing at protecting you. If you have vision control over the bush you are in, you can cheese a Q + Howling Gale combo to one shot people.
Before that happens, you want to play safe so that you don't die. Try to land your Q on your two opponents. Notice how they react. Does their ADC respect you and backs away when you walk towards him? If he doesn't then you can harass him out of lane. Always mind your own positioning. Sion can get minion blocked really hard.
If they push the lane, you might have to use Q on the minion wave to counter their pushing. Or you can also freeze the lane in front of your tower. You can also ask your support to help you push if you need.
Written gameplay coming soon, meanwhile you can watch the following videos: