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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Ability Order
Glory in Death (PASSIVE)
Sion Passive Ability
Threats & Synergies
Kled
I personally think Kled is the most dangerous matchup for any Sion. He has CC, can turn the tide of any fight with his passive if applied correctly, has high damage, and can match your push or even outpush you. He's mobile and has high damage, and you are probably the farthest thing from mobile without your utlimate. It'll be hard to land your Q with his dash up. If you can somehow manage to poke him down off Skarl, you can win the majority of fights early, but the odds of you being able to do that are very low. Late game he'll have insane HP and it'll be difficult to kill him alone. You probably won't be able to kill him alone, really. I recommend just farming this one out and calling for jungle help.
Yasuo
Your knockup on your ultimate and your Q are great for Yasuo's ultimate. You can soak up a lot of damage for him and the ADC while they're able to output a lot of damage.
Yasuo
Your knockup on your ultimate and your Q are great for Yasuo's ultimate. You can soak up a lot of damage for him and the ADC while they're able to output a lot of damage.
Champion Build Guide


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Every 4 seconds in combat, your next basic attack on a champion will: - Deal bonus damage equal to 4% of your max health. - Heal you for 2% of your max health. - Permanently increases your health by 5. Ranged Champions: Damage and healing are reduced by 40% and gain 3 permanent health instead. |
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Considering Sion struggles in the laning phase against poke, and the overall extra health is great for any tank, Sion's best option for sustain will be found here, aside from his either Corrupting Potion or Doran's Shield start. |
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You generate stacks on enemy structures within 600 units, up to 6 after 3 seconds. Your next attack versus a structure with 6 stacks deals 100 (+ 30% of your maximum health) bonus physical damage. Demolish will only go on cooldown upon triggering the damage. |
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Some people like to take Shield Bash here, but I like demolish. Considering how large Sion's HP gets mid and late game, if he is required to split push demolish will be key in marching him towards the enemy nexus with only a minion wave or two. Shield Bash is probably most useful against a champion like ![]() |
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After 10 minutes gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resistance by 5%. |
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Some people prefer to take Bone Plating
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Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you. At 120 minion and monster deaths, also gain an additional +2.5% max health. Range: 1400 |
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Do I really have to explain this? Overgrowth gives Sion tons of extra health in the late game. While it may not seem like a whole lot to you, on paper the difference is large. Unless you check your rune page, you probably won't be able to detect the difference, but I've had games take place where the health difference between when I took this rune and when I didn't can be as large as half a thousand (500 HP). |
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Receive a Total Biscuit of Everlasting Will
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Biscuit Delivery will help you a lot with your sustain in lane. Even with Corrupting Potion or Doran's Shield, you can lose a lot of mana seemingly too fast. Biscuits will help with that. |
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Consuming a potion or biscuit grants 50% of its health immediately, and mana if applicable, but prevents that consumable from being used again until the effect ends. Health/mana per tick is then reduced by half for the effect's regular duration. In addition, you gain 5% bonus movement speed while under the effect of a potion or biscuit. |
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Time warp tonic is what I like to describe as "insta sustain." It allows you to gain so much health back mid-trade or even mid-fight and really surprise your opponent. I think it's definitely the best option here as it synergizes with Biscuit Delivery
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Glory in Death (Passive) RANGE: N/A COST: N/A COOLDOWN: N/A |
Upon taking fatal damage, Sion briefly becomes invulnerable then enters a frenzy, restoring himself to full health but begins to drain (1 + level) health for the first tick and increasing by (0.7 + (0.7 x level)) health per tick. Sion can freely move and attack during this time, gaining 100% lifesteal, attacking at 1.75 attack speed and dealing 10% of his target's maximum health as on-hit physical damage (capped at 75 bonus damage against monsters). Additionally, Sion gains the ability to cast Death Surge using any learned ability. |
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Decimating Smash (Q) RANGE: 600 COST: 45 mana COOLDOWN: 10 / 9 / 8 / 7 / 6 |
First cast: Sion starts channeling, increasing the damage of Decimating Smash over the next 2 seconds. If Sion's channel is interrupted by crowd control, Decimating Smash will have a reduced cooldown. Second cast: Sion smashes his axe into the ground, dealing somewhere between a minimum of 30 / 50 / 70 / 90 / 110 (+0.45 / 0.525 / 0.6 / 0.675 / 0.75 per attack damage) and a maximum of 60 / 120 / 180 / 240 / 300 (+1.35 / 1.5 / 1.65 / 1.8 / 1.95 per attack damage) physical damage in an area in front of himself - depending on channel time - and briefly slowing enemies hit. If he charges Decimating Smash for at least 1 second, enemies hit will also be knocked up for a minimum of 1.25 seconds, up to 2.25 seconds if Decimating Smash is fully channeled. Minions take 60% damage. Monsters take 80% damage. |
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Soul Furnace (W) RANGE: 550 COST: 65 / 70 / 75 / 80 / 85 mana COOLDOWN: 11 |
Passive: Sion permanently gains 4 bonus health whenever he kills a unit, increased to 15 against large units and champion kills and assists. Active: Sion surrounds himself with a shield that absorbs 30 / 55 / 80 / 105 / 130 (+40% of ability power) (+8 / 9 / 10 / 11 / 12% of Sion's maximum health) damage for up to 6 seconds. After 3 seconds, Soul Furnace can be recast to detonate the shield if it hasn't been destroyed, dealing 40 / 65 / 90 / 115 / 140 (+40% of ability power) (+10 / 11 / 12 / 13 / 14% of target's maximum health) magic damage to all nearby enemies. Bonus damage from the target's maximum health is capped at 400 against minions and monsters. The shield will detonate automatically if it persists for the full 6 seconds. Soul Furnace can be activated and detonated while using any of his abilities. |
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Roar of the Slayer (E) RANGE: 725 COST: 35 / 40 / 45 / 50 / 55 mana COOLDOWN: 12 / 11 / 10 / 9 / 8 |
Sion bellows in the target direction, dealing 65 / 100 / 135 / 170 / 205 (+55% of ability power) magic damage to the first enemy he hits, as well as slowing it by 40 / 45 / 50 / 55 / 60% and reducing its armor by 20% for 4 seconds. If the target is a minion or non-epic monster, they are knocked back 775 units, dealing the same damage and applying the same effects to all enemies they pass through. Projectile enemies stop upon colliding with terrain or reaching the end of their trajectory. |
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Unstoppable Onslaught (R) RANGE: N/A COST: 100 mana COOLDOWN: 140 / 100 / 60 |
Sion charges in the target direction for up to 8 seconds, during which time he cannot cast abilities nor attack, but is immune to all crowd control effects. Sion's trajectory will update toward the mouse cursor over the duration, but his rotation speed is significantly slow. If Sion collides with an enemy champion or terrain, charges for the full 8 seconds, or recasts the ability, he will slam the ground with earth-shattering force, dealing a minimum of 150 / 300 / 450 (+0.4 per bonus attack damage) physical damage and knocking up nearby enemies, while slowing enemies further away. The base damage and crowd control duration increase over the first few seconds of the charge, capping at 400 / 800 / 1200 damage and 1.75 seconds respectively. |
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Laning with Sion is fairly straight forward. It's pretty much a guarantee that if Sion is going against a pokey champion, like![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Your ultimate is really important for your kit. Unstoppable Onslaught ![]() ![]() |
Teamfighting with Sion isn't a big deal, or particularly that difficult, but a lot of players get nervous about it. I did, too, and I understand that the reason for this is Sion is basically just a big ole' meat shield unless you can consistently hit your abilities. While this is true, keep in mind that a huge part of Sion's job is to be just that: a big ole' meat shield! He's meant to absorb tons of damage, so as long as you're front lining and absorbing the damage for your team, you're already doing arguably the biggest part of your job. Now, to be effective, however, you'll have to hit your abilities. The tips for hitting your Q
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The most important part of playing Sion is to effectively peel for your carries. I cannot stress this enough. Tank damage for them, take CC for them, do whatever it takes to keep those bad boys alive and kicking so that when their time comes they can do what they do best: carry your team. |
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If you're interested in seeing what his threats are, and what you should build on him, please refer to the top of the page where the build begins to see my recommendations and builds for Sion! If you observe the notes, you can read reasons why I chose what I chose and what champions certain items are more effective against. All in all, I feel like Sion is the best tank in the top lane as of patch 9.2. In my opinion, he's extremely strong, soaks up damage unlike any other tank, has insane peel, large damage, and has an uncanny knack for isolating enemy carries out from their team and quickly killing them. People oftentimes think the top lane is boring, and if you do, I encourage you to look into playing Sion as he's a cheap, effective, and fun top laner that's not all about farming (although that is super important!) You'll quickly find that Sion will make his way into your rotation simply because of how strong he is in the current meta. He's able to get a large HP value in a short amount of time with what he builds, and he's great at farming as he typically first builds ![]() ![]() |
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