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Sion General Guide by QueenKitty

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League of Legends Build Guide Author QueenKitty

AP/AD Jungle - Sion, the Rift's God of War!

QueenKitty Last updated on November 23, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Bounty Hunter

Ferocity: 18

Dangerous Game

Cunning: 6

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 6

Threats to Sion with this build

Show all
Threat Champion Notes
Karthus Easy. He stands still for so long, you can easily knock him up and let your team take care of the rest.
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Brief Introduction

Hello there! I'm QueenKitty, better known as KittyBabyMan on the Summoner's Rift. I mostly play as the jungler in my teams, and just recently hit level 30. I'm not the most experienced player, but I enjoy giving tips on how I play a champ or how I deal with things. Feel free to call me Kitty, or by my real name, Patrick.

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Pros and Cons


    Strong damage output
    Faster clear speeds
    Great CC
    Good 1v1 potential
    Still have some form of tankyness
    Generally fun


Little escape options
Not as tanky as other Sion builds
Easily kited
Falls short against ADC junglers like Master Yi
Weaker earlygame

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Ability rundown

Let's take a look at what Sion possesses in his kit.

Glory in Death: This is his passive. After dying, Sion is invulnerable to damage for a very short time, then is reborn with full health. He is buffed with attack speed, attack damage, and lifesteal, but at the cost that his heath is rapidly depleting.

His abilities are also replaced with Death Surge, which gives him a short burst of movement speed. When used they are placed on a very high cooldown, meaning he can only use death surge once whenever he dies. Use it wisely!

Decimating Smash: This is his Q, a real damage dealer. Upon pressing Q, Sion will charge up an overhead strike where the mouse cursor is pointed. Upon full charge, or an early recast, Sion will either slow and deal damage, or knock up and deal damage to whoever is in the casting range. If your interrupted by crowd control while casting, the ability will have a reduced cooldown. This ability scales off AD, and deals less damage to minions and monsters.

Don't know when it knocks up, and when it doesn't? Here you go!
Open me to see!

Soul Furnace:This is your main source of tankyness. It's passive allows you to gain permanent health for each unit killed. 2 points of health for a small unit, like a jungle monster or a minion, and 10 health for a champion or large jungle monster. Sweet, huh?

When activated, it grants Sion a shield, scaling by your AP and your maximum health. After 3 seconds, if the shield remains, you can reactivate the ability to detonate it, dealing magic damage in a small area around you.

If you plan on engaging the enemy team, try using this when you make your way in, or as early as possible. You can soak up some damage, and not have to worry about if you casted it or not.

Roar of the Slayer: Upon casting, Sion fires in a projectile in a straight line, stopping at it's first target, then reducing the armor the hit target. The projectile will stop completely if it hits an enemy champion. If the projectile hits a jungle monster or minion, it knocks the unit back, and passes through any target behind it. For each target hit, the unit travels farther, and the unit's armor is reduced too.

This can be used in conjunction with your Decimating Smash for lane clear. It's also good if you want to 1v1 a tanky enemy.

Unstoppable Onslaught: Sion's ultimate ability. When casted, Sion will start to run, gaining speed as he continues. Any enemy hit by Sion when he is using his ultimate will take damage and will be knocked up. Sion will stop charging if he hits an enemy, hits a wall or structure, or reactivated the ability.

This is where Sion makes his grand entrance. This is what is most commonly used for gap closing or engaging a team fight. But a warning: It is really hard to steer while using this ability. Only use it of you plan on going straight or through a path with little curves. You will be stopped by broken towers!

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Jungle Path

If you start on Blue side
If you start on Red side

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When you feel like ganking a lane, remember to do the following:

Initiate with your Unstoppable Onslaught

Start the fight with Soul Furnace

Hit them with your CC, starting off with Decimating Smash. If they make it out, hit them with Roar of the Slayer to keep them close to your team for the secure

If you know there's no way to escape, stay in the middle of the fight so you can use Glory in Death to it's full potiental

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Level 3/4 Dragon

You can easily take down Dragon at level 3-4 by using your passive, Glory in Death.
Remember the following when fighting Dragon:

Make sure you have your Smite off cooldown, and some Health Potions with you. If you were able to pick up a kill or an assist before you fight Dragon, that's whats best.
Make sure to shield with Soul Furnace right before your hit for more sustain
Always charge your Decimating Smash fully, never recast it early.
If you have crest of cinders , or "Red Buff", you are almost guaranteed Dragon

If you die, don't panic! That's where your passive starts to shine. Just AA the Dragon and you get your team an early dragon. Congrats!

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Thanks guys for reading my guide! I appreciate any and all feedback, regardless if negative or positive.

My IGN is KittyBabyMan if you ever feel like playing.

Please tell me if I missed something or if you have an idea for what I should add to this guide. Have a good one!


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