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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Glory in Death (PASSIVE)
Sion Passive Ability
Introduction
Today I thought about making my first guide to add my own ideas to the community/discuss them, helping you and maybe helping myself tweaking it.
Since I only wanted to create a guide on champs I'm fairly good at and I played long enough already, the choices were piped down to AP Sion, AP/Tank Morde, AD/Hybrid Ez, AP-favored Hybrid Jax, Tank/Off-Tank Jarv4 and so on.
While I was roaming through the guides voted highest on my respective fields, I noticed that the "best" Sion guide was AP and sadly outdated/badly cobbled and with some bad choices here and there.
So now I'm here hoping to give you guys some good material to use/argue about.

Pros:
- Great early game: outzoning/dmg output/farming abilities.
- While boosting your dmg you'll also boost your defense (but: hard to master).
- You'll use the incredible burst of Sion's AP side, while still healing you/r mates for quite a chunk between fights.
- Since some patches ago you now wield a double-edged axe!

Cons
- Your bread&butter skill has 2 edges pointed at you: dmg can be negated by bursting your bubble + 4 sec delay.
- Most predictable. You'll have to suprise enemies with bushes/Flash/teamwork, otherwise you'll give them an accurate time frame of your next attack.
- While normal caster use a complete skillset to face their opponents, you'll only use half of it. Turning you into a wandering meat shield, waiting for it's CDs.

Of course, even while every level offers the same CD,

Sometimes I catch myself not activating

Even while it isn't always usable in fights, it's still viable outside of them!
Instead of wasting money on Spell Vamp you can easily heal yourself/your team off of one minion wave/ use it to take down Blue Buff, Dragon or Baron. It's pretty neat since you dont need extra AD in order to do so,

Speaking about that takes me to the flexible part of Sion's skilling order.
Instead of going for a standard R>W>Q>E order, I like to drop the priority on

After skilling

If they're too defensive and being outzoned by your presence alone, put your 2nd point in

At the time I reach lvl 8 with my skills on 1/3/1/1, I'll judge the game situation yet again: You still have the possiblity to farm enough creeps?
Instead of "wasting" your skill point on some minor dmg boost and 1 sec CDR on


Primary:


Simple the best choice, IMO.
Flash utilizes your rapid burst that needs melee range, best to outzone squishy enemies.
Still, if you want to take the initiative you should try to make use of bushes before activating

Ignite is your "finisher", since you dont have much of a chaser and won't burst them to 0% just with a bubble/stun+sheen in most cases.
Optional:


With the recent nerfs/buffs it's not a bad idea to switch Flash for Ghost, if you decide to drop a long CD finishing/escaping skill for higher mobility.
Same for Exhaust: IMO AP Sion's a hit&run champ, without your skills you dont want to stick close to the enemy, except you can finish him off with 2-3 blows after you landed your combo, but therefore Ignite will do just fine.
Both changes should be made according to your personal opinion/playstyle.
Everthing else:


The rest is just either bad overall (



Heal,
Clarity is ok for those guys who still level and dont have the mastery points/runes or not enough experience to preserve their Life/Mana.
Revive is meant to widen the variety... it has only some little use, Karthus + Revive is a good one for example.


Regarding


Normal AP DmgDealer spec.
I dropped 1 AP for the 5AP/5AD bonus while Ignite's on CD and judged


Ofc, if you decide to switch Flash for Ghost you should drop


The 21/0/9 skilltree with






Best choice. Period.
You could swap them for AP runes, but even while it boosts offense AND defense on Sion the damage gain on penetration is far too great to miss.

Again there was nothing else I could think about.
Okay, ofc you could switch them for flat



Since

Plus I'm not found of stacking mana/manareg on him, it's easy to utilize him to his fullest with only some from


The only ones I'm not too sure about.
IMO they can easily be switched for




Your early boost.
The only thing I'd switch them for is


Lets try to do it in chronological order:
Early:
While


In terms of boots

Since MR is the weaker resistance stat on most champs, you can tone it down below 10 easily that way + MrP runes.
I also noticed the huge recommendation of using

Good enough if you decide to roam, but bad if you stay more on lane.
You aren't the guy that's always in the enemy's blind spot like Twitch/Eve/Shaco anyway.
After that

Mid:
By now you should check the enemies situation to decide on how to proceed with your built. IMO all the HP you need is provided by


While things like


But if the enemy team is at least balanced, moreover favoring magical dmg you should grab

After that you should consider CDR as the next target of interest,




Now you should've obtained two items with a greater AP boost, providing you with enough to upgrade


A simple core build should be:



(Not inluding the possibility to play against an AD champ top, therefore getting an early



Doable, but only with a great early game, otherwise you will miss too much of other states even with an empowered

Late:
... I normally place it after I got my

That said, while treating


There are some optional items you could consider for that spot OR replace an early








Optional Build way:
I guess you guys aren't really living under a rock to overlook what was added patches ago:


And while the latter adds more single-target nuke,

All in all, both have their benefits and a place in Sion's inventory.
Just remember: The situation in the field dictates which to choose.
If the enemy packs physical damage, go for

And like I already mentioned earlier HP and Spell Vamp are not necessary so you shouldn't waste money to get


Namely everything that mainly provides HP,Mana or Spell Vamp isnt needed.
Also things like


- You should always play aggressive, handle risk and reward and learn to time your shield probably.
- Evaluate what your enemy has ready and how much it will lower your shield to save HP while still nuking everything around you in the process.
- You're a solo laner or lane with a support who won't hug too many of those precious little Happy Meals. Even mid is fine if you learned to handle Sion properly.
- Your Stun is great for an easy DC+Sheen hit, but try to use it after you landed those to prolong a
Cannibalism powered autohit fury, if you know that you can actually take him down within a few autohits.
- Dont forget to activate your shield always while you're still on the move to the different hot spots: saving a tower under fire/aiding an ally already engaged in combat and so on. Otherwise your greatest weapon will still warm up with your friend down and some 10% enemies on the run.
- Don't forget: You're beefy as hell (for an AP caster), dangerous, but also a slow lumpy meat mountain, while you lower the enemy's HP bar you'll mostly nuke some of his minions along the way leaving your lane overextended sometimes, therefore Junglers will be glad to dump your rotten slowpoke *** back into hell. Wards are mandatory to prevent such mishaps.
- Lets say, you're solo top and ported back to refill/buy after you also forced your opponent back or killed him. Now you're on your way back and notice Mid is in a pinch and sth prevents your Jungler from helping. Why not lend a helping hand?
At best you already dominate top and left your lane overextended before porting back, giving you enough time without leaving your tower unprotected.

If you like to play sth. that's spec'd on hit&run with less run and more hit, not missing some beefy tank-like experience AP Sion could be your new best friend.
Now open for adds, comments, notes, ideas.

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