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Sion Build Guide by I Am Goliath

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League of Legends Build Guide Author I Am Goliath

GoliathGames' guide to Sion

I Am Goliath Last updated on July 21, 2018
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Cheat Sheet

The Juggernaut

Sion Build

LoL Path: Sorcery
LoL Rune: Arcane Comet
Arcane Comet
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Celerity
LoL Rune: Scorch

LoL Path: Resolve
LoL Rune: Conditioning
LoL Rune: Overgrowth

+6 Attack Damage or +10 Ability Power, Adaptive and +15-135 Health (at levels 1-18)

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Top Lane
Ranked #17 in
Top Lane
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Sion with this build

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Threat Champion Notes
Nautilus Nautilus should never kill a sion because there's just not enough damage unless you're eating all of his E's, just keep poking him with your E and use your ult to roam. He can cancel your Q with his Q pretty easily so try to hide behind minions when you channel Q. You both scale pretty evenly so try to outfarm him. After you get a cowl or any type of magic resist item he really shouldn't do anything to you.

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Hey guys, my name is Goliath. I've played League of Legends since season 2, and have mained top lane and mid lane since season 3. I've been high Diamond in every season since season 4, peaking at Diamond 1. League of Legends has always been the main game that I have stuck with over the years, and is probably the most enjoyable game that I've played.

I've always been drawn to top lane and and mid lane since they're both solo lanes, and have stuck with these two roles as my main roles since season 3. I've previously played for a Challenger team, and have won various online tournaments like Go4LoL in the past, but now I mostly play Solo Queue and focus on climbing and teaching the game in any way as much as I can.

Here is my OP.GG for anyone interested.

If you want to see me play, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve.

If live streams aren't up you alley, you can also check out my YouTube channel here, where I'm going to start uploading informative videos, as well as stream and gameplay highlights.

If you want more general info, like when I upload, or update, a guide, then you can find my twitter here.

If I'm offline on twitch but you still want some pointers or just wanna chill, then feel free to join my discord server and hit me up.

Why Sion?

I see Sion as one of the more interesting and "fun" tanks. Unlike other tanks, he's actually capable of being a heavy lane bully, and can also scale decently into late game.

Sion is usually my go to pick whenever I wanna play a more "skill-based" tank, or for when I want to play a tank that requires actual aiming on his abilities. Due to the skill-shots necessary when playing Sion, using him can feel very rewarding when you actually hit your targets.

Another reason I love playing Sion is his ult, which is not only useful, but also really fun to use. After level 6, you can get your teams lanes ahead by ganking with his ult, so it's a good tool for possibly turning a game around.

TL;DR: If you like being a rage filled leviathan that bullies lane and focuses on skill-shots, or if you like trains, then you'll like Sion.


+ Lots of CC.
+ Good engage.
+ Good peel.
+ Good gank and TP ability.
+ Good poke.


- Abilities are easy to juke.
- No sustain.
- Low mobility.
- Long cooldowns

In my eyes Sion has an about even amount of pros and cons. One thing to keep in mind is that the cons are going to be much worse the higher elo that you get. At higher elo people will sidestep your abilities much more often, as well as poke you down in lane more. However, I think against lower elo players, Sion can be extremely good. You can easily destroy lane and transition well into the mid game if you use your ults properly.


I'm still testing the different rune combinations, so a few little things might change, but I am getting close to what I believe is some-what optimal.

- Sorcery -

Damaging an enemy champion with an ability hurls a comet at their location, or if Arcane Comet is on cooldown, reduces its remaining cooldown.

Adaptive Damage: 30-100 (based on level) (+ 20% AP) (+ 35% bonus AD)
Cooldown: 20-8 seconds

Cooldown Reduction:
Single Target: 20%
Area of Effect: 10%
Damage over Time: 5%

After testing Sion and seeing what other people have been running, I've found Arcane comet to be better than Aftershock in the resolve tree. The main reason I choose to run arcane comet is because it adds more damage to Roar of the Slayer(E), which you'll be poking with a lot in lane. Since Roar of the Slayer(E) applies a slow, arcane comet pretty much always lands unless they dash out for some reason. Apart from being really good with Roar of the Slayer(E), it also helps his Decimating Smash(Q) and Unstoppable Onslaught(ult) since they both stun the target; this means the arcane comet is pretty much a guaranteed hit on all of your spells.

Hitting enemy champions with a spell grants 25 maximum mana, up to 250 mana.

Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.

Cooldown: 15 seconds

This rune is just way to good to pass up on Sion, and any top laner that uses mana to poke often for that matter. Since we're maxing Roar of the Slayer(E) and going to heavily poke lane with it, manaflow Band is a must to keep your mana up.

Gain 1.5% increased Movement Speed and add a percentage of your Bonus Movement Speed to your AD (9.6%) or AP (16%), adaptive.

This rune is really solid in general, but especially good on Sion; you get a ton of movement speed in your ultimate, so it will give you a ton of extra AD which means more damage on your ultimate. The extra movement speed in general is really helpful when playing Sion since he can struggle getting to targets, so this is an all around good choice.

Your next ability hit sets champions on fire, dealing 20-60 bonus magic damage based on level after 1 second.

Cooldown: 20 seconds

Not to much to say about this rune; since we're poking with Roar of the Slayer(E) a lot, this is just going to add even more damage to that.

- Resolve -

After 10 minutes gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resistance by 5%.

In my testing, Conditioning is really useful; you can usually get away with taking it, but it is a slightly greedy rune since it doesn't do anything for you until 10 minutes. However, since Sion has a good laning phase, and he gets a lot of max hp from his Soul Furnace(W), I personally like to take this rune on him. if you're against a hard match up, or a match up that pokes you a lot, consider taking Iron Skin if they're attack damage based, or Mirror Shell if they're AP based. Conditioning will make you a beast on Sion late game though, since you get a ton of resistances in your build.

Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.

Range: 1400

I personally really like this rune, especially when playing Sion. Since you build a lot of HP, and get a lot of HP from Soul Furnace(W), this is just going to add even more max HP. If you're against a ranged match up, or a champion that does a lot of damage, I'd suggest taking Second Wind; it'll make it easier to survive lane, and you will still have a lot of HP without overgrowth anyway.

Flash: This spell is kind of a "must" on most champions, and the same is true for Sion. Flash gives you some much needed mobility. Allowing you to flash away from getting killed or ganked, while also allowing you to get some kills.

Teleport: Teleport is a very useful spell for most top laners, and extremely good on Sion since his ganks are so strong. Consider running halfway to a lane, and then ulting to kill the enemy, and then using TP to get back to your lane. Also, you can just TP to one of your friendly turrets and ult from there, but you won't have a quick way back to lane, so try to plan this out ahead of time.

Glory in Death

Range: N/A
Cooldown: N/A
Cost: 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.

Glory in Death: Sion's passive is a very strange ability, most of the time it is not very good, but every once awhile you can go ham with it. It all depends on if you're able to stick onto a target.

Basically, once you "die," you go into a frenzy where your autos do a bunch of damage, while also giving you lifesteal. During this, your HP will drain very quickly, so try to auto whoever is closest to you to maximize it's usefulness.

Also remember this passive has an active that will give you a small speed boost, so make sure you always use this to try to get to a target or to stick onto a target.

Decimating Smash

Range: ~300
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 45

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 20 / 40 / 60 / 80 / 100 (+0.65 per attack damage) and a maximum of 60 / 120 / 180 / 240 / 300 (+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.

Decimating Smash: Sion's Q is a very strong ability, having good base damage, and also scaling well with bonus AD; the downside to this being that it can be dodged fairly easily, and can also be canceled by other stuns, so keep that in mind.

You're going to want to hit them with your E first to slow them, allowing for an easier hit. This ability is very useful for chaining CC with somebody, because if the enemy champion is already caught in a stun, you get the opportunity to charge your Q up, chaining into an additional, even longer, stun. Remember that this ability can be used in brush, and they won't be able to see you charging it.

This is a very strong ability, so try your best to land it; even if it means not charging it up for the full duration. If you charge it for over a second it will stun the enemy, but charging for less than 1 second will just slow them.

Soul Furnace

Range: 550
Cooldown: 11
Cost: 65 / 70 / 75 / 80 / 85

Passive: Sion permanently gains 3 bonus health whenever he kills a unit, increased to 10 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.

Soul Furnace: This is Sion's only defensive ability, and gives him a small shield that can be reactivated for a bit of damage as long as the shield doesn't break. This ability is usually used as an extra little bit of damage in your combo, or just to tank a little bit of damage.

You're going to want to get a point in this ability early on because of it's passive, which allows you to get 2 permanent bonus HP every time you kill a minion, and 10 permanent bonus HP if you kill a cannon minion, large jungle monster, or champion. This ability is not very strong until later on in the game, since the shield scales with your % max hp, and the magic damage it does scales with your targets max % hp; but the passive is amazing for scaling, and allows Sion to get a ridiculous amount of total HP throughout the game.

Roar of the Slayer

Range: N/A
Cooldown: 12 / 11 / 10 / 9 / 8
Cost: 35 / 40 / 45 / 50 / 55

Sion bellows in the target direction, dealing 70 / 105 / 140 / 175 / 210 (+40% 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 2.5 seconds.

If the target is not a champion, it will be knocked back - dealing 91 / 136.5 / 182 / 227.5 / 273 (+52% of ability power) magic damage to all enemies it passes through and slowing them by the same amount for 2.5 seconds. Minions and monsters cannot be knocked through terrain.

Roar of the Slayer: This ability is very convenient for poking in lane, as well as sniping kills. Basically you'll want to throw their own minions at them for the increased damage, but this ability also works on it's own.

This ability is great in laning phase because it doesn't cost that much mana, and you can use it from a safe distance. Another thing to keep in mind is that this ability lowers the targets armor, and applys a slow, while also doing magic damage.

Unstoppable Onslaught

Range: N/A
Cooldown: 140 / 100 / 60
Cost: 100

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 enemies 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.

Unstoppable Onslaught: Sions has a pretty interesting ult. It scales great into late game with bonus AD, and is also, atleast in my opinion, one of the most fun abilities to use in the entire game. You aim with your mouse cursor, and you'll move super fast until you hit an enemy champion or terrain. It will go through minions and damage them, so as long as you don't hit terrain, then you can keep cruising along.

Usually you'll want to use this ability to gank a lane, or to engage a team fight. Be aware that you can stop this ability early as well. This causes you to slam the ground and do a ton of area of effect damage, just try be sure and hit a champion with it if you can, as it also can apply a stun.

The range on this ability is amazing, allowing you to use it all the way from a Tier two turret, to a lane. Another great thing about this ability is that you're immune to CC while you're charging making this great for engaging and escaping, just keep in mind if you use this ability to escape that you can still be blocked by somebody flashing or dashing on top of you. The downside to this ability however is people will Flash it, or dodge it entirely with an ability, so try to use it when an enemy is off guard.

Ability Sequence

> > >


Laning phase with Sion is really different and more fun then your usual tank in my eyes. You can be a total lane bully, and try to hit the enemy champion with their own minion as much as you can by using your E, then follow up with a Q, or go in the top brushes and see if you can get a cheesey Q off on them. You can also use your Q to zone them off a minion, preferably a cannon minion. You want to try to bully them out of lane, or atleast keep their HP low enough to where they can't go in on you. Another thing you want to do during the laning phase is use your ultimate to gank for mid, or bot, and then TP back to lane. Doing this will help your team out a lot early on and you don't lose much time doing it.

If the enemy top lane is somebody with a lot of poke, don't be afraid to max E and poke them back, or, if you're having trouble csing, this can allow you to get some cs and still survive.

Sion does not do well against ganks, so make sure you're buying Control Wards and warding with your trinket as much as you can. Don't be afraid to use your ultimate ability to get away from a gank. Since your ult can't be canceled by CC, it makes for a great escape tool, just keep in mind that it can be blocked if they flash or if they jump in front of you while you're charging away.

Threat List

Nautilus: Nautilus should never kill Sion, as there's just not enough damage unless you're eating all of his E's. Just keep poking him with your E and use your ult to roam. He can cancel your Q with his Q pretty easily though, so try to hide behind minions when you channel Q. You also both scale pretty evenly, so try to outfarm him. After you get a cowl, or any type of magic resist item, he really shouldn't do anything to you.

Gragas: You can win this matchup for sure. Gragas should never really be able to kill you, because he just doesn't have enough damage for how tank you can get. You should be able to hit your E's and some of your Q's on him, he does have pretty good escape, but even if you're not able to kill him he really shouldn't ever had the damage to kill you; especially after you pick up one magic resist item.

Renekton: I usually win this matchup, but it can be kinda tough in the very early game just because of renektons raw damage in his kit. He can cancel your Q with his W, and also E out of your Q, so it can be challenging to land Q's on him. However, once you get some armor he doesn't really have enough damage to all in you or even kill you. Sunfire plus ninja tabi's should allow you to win 1v1's, and renekton falls off pretty hard mid to late game, so I think this is a pretty easy match up.

Lissandra: This is a hard match up early because of her poke damage against you, but once you get a spirit visage she shouldn't be able to kill you. Try your best to match her poke and survive until you can get some magic resist. If she E's away you should still be able to hit your E on her, and also sometimes your Q if you start charging it early, as she has to wait a little bit for her E to travel before she teleports to it.

Moderate Threat

Galio: Galio is pretty strong in the top lane as of right now, but I think this match up is winnable. I'd say it's very similar to the Gragas matchup, although I think Galio does a bit more damage, and has the potential to kill you if he lands everything. Also keep in mind Galio's ult is about the same range as yours is, so he can get to a fight when he hears you ult.

Kled:Kled doesn't have very good sustain, so I think you can win this matchup most of the time; Although it is annoying because of how much hp he has. If you can poke him down and get him off skarl, then you should be able to all in him and kill him pretty easily. Once you get ninja tabi's he shouldn't really be able to kill you unless he gets a gank so make sure you're warding up. Once he gets super bulky you probably won't be able to kill him, but that's just how Kled is, he can E away from your Q's and also Q away from them when he is off skarl. His Q will interrupt your Q, but only after it procs, so just activate your Q before it pulls you in and you will be fine. Both of your ults are pretty similar, although I think his is a little better since it gives a speed boost to his allies as well. You might want to consider getting a thornmail in this match up since he is pretty much all auto attacks.

Riven: This can be a hard matchup, as she has the mobility to dodge your Q's and E's, and she has two ways to cancel your Q. I've won this matchup a few times early on in the laning phase, but I feel like if the riven is good the lane is definitely in her favor. It's still very hard for her to kill you though, so I don't have a huge problem with this matchup, just poke as much as you can, and if she E's your E then try to go in for a quick trade while her shield is down. Never 1v1 all in her though, especially when she is 6 because she has more consistent damage than you.

Gnar: This is a really annoying matchup, especially in the early levels. Try not to get hit by his third W proc often, as the damage will start to add up. Respect his mega form and play passive when it's up. However I find the mini gnar is more annoying when playing a hard tank like sion, because of the W procs. Once you get some armor and health items he shouldn't do to much to you, but Gnar also scales pretty well into the late game so I'd say this is a fairly even matchup that is annoying for you early. Remember when he is in mega he can use his W and R to cancel your Q channel.

Nasus: Nasus is a hard matchup since he scales really well into late game and because he can sustain your poke. Either try to get your team really ahead by roaming a lot, or have your jungler camp your lane because you do not want a Nasus to get out of control. Other then that he can't really kill you during lane, and he will be focused on just getting cs.

Camille: Pretty easy match up early, but late game she will destroy you especially since her ultimate is so good against tanks. Try not to get hit by her second Q proc that does true damage, if she doesn't hit you with that then she really doesn't have enough damage to kill you. Remember that you can't escape her ultimate, so if she ults you just try to get a Q knock up off on her. It's really hard to answer her split late game, and most champions can't, so try to force team fights with your ultimate late game.

HIGH Threat

Darius: This matchup is very hard, as Darius does super well against tank characters. He can also cancel your Q with his E so keep that in mind. It's not super easy for him to kill you, but it's practically impossible to kill him in this lane, so try your best to just survive and scale up. Use your ult to get other lanes ahead. If he ever gets a few stacks on you just back off of him.

Yasuo: This is a hard matchup since he is so slippery and can dodge most of your stuff, very hard to hit Q's on yasuo's and sometimes E if he is really good. Your best bet is to try to win this matchup early because at 6 he can kill you if he lands a tornado on you. Yasuo is pretty punishable early though so take advantage of that just be careful because if he snowballs at all the lanes probably over. Remember that his winwall does not block your E since the minion is not a projectile.

Fiora: I think Fiora is insane right now, and she does especially well against tanks because his ult is insane against them. Try your best not to get hit by her vitals because this will heal her also allowing her to heal up your E poke, be careful charging your Q on her because she can parry it fairly easily or she can just Q to dash out of it, a good Fiora is really slippery and will dodge most of sions abilities and then just kill you at level 6 with her ult if you overextend sightly. Basically play super passive in this match up and try to impact other lanes with ult or teleport.

Team fighting with Sion is fairly easy. You can usually hit your abilities on someone, or at least use your abilities to zone. Although Sion has great engage with his ultimate, I normally use it for peeling one of the enemy champions off for a guaranteed stun, and then you can chain it with your E and Q making them stunned for even longer. I think Sion does a great job at soaking damage and staying alive, while also having amazing peel for your team Never try to charge in and get their ADC with Sion however; You have no mobility, and will usually get kited. Try your best to peel for your team, and zone with your Q as you can block off small paths with this ability, or get a good knock up into stun.

Sion synergizes very well with teams that already have a lot of CC, as they make it much easier for you to hit your abilities. Champions like Morgana, that have a super long stun, make it very easy for Sion to get a fully charged Q, so I would recommend picking Sion if your team comp looks like it has some solid CC.

Try your best to sit on your carries, and peel them while they do damage. I know sometimes just charging at the enemy ADC with your ultimate can be tempting, but you will win way more games if you play Sion as a wall that just peels for your team.

Overall Sion is a very fun and rewarding tank to play because of how much skill he takes. If you find tank champions to be somewhat boring, then you should definitely give Sion a try. The way in which he is a tank with great CC and survivability, but also has the ability to do tons of damage and win most lanes, makes him kinda unique among the other tanks in his class.

The fact that you have to aim most of Sion's abilities is part of the reason he is so fun, but also ends up being one of his biggest downsides. I would say if you're above diamond, you probably shouldn't play this champion since players will better at sidestepping, dodging, and also canceling your abilities. I do however think Sion is amazing below this elo, as some players will not know how to play against you, and you can usually crush them in lane, or get one nice roam with your ultimate that snowballs the game.

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