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Sion Build Guide by NHoff

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League of Legends Build Guide Author NHoff

I do it- Jungle Season 3

NHoff Last updated on June 30, 2013
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Jungle Role
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Jungle Role
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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.



Offense: 20

Honor Guard

Defense: 9


Utility: 0

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HELLO LADIES AND GENTLEMEN, and welcome to my first mobafire guide. This one is a favorite of
mine, and can really do amazing where you wouldn't expect. You know what I'm talking about, it's...
So let's look at Sion. He's kind of caught between a tug of war. You can play him AP and have a
great early/mid game, or play him AD and have a great mid/late game. Why not stick him in the jungle and farm to that mid/late game and have a one man army? Few champions can match up to a Sion lategame due to the fact that he is one of the four limitless power champions. Of these 4, he is also one of the strongest due to the fact that he has two limitless stats, health and damage. This gives him the capability to become both a tank and a carry simultaneously if the game goes long enough and he farms enough. Your Enrage will give you upwards of 500 health even in the shortest of games and stacks wonderfully with Atma's Impaler.
On a side note, this isn't a hard laid out guide, build him however feels right, because every game is
different. Any criticism is gratefully accepted, as well as praise, or even lump sums of cash. (I mean what?)

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"I do it"

What every Sion player should do, with 'it' being winning the game
Time for lore:
Prior to the creation of the League of Legends, the city-states of Demacia and Noxus were locked in a
brutal series of on-again-off-again wars that spanned the course of centuries. Both powers sought an advantage over the other, but Noxus was the city-state willing to forego conventional morality to achieve its goals. Only brute strength and the will to use it mattered to Noxus, and this is best exemplified in the murderous warrior, Sion. Used by the Noxians as a human battering ram, Sion would be sent thundering ahead of Noxian troops. He would mercilessly slaughter foes with his large double-bladed axe, "Chopper". His complete disregard for caution ultimately cost him his life, as he was captured and summarily executed by Demacian forces.
The Demacians thought that the beheading of Sion would be the end of his bloodthirsty ways. Death,
however, was merely the beginning of Sion's rise to power. The famed Noxian assassin, Katarina, recovered Sion's remains and Noxian necromancers reanimated the behemoth to serve Noxus once again. Sion's reanimation actually bestowed new powers on him and increased the potency of his existing abilities, making him even more of a terror to behold on the battlefield. The Noxian High Command had a powerful new weapon in their hands - one they have brought to bear as a champion in the League of Legends. Even though Sion's increased powers would make him a powerful tool for the High Command's use outside the Fields of Justice, Noxus no longer risks losing one of their greatest champions in the League to chance or circumstance; Sion's days as a front-line fighter for Noxus' military conquests are at an end.
"For Noxus, death is a promotion."
So yeah, this is a pretty BA dude. Also don't get his axe, "Chopper" mixed up with Fizz's shark,
"Chomper." If you do this you may be cut up by Chopper and fed to Chomper.

I'd put a Champion Spotlight here, but you know, when you're as old as the game, they don't give you a Spotlight

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Why Play Jungle Sion?

Why should anybody play jungle Sion? He's not even on the jungle tier list, so why should we even
try? The real reason you should Jungle Sion is because he adds another carry's worth of damage to your team,you have another tanky character, and he takes towers down with ease. If you want high kills in games, don't use this guide. You will more than likely get more assists with this guide. This is good. League of Legends is a team game. Using Ravenous Hydra gets assists for you, but you're making it so much easier for your team to win, which is the point of being a team member. The other reason to take him is he's really fun. You have a point and click stun for ganks, and come late game you're hacking people to bits.
How can you jungle Sion?
Well this is due to his passive, Feel No Pain, and his w Death's Caress. You may not notice it, but
his passive takes a bunch of damage away from jungling. A 40% reduces at least 1 attack per wave of attacks from a camp, and the 30 damage is enough to reduce all the damage from lesser monsters, and all but 5 from normal monsters, or 35 from buff monsters. This is a nice passive in the jungle, since you're being constantly auto attacked and thus get the most use out of it. as for your w, a shield and AOE damage is great for the jungle.

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Pros / Cons

  • Gets rid of enemies for "bad early game" AD Sion
  • Recent buff to Enrage makes health gain more drastic
  • Point and click stun, ganks are fun!
  • Crazy damage
  • Can solo dragon at 6, always nice
  • Ulti is too stronk
  • Like all late game AD Sions, he's a monster
  • If you got Hextech skin when the vault was open like I did, you can be the terminator
  • Pretty slow moving
  • Not considered a jungler, you might deal with players getting angry at you for picking him
  • No gap-closers
  • No sustain other than pots pre-6
  • You hate ignite
  • You hate hard cc (but don't we all?)
  • Hard to come back from counterjungling (unless you catch them)

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Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Lethality
I take the Runes of an AD carry for this build, and it works! And in my opinion it works pretty well.
Greater Mark of Armor Penetration is all around good for an AD champion, but if you prefer Greater Mark of Attack Damage for the extra jungle power, go ahead! Another notable choice is Greater Mark of Critical Chance, since crit chance is great on Sion, Thanks A.R.M.! Greater Seal of Armor is just so jungle cliche that I don't know what else to put there. Greater Glyph of Scaling Magic Resist will take the heat off that late game Ryze trying to ruin your day, but any other glyphs can be put there. Greater Quintessence of Attack Damage is for that extra oomph early game, and since we don't get Enrage until 2. Once again, these can be switched for Greater Quintessence of Armor Penetration or anything for that matter if wanted.

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These are pretty much the standard AD masteries, with the jungle ones thrown in.
Summoner's Wrath is for extra speed on ghost and Summoner's Resolve is for that delicious 10 gold that adds up quite a bit. This mastery yields 1.4 Gold per 10, if you use it the second it comes up every time. That's just under 3 points if you put them in Greed ! Obviously you won't use smite the second it's off cooldown everytime, but this is still emmense gold per 10 for one mastery point. Butcher , Tough Skin , and Bladed Armor are just helpful in the jungle, there's no getting around that. Fury all the way to Executioner shouldn't really be explained, you're an AD champion, getting all the AD masteries is good. Veteran's Scars is good early for the health, and after Atma's it gives ~.5 AD. Durability Gives 1.5 AD at 18. Both of these also have the health component, so don't be wondering why we'd take them if they only gave meager AD.

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After a very successful game I just had to revamp the items!
Item Sequence

Ravenous Hydra

Infinity Edge

Atma's Impaler


Warmog's Armor

Randuin's Omen

Runic Bulwark
This is currently the best group of items for a one man army Sion. This will give you over 400 attack
damage that splashes, around 4500 health if you farm your e well, with it increasing even more as long as the game continues, and a good chunk of armor, and magic resist if you choose bulwark.
Starting Items
This is the start that nearly every jungler takes, and for Sion we continue that trend. Use these
wisely, and you'll get through a good amount with them.
First Trip Back
This is an economic trip to bank. We pick up some gp5 and Twisted Fate's passive, and some boots
to help maneuver the jungle and get ganks. This also helps your clear time, since Sion's crits are legendary. Health potions are still needed, and I'd recommend it over getting Spirit Stone because we aren't getting a spirit upgrade.
Big items coming out
These two are such good items on Sion, especially jungle Sion. Berserker's Greaves helps Sion's
slow swinging axe (or hammer, or hatchet), and helps once again to get you around the jungle. Ravenous Hydra will be the item that will make you love sion. You just got ad, sustain, and more waveclear or jungleclear than you'll know what to do with. If the enemy bunches, they're done. Once you get this item, go up to camps, shield, hit them twice, crescent, pop shield and walk away, because they should be dead.
O.M.A. Time!
Ok, now we get the big boys out. We get Warmog's Armor because it compliments Sion's passive
and tanking while doing damage well, and I mean, League of Warmogs!
Infinity Edge is arguably the best ad item in the game, and with our large amounts of damage, the
passive is amazing (1000 damage before reduction!)
You then need to look at the enemy team. Ad is high, get Randuin's Omen. This is good especially if
they have Vayne or someone with BoTRK, as it counters those greatly. Along with Atma's Impaler you get a lot of Armor, and the 500 health is nice for atma's as well. Just don't forget the active.
If they have a lot of magic damage, get Runic Bulwark. This not only makes you tanky, but is the
best defensive item for your team in the game.
Atma's Impaler is just made for an ad sion. He can stack this baby indefinitely to get as much
damage as he can, and it gives armor and crit to boot. All in all probably the most cost efficient item in this build, especially since some of the cost will be beset by that Avarice Blade that's been ticking since early game.
Zephyr is for if for whatever reason you get to hyper-lategame. If you have the gold, get rid of
your boots and get this. Watch the gasps, the movement multiplier on this is almost as much as the boots. Oh, and the 50% attack speed, 25 damage, 10% cdr, and Tenacity certainly trumps 20% attack speed. And if there's some reason that the game goes this far, just get elixirs because you can.
(I'm pretty sure this randuin's buld makes the most appostrophes possible, with 4)
Possibility: I will be trying out The Black Cleaver in some games because it aoe procs with
Ravenous Hydra and would help out both you and the adc

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I find this skill sequence best for AD sion, especially jungling. We take Death's Caress first because
it makes us more durable until we get blue where we take Enrage. We take Cryptic Gaze at 3 for ganks and then max Enrage for damage and Health Gain. We next max Death's Caress for the Shield boost, and don't max Cryptic Gaze until last because it's more of a utility "one point wonder" spell. The stun duration doesn't increase with level and it doesn't do much damage on an ad build. Cannibalism should obviously be taken whenever possible.

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If I have to explain to you why to take smite as a jungler, you might as well tear out your brain stem, carry it to the middle of the nearest four-way intersection, and skip rope with it.

I prefer this to Flash for many reasons. First off, it fits in with the masteries, as we're going in the offensive tree anyway, and 1% attack speed isn't as good as an extra oomph on Ghost. Also, after all the nerfs on Flash, I find Ghost more reliable, especially with the shorter CD. With Cryptic Gaze and Death's Caress you can buy yourself enough time to traverse the distance of flash, and since you get 10 seconds, you'll usually far outdistance them. It's also great for chasing, and with Ghost, you usually hit them more while chasing them than you would with Flash.

Other options:

If you swear by this spell, I can't stop you from using it. I just personally think Ghost outdoes it.

I guess you could use this. With Summoner's Resolve you get an extra 90 health at 18, and I guess it can be good at escaping. My only question is, doesn't your ult already do this?

I think this would just be overkill, and with Ghost I think you could just catch up with the person and hit them instead of having to ranged ignite them.

This could work, but imo not as well as Ghost. If you take this and use it on a gank and don't get the kill, you should refer to my smite description for punishment.

What? Isn't this your W?

Support Sion FTW... no

There's a magical thing called blue buff, and by the second time blue is up you shouldn't need it because you shouldn't be mana starved

When the Wraiths start using stuns on you it will be viable to take this spell.

Just no. If you use my build and this spell, I will send Sion after you.

I actually don't know on this one. People do work with this spell usually, and if you can, then go for it.

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Creeping / Jungling

You'll go the normal jungling route:

  • Wolves
  • Blue (smite)
  • Wraiths
  • Golems
  • Red (smite)
Then go wherever you want. Gank, farm more jungle, sit in the dragon pit and dance, whatever floats your boat.
Tips and Tricks
  • When it says "Minions have spawned" wait ~2 seconds and hit w, this will cause it to be able to be detonated and thus do damage. If you hit it while attacking the wolves, they'll eat through it. Same goes for about every camp, since you have to wait 4 seconds to manually detonate.
  • Ganking. Same kind of deal. Sit in the bush, anticipate, hit w, run up, STUN, run up to them, knock 'em around good, then blow up your shield. BOOM.
  • Dragon. Wait until you're ~half health to pop your ulti, and hopefully the enemy doesn't intercept.
  • Teamfights. Pop your ulti whenever, it lasts 20 seconds, more than enough for a teamfight. Go for the people with ignite first so they have less of a chance to use it on you. Well you should go for the squishies, but usually these are the ones who take ignite, so it all works out.
  • Tower smashing. Lifesteal doesn't proc on towers, so your E could take out a decent amount of health. I'd say don't take it off, as the damage is still really good. I usually use my ulti on towers as well, since it's really just so good attack speed wise.

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I would personally not recommend counterjungling as Sion, unless it's an obvious chance. So in the
instance that you're heading top and see their jungler bot, take their red or blue and vice versa depending on sides. You're more likely to just get their golems, but hey, gold is gold.
Getting Counterjungled
There's a bunch of champions known for counterjungling, such as Shyvana, Lee Sin, Shaco, [/indent]or even Nunu. In these conditions, don't pick Sion to jungle, you will have a bad time. In the words of IAmByakuya, "Picking Sion vs them is far worse than dropping a soap in a prison full of negros." But if they have a slower moving jungler, say Cho'Gath, you'll be pretty good.

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Thank you for enjoying my Sion jungle guide! I appreciate all feedback. I know I didn't go over
what his skills do, but I'm a guide, not the wiki, and if you play league, you know you can already find out what the skills do by finding Sion's bio. So yeah, go ahead swinging your axe! (or hammer or hatchet).
"What is best in death? To crush your enemies, see them driven before you and hear the lamentation of noobs!"
-Some awesome dude