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Choose Champion Build:
Spells:
Surge
Exhaust
Ability Order
Glory in Death (PASSIVE)
Sion Passive Ability
Introduction


Now,there are actually 2 different ways of building


This guide will make it its mission to tackle any questions involving either one as well as introduce the basic concepts and ideas behind playing






The other place that I play


Champs I like to Lane With:













My favorite lane opponents:
















Umm..Can I have a lane swap please?










Whether you're playing as AD or AP
Sion, one thing is very important; farm. This typical fact of playing is especially important because not only is it your most important and abundant source of income, it also makes you stronger in the late game thanks to the health bonus from
Enrage.
The following information describes my typical placements and actions when I'm sitting at solo top and hold pretty true for both AD and AP.
If you decide not to go solo top, than make sure to coordinate with your lanemate to optimize damage and ganking opportunities.
Level 1:
Here, you have your first item and your first skill. Head to your respective lane and wait for minions to show up (please don't face check...Please?) after that, establish yourself as the controller of the lane by sitting towards the back, in between the enemy melee and caster minions. Anytime that the other guy gets close, shoot a
Cryptic Gaze into their face followed with an auto attack and then return to your position.
Levels 2-4:
This is a transitional period and perhaps the most important part of the entire laning step. Keep an eye on the other guy as he starts to level up and gain more of his skills. This is also about the point that faster junglers will try and gank. Thus, you want to keep the wave just outside turret range, that way the turret isn't killing your income and you have a short way to run in case of a gank. Continue to last hit and only get aggressive if you know you can walk away with the kill or they initiate on you. Otherwise, you present a juicy target for the jungler.
Levels 5 & 6:
Now is about the time that you, the other guy, and mid should be getting your ultimates. Be aware of global ults (
Karthus) or ults that could potentially kill you ([crowstorm]]). Keep farming and make especially sure to call MIA since this is about the time that people begin to gank.
Level 7 & 8:
It's about this time that you're going to want to move around a little. Place wards down the river, especially at Baron Nashor and maybe hit mid for a gank or 2. It's about this time that teamfights will start, so be aware and head that direction when it happens.


The following information describes my typical placements and actions when I'm sitting at solo top and hold pretty true for both AD and AP.
If you decide not to go solo top, than make sure to coordinate with your lanemate to optimize damage and ganking opportunities.
Level 1:
Here, you have your first item and your first skill. Head to your respective lane and wait for minions to show up (please don't face check...Please?) after that, establish yourself as the controller of the lane by sitting towards the back, in between the enemy melee and caster minions. Anytime that the other guy gets close, shoot a

Levels 2-4:
This is a transitional period and perhaps the most important part of the entire laning step. Keep an eye on the other guy as he starts to level up and gain more of his skills. This is also about the point that faster junglers will try and gank. Thus, you want to keep the wave just outside turret range, that way the turret isn't killing your income and you have a short way to run in case of a gank. Continue to last hit and only get aggressive if you know you can walk away with the kill or they initiate on you. Otherwise, you present a juicy target for the jungler.
Levels 5 & 6:
Now is about the time that you, the other guy, and mid should be getting your ultimates. Be aware of global ults (

Level 7 & 8:
It's about this time that you're going to want to move around a little. Place wards down the river, especially at Baron Nashor and maybe hit mid for a gank or 2. It's about this time that teamfights will start, so be aware and head that direction when it happens.
I like to play my AD
Sion as more of a bruiser/AD caster because this build lets you put out very consistent damage while being able to take more than a few hits and his abilities are useful for their utility as well as their potential damage.
In a fight, I'll normally open up with the shield from
Death's Caress just because it's that much more durability. From there, I lead with
Cryptic Gaze to get in close and score some unanswered damage. From there, I just use basic attacks to deal large amounts of damage and let
Frozen Mallet keep them close. Any blinks like
Flash are countered with another
Cryptic Gaze. If I get into a fight and find that I have bitten off more than I can chew, I pop
Cannibalism and maybe even
Surge to get an all out advantage against my opponent (don't forget you have
Exhaust too).
In teamfights, I normally engage right on the heels of my tank. Make sure to activate
Death's Caress and
Cannibalism before you get into the brawl, that way you get into the fight with a little bit of damage mitigation and your lifesteal as high as it can go. After that, focus down the carry with your auto attacks.
VERY IMPORTANT: You still have a very potent stun:
Cryptic Gaze. I normally save this for either the mage like
Ryze or
Anivia or for champions who have powerful nukes that require channels: like
Fiddlesticks or
Nunu & Willump.

In a fight, I'll normally open up with the shield from








In teamfights, I normally engage right on the heels of my tank. Make sure to activate


VERY IMPORTANT: You still have a very potent stun:





The idea behind AP
Sion is that you have 2 attacks,
Cryptic Gaze and
Death's Caress, that both deal a lot of damage.
Death's Caress gives you a LOT of durability because the damage and the shield itself scales off of AP as well as an AOE nuke that destroys both champions and minions alike.
Cryptic Gaze will serve 2 roles for you. It will keep the enemy close to you so you can deal damage with
Death's Caress, and it will consistently deal damage and turn uneven fights into your favor (or turn the fair ones around).
While playing AP
Sion, your main burst combo is going to be to activate the shield from
Death's Caress. Then activate
Deathfire Grasp and follow it with
Cryptic Gaze. At this point, just walk up and reactivate the burst for
Death's Caress. If this doesn't kill them, proceed to auto attack them to death (proc from
Lich Bane helps a lot in this endeavor). The beauty of this combo, is that you have about a 1k burst from
Cryptic Gaze and
Death's Caress after the enemy loses a full 3rd of their health; meaning that anything with less than 2k health is a very easy kill.
During teamfights, I play a fairly aggressive style of
Sion. I activate the shield on
Death's Caress and follow on the heels of my tank. From there, I run in, cast
Cryptic Gaze at the carry, and activate the burst on
Death's Caress. After that, I use
Cannibalism to keep my health bar high and continue focusing the carry. Once my cooldowns are back off, I reactivate
Death's Caress and prioritize who is dealing the most damage or who is the biggest threat and target them with
Cryptic Gaze. That person becomes my new focus as I wade in closer, continue my auto attacks with
Cannibalism and burst them down with
Death's Caress.
During teamfights, the earlier you can cast
Deathfire Grasp, the better. This is because hopefully, it will come off of cooldown to use again, and more importantly, it does 30% of current health, meaning that it will deal much more damage to an enemy with full health than it will against a champion who already has one foot in the grave and the other on a banana peel.






While playing AP








During teamfights, I play a fairly aggressive style of









During teamfights, the earlier you can cast

Runes







Masteries
I take 21 points in the offensive tree, taking every AD oriented mastery available, preferring
Deadliness
and
Lethality
to
Havoc
. Down the Defensive tree, I take
Resistance
and
Hardiness
for a little bit more survivability in the lane. I wrap up my defense investment with
Durability
because it's basically free health that starts to stack up as the game goes, giving
Atma's Impaler a little bit more to work with. In the utility tree, I just invest enough to get improved
Flash. This makes sure that I can deal as much damage as possible while maintaining a strong lane survivability/durability and thus, a more threatening presence in the lane.








Summoner Spells

This is a very powerful spell on




I take

Skill Sequence
This build is all about getting your AD as high as it can possibly go; and
Enrage is basically a free
B. F. Sword and 2
Long Swords at rank 5; so I max it as quickly as I can. After that, I prioritize
Death's Caress and then rank up
Cryptic Gaze at the end of the game. Wait? What!?!? You don't max
Cryptic Gaze second? That's right, I don't. That's because as you rank up
Cryptic Gaze, the cooldown reduces and the damage increases; which turns it into a nuke if you invest heavily into AP, however we're not doing that for this build. The thing that really makes this skill useful, the stun, never changes duration and only hits one target. Meanwhile,
Death's Caress as you rank it up does more damage and increases the durability of the shield. This makes it so that
Sion is nearly invincible during the early levels unless judiciously focuses and it makes farming a lot easier, which helps in the long run because
Enrage makes no distinction between minions killed with auto attacks and minions killed with abilities. So, since you can increase you durability and kill more minions with
Death's Caress than you can with
Cryptic Gaze, I prioritize it.












Early Game
I start the game with a
Vampiric Scepter because it helps my lane sustainabiliy and, more importantly, it nullifies the cost of maintaining
Enrage; meaning that you permanently have a dramatic increase to your AD at level 2. After that, I take
Berserker's Greaves for the attack speed boost. Attack speed serves the same role for AD based champions as cooldowns do for mages in that it limits the rate that I can deal damage with my damage source. So, to increase my rate of damage, or DPS, I increase the rate of my attacks and therefore, lower the 'cooldown' on my basic attacks. After this, I upgrade my
Vampiric Scepter to
Wriggle's Lantern for increased AD, armor, and lifesteal. It also has a VERY useful active that eliminates the need to spend money on a sight ward; so really, it more than pays for itself throughout the game.





Mid Game






Late Game










So, right now,
B. F. Sword has the highest base AD bonus of any basic tier item, making it mandatory in almost every AD build ever made, so I'm going to use it as the measuring stick for this demonstration.
Atma's Impaler increases my AD by 2% of my max health, meaning that to grant the same amount of bonus AD as a
B. F. Sword, I need 2025 health. This seems like a lot and a pretty big deal, however remember that
Atma's Impaler also grants critical strike, meaning that I have a 20% chance to deal twice that damage, in effect making it as strong as a
B. F. Sword at 1012 health; which is MUCH more attainable. Also factor in that it gives armor to add to my sustainability and it becomes much more valuable.
So, while it is true that a
B. F. Sword gives a decent amount of AD, that's all it gives. Meanwhile,
Atma's Impaler gives comparable AD that scales into the late game with health and gives critical chance and armor; making it a stronger choice for this particular build than its more popular alternate.





So, while it is true that a


Runes
So, with AP
Sion, you have a lot of burst potential, so what this rune setup does is make sure that you have the resources to have that burst up and ready as much as possible. To do this, I take greater seal of replenishment to keep a steady supply of mana throughout the game and
Greater Glyph of Cooldown Reduction to keep my cooldowns as low as possible. Since
Sion is so burst reliant, I want to make sure that I can pull off as many bursts as I possibly can as quickly as I can. The other major rune type that I take is
Greater Mark of Magic Penetration, which cuts through magic resistance and makes my attacks more effective. I use my quintessence setup to extend the more important benefits of my metagame, in this case magic penetration and cooldown reduction.




Masteries
This is a standard 9-0-21 mastery setup, taking magic penetration in the offensive tree and cooldown reduction and increased gold count and generation in the utility tree. This item build is relatively expensive, however
Sion has the farming potential to make it more than plausible; that being said, any help that is available from the meta game helps a lot 8).

Skill Sequence
I start the game with
Cryptic Gaze for the utility of the stun and rank up
Death's Caress next; alternating each until level 5 when I get my first point in
Enrage. I get
Cannibalism at level 6, 11, and 16, alternating
Death's Caress and
Cryptic Gaze as I go. This is to ensure that I have a more balanced damage output between the 2 skills as opposed to having an all out nuke and nothing to follow up with.






Summoner Spells

I take


I take

Early Game
I start the game with a
Doran's Ring so that I can get plenty of cheap health, AP, and mana regeneration to hold my own in the lane. If you're having a hard time, don't be afraid to stack
Doran's Ring so that you get enough AP to farm back into the game. Next, I invest in
Sorcerer's Shoes so that I can bypass more damage mitigation and deal more damage to the enemy, because the more damage you do, the more likely they are going to die (gotta love that common sense stuff). My final item for the early game is kage's lucky pick. This gives you some early game AP as well as a gold producing passive that helps you build into your future items. But most importantly, it's necessary for
Deathfire Grasp.




Mid Game
These next 2 items complete your core build and truly make you deadly to just about any champion in the game who is not investing heavily in defensive items.
Deathfire Grasp is possibly one of the best items in the game for burst AP champions because smart champions will build resistances or health in order to protect themselves from you, but this item makes it so that this effort is futile by blasting through 1/3 of their health. This combined with the massive bonus in damage from
Rabadon's Deathcap makes you pretty darn scary.


Late Game
I very rarely make it this far into the game because by this point either somebody DCed or we already won, but if we're still playing, my next purchase is
Lich Bane so that anyone unfortunate enough to survive my initial onslaught is only one auto attack away from death. Finally, I conclude with
Guardian Angel because it gives me decent resistances to every damage source as well as a very good passive that lets me come back from the dead and continue my reign of terror.







kage's lucky pick-This is good because it's a gp/5 item as well as cheap and worth a lot of AP for the early game. However, I tend to prefer







- Once you get about 60 AP, it is possible to use
Death's Caress to clear an entire minion wave.
Cryptic Gaze is one of the longest lasting single stuns in the game, and you get its full duration at level 1; making it devastating if you have a laning partner with high DPS like
Xin Zhao.
- When chasing,
Flash can give you that last little bit of distance to land
Cryptic Gaze and ensure you or your team the kill.
Wriggle's Lantern retains the proc from
Madred's Razors, making you a very high baron and dragon threat.
- Communication with a teammate with
Teleport while you have
Wriggle's Lantern may lead to very strong ganks from across the map.
Enrage uses health as a resource instead of mana; but it's a relatively small cost; meaning that a little bit of lifesteal (like from
Vampiric Scepter) negates the cost and effectively gives you a
Pickaxe for 450 gold.
- Blue Buff is fairly important until you can get your
Deathfire Grasp, so ask your jungler to donate it to you or ask for assistance in getting it.
Death's Caress deals a lot of damage in the AP build, but that damage goes away if the shield is broken. So keep an eye on it and wait until the last minute to detonate it, that way you get the most out of the shield while still dealing a large amount of AOE damage.
- DON'T FORGET YOUR ACTIVE ITEMS!!! What I always do, is I always put my actives in the same item slot so I know where they are all the time; for instance,
Deathfire Grasp is always in my number 2 item slot.
- The AD build has a lot of health, making it vulnerable to health effects such as
Madred's Bloodrazor. However, this does magic damage and can be mitigated. So, if you see an enemy make this purchase, buying a small amount of magic resistance, a
Force of Nature for instance, leads to a higher chance of you coming out on top

Thanks for reading this guide. I hope you enjoyed it and I wish you the best of luck on the Rift.
gl and hf
12/17-Guide is published
12/17-Added sections: My Playstyle for AD Sion, My Playstyle for AP Sion, Some Other Situational Items for AD Sion, Some Other Situational Items for AP Sion, My Ideal Lane Setup, and edited Tips And Tricks to include stuff about
Wriggle's Lantern
2/5-Added an end paranthesis to Atma's Impaler vs. B. F. Sword as well as redid the math on my critical analysis to account for the change in deadliness mastery in the same section.
12/17-Added sections: My Playstyle for AD Sion, My Playstyle for AP Sion, Some Other Situational Items for AD Sion, Some Other Situational Items for AP Sion, My Ideal Lane Setup, and edited Tips And Tricks to include stuff about

2/5-Added an end paranthesis to Atma's Impaler vs. B. F. Sword as well as redid the math on my critical analysis to account for the change in deadliness mastery in the same section.
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