Sion Build Guide by bloodhead787
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Threats & Synergies
Ezreal can evade you and kite you to death while slowing and poking to no end. But no worries, you're Sion.
This dumb Tree's slow, knocback, and root, as well as his evil healing passive can prove very annoying. He can outplay and out tank you. Don't worry though, Maokai is but a twig in your unstoppable path, for you are Sion.
Don't let her get fed. You can't hit her enough for your CC to be meaningful, she is too tanky and too slippery and will kill your allies before you can help them.
Hard to CC and very slippery. The damn fish will easily get around you and kill your teammates and escape with your undead pride. But not to worry, for he is a fish and you are Sion.
BAD DOG! WW is hard to kill and hard to CC. He can also seriously mess with your team fights and has unwanted tankiness and damage. Outplay this dumb puppy (seriously, skill matchup and it depends on how fed he is, just learn this enemy's playstyle and counter it with skill) and put him in the dog house, for you are the mighty Sion.
Just outplay him and watch out for his kick, if you get knocked back into your allies their health bars will pay the price for your unending tankiness. But seriously, you don't give a damn for the blind man, you are Sion.
What happens when an unstoppable force and an immovable object collide? Watch minutephysics's video on youtube to find out! https://www.youtube.com/watch?v=9eKc5kgPVrA ... But seriously, he can kinda kill you and you can kill him only a little. Also, he can win a team fight more easily with his ult. Skill matchup. Just outplay him, turn this mountain into a tiny little molehill, for you are Sion.
Fuck this dumb ass goat.
Maxing W provides tankiness and damage that no one expects. It also can be used quite well to damage jungle camps if you weave in and out of range, kiting the blue and red buffs to minimize damage taken while maximizing damage dealt, at least for early levels. Maxing E second provides snipe potential through minions and increasing the damage your allies deal during ganks, by shredding your opponents armor. The slow is also phenomenal and will almost always guarantee your Q landing. Max Q last because it is the hardest to hit and also it is the most predictable spell in your kit. Your is really just a utility CC and the damage isn't that high unless you build some AD which is not recommended in this guide. The AP damage of your E is surprising and the armor shred assists your Q's damage. The slow is also quite significant and will make it easy to halt any opponent charging in or out of battle. Another utility use of the Q is zoning, no one wants to be in its range so often you can keep enemies totally at bay and away from squishy, low health allies trying to escape. I'll admit, you look and feel like an idiot charging the full Q with no enemies in range but it is actually a very useful tactic. To me, the % max HP damage of the W is the bread and butter of Sion, it allows massive tankiness and great damage to those not ready for the pop. Sion's Q and R take some getting used to but the Q has a much better range than anyone expects and can really mess with an enemy that thinks they can escape it. Don't forget, your R can be very powerful against enemy towers. If an enemy lane is pushed up to the turret you can run right next to the turret and end the charge, there is a large AOE damage that can help damage/execute turrets and can catch an opponent off guard with the AOE. Many times I have been able to charge the full length of Sion's ult into a lane and execute the enemy turret as well as chunk the enemies HP with the AOE. Sion's ult is very easy to sidestep or dodge, but this is often the enemies downfall. As the enemy sidesteps they forget about the AOE if you end the charge near while near them. Start the W in the middle of the charge, before reaching your destination, and pop it when the enemy is low for added burst potential. You can pop the W when you end the charge, for added burst, or before the enemy slips out of range as it is an instant cast, as an execute usually. Following the charge shred their armor and slow them with E and start charging the Q, if you do it fast enough you will almost always get off the full combo. This combo can burst any ADC if you hit the full sequence.
Never be afraid to ult out of a small skirmish, stay alive so you can always be there for objectives and team fights. It takes a while to whittle down your HP and it often absorbs the attention and focus of more than one enemy champion, if you ult away and survive from a small fight it is totally not a waste for you. Your team likely/hopefully will take advantage of their numbers and positioning to push down a tower or pick off a few enemy champions.
Take advantage of vision. If your opponents are chasing you down and the fog of war hides you for even a moment via bush or walking around the corner of a wall, your E and or Q can slow down their chase and help you get your distance.
Start by charging your Q and hit all of the small raptors, after killing 2 of the little ones charge your W, they shouldn't be able to break it by the time you can pop it. Save the big raptor for last and move to wolves.
For wolves, whether they are your second or third camp, depending on what side of the map you are on, just make sure you hit all of them with each of your abilities for maximum damage and efficiency. Start by autoing the small wolves to minimize damage taken.
Move onto the next buff and gank top or mid and the rest of the game is yours to handle as you see fit.