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Sion Build Guide by fungling

Top Strategically Minded Sion - Challenger Thebausffs Strategy

Top Strategically Minded Sion - Challenger Thebausffs Strategy

Updated on November 6, 2024
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League of Legends Build Guide Author fungling Build Guide By fungling 382 57 1,105,596 Views 14 Comments
382 57 1,105,596 Views 14 Comments League of Legends Build Guide Author fungling Sion Build Guide By fungling Updated on November 6, 2024
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Runes: Tank

1 2 3
Resolve
Grasp of the Undying
Demolish
Conditioning
Overgrowth

Inspiration
Magical Footwear
Approach Velocity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
tank
LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Strategically Minded Sion - Challenger Thebausffs Strategy

By fungling
Strategically Minded Sion Explained


This section is about all you need to understand and replicate macro decision making used every game by Thebausffs and other high level Sion mains, though these tips can be applied to other top lane champions in varying degrees. Sion is currently a very weak pick in Masters+ and there are no OTPs that are GM+. However, he is a very good pick to learn the game and have fun until the champion starts holding you back in higher elos.

  • Here is a quick summary:
    • Get every CS in lane.
    • Constantly poke and push where possible.
    • Slow down your push to make sure you don't wind up unnecessarily pushed up in lane before a crash.
    • It's better to reset after taking a cannon wave.
    • Here are things that are always important and if you're under level 8, you should die for it:
      1. Push the wave and guarantee a crash into the enemy tower.
      2. Poke the enemy laner down under tower if you couldn't beat them after you reset.
      3. Proxy while the enemy would lose a wave under tower if they chase you.
    • Use teleport or ult to return to lane in time to not lose minions crashed into your tower, or to gain prio when the opponent will arrive to lane soon after, but you can't beat them.
    • Upon crashing a wave into a defended tower, proxy for as long as it is safe, or until you can beat the enemy laner if you reset.
    • If both mid laners are missing and enemy top tower is defended, head to mid after proxying to take waves and damage tower. You may need to teleport or ult back to top to protect your tower.
    • While proxying, take enemy camps, roam or threaten a roam.
    • After 14 minutes, go bot if there are more towers to take there, or to protect your tower from a splitpush or pushed up wave (using teleport/ult if necessary). You can also take the opposite lane to a splitpusher if your splitpush is stronger.
    • Teamfight only for potentially winning fights that are either team's 3rd/4th dragon, elder dragon, baron, or a nexus.
    • Splitpush in the lane farthest away from an important objective so that you can threaten to kill a tower before the objective spawns, then teleport or ult to the teamfight if it's winnable.
    • Ward in front of an enemy tower before backing, ward jungle while proxying, ward jungle entrance of your lane when at risk of a gank and you don't plan to die.

  • When the game starts, guard your topside jungle entrance, or participate in an invade. After minions spawn, get into the middle bush in top lane.
    • Use Q to last hit the three melee minions of the first wave who will die first, and try to hit the enemy laner with the same Q. If the enemy laner comes close before the minions are low, try to land a fully charged Q on the laner. If the laner forces you to leave the bush, consider leveling W for level 1 instead.

  • At any point in the game, pick up as much CS as you can. You always want to be pushing.
    • If you can guarantee a kill, fully focus enemy champion
    • If you can guarantee a tower crash, fully focus pushing minions by fully charging Q on it.
    • If you know that you need to poke the enemy laner down first as he isn't letting you touch the wave, or you're waiting for a cannon wave to intentionally die on (it's better to die/recall after a cannon wave), keep poking the enemy laner with your abilities on the enemy champion whenever you can, and using Grasp whenever you can safely. Last hit every minion even if you take some damage.
    • Though you're usually targetting the enemy laner with your abilities, try to also hit minions with the AoE abilities. By not mainly focusing minions when the opponent is present, it should result in a slow push which, in combination with hard pushing the last wave, will lead to a great crash to proxy/dive if you need it. It's often easier to land your abilities when they need to walk up to last hit a minion.
    • Don't opt for prolonged trades against most champions unless you can guarantee a kill or you have Sunfire.
    • While your abilities are on cooldown or the enemy has dashes off cooldown to avoid it, auto minions to push as long as the enemy can't punish you for it.
    • Auto enemy champion as you kite away if they engaged on you.

  • If you're shoving a wave but it won't quite crash all your minions into enemy tower range, delay killing minions just enough so that your minions will move up only enough that you'll definitely be able to fully tower crash in the next wave, but not so much that you'll be unnecessarily and dangerously pushed up in lane.
    • Same concept applies if you'll die for pushing without being able to crash, delay the push, but without letting it crash into your tower until you're ready to push again.


  • If shoving the current wave would require you to die, you should do it as long as you're below level 8. Here are some more optimal times to die so you know when to all-in on the wave:
    1. it's a cannon wave (not necessary but highly preferable)
    2. you're all-in on the wave as soon as it comes
    3. the enemy laner is as low as possible
      • If the enemy laner clears the wave slowly under tower, you should be able to walk back to lane without teleport and guarantee a proxy even if the enemy uses teleport.
      • If the enemy laner clears the wave too quickly or holds the wave away from their tower, you have to ult or teleport back to lane.

  • Whenever you shove a wave into a defended enemy tower, try your best to safely get into a proxy. Proxy is doable at level 4+.
    • Proxy until you die, are about to die, run out of mana, or can afford an item that will help you beat the enemy laner.
    • You can stay near the enemy outer tower if you think you can kill the enemy laner, or you need to poke them down more in order to beat them once you reset.
    • If you think you won't be able to survive proxying, you can recall after shoving the wave. However, if you might not be able to beat the enemy laner upon returning, it's worth it to die in order to poke the enemy laner down. Hopefully you would also kill a wave and proc demolish in this process. You should always proc demolish given the opportunity.
    • Before level 8, if you can die for a wave while proxying to distract them from your minions dying under enemy tower, it can be worth it.
    • When you're near an enemy tower and you're about to leave lane or reset, leave a ward in front of the tower.
    • If minions will kill a plate or the tower becomes undefended, return to the tower.

  • Whenever you proxy, start with the wave between the outer and inner enemy tower,
    • Leave a ward around there so you can see if anyone chases you (on krugs, or the crossroad in the middle of wolves, gromp and blue)
    • Move up to between the inner and inhibitor tower when you can.
    • Look at your team's minions walking to lane to know where the enemy's minions are.

  • Once you catch a wave between the inner and inhibitor tower try to continue proxying as long as you can.
    • It's better if the last wave you take is a cannon wave.

  • While waiting for the next wave after proxying or pushing the wave up to the enemy outer tower, you can roam. Some of these may require that you teleport or ult to get back to lane in time to save your tower, or reset so you are strong enough to make the play, but it can be worth it. Your choice of which sidelane to push in the mid-late game may be influenced by which has better roam opportunities.
    1. secure objective such as Grubs
    2. participate in a fight if it will result in a kill or force recalls
    3. stay in your own lane and take platings
    4. lane against or dive your opponent if you are strong
    5. roam to another lane for waves and towers if ally laners are absent
    6. take/leash enemy jungle camps/wards

  • Whenever you know you'll die soon, execute yourself instead if you can.
    • Executing yourself is good if it helps you take a final wave and you're below level 8.

  • Your highest priority is defending your tower, damaging enemy towers, and to a lesser extent, proxying. Save your teleport and ult for one of these purposes.
    • Ult, teleport, ghost and flash can be used to secure a kill or save your own life. Alternatively, use them to avoid a bad trade or initiate a good trade if it is necessary for you to be able to push the wave.
    • When you splitpush before or during teamfight starts to force a response, use teleport or ult to get to a tower in time if you won't get there as the fight starts.
    • Also teleport or ult to lane if all enemies that can respond to your splitpush are incapable of responding for whatever reason, such as being dead, defending a different tower, or in another lane (without posing a serious enough threat to your towers, or being able to teleport back to you). In this case, splitpush in the lane with less towers and a more pushed up wave if you are able to end the game or force enemies to recall during a teamfight for an objective.

  • Always think about whether you can ult through the enemy outer tower to force a proxy when your proxy is being denied.
    • Another trick is, if you are about to die to a gank while proxying, to ult backwards to an undefended enemy outer tower while you are proxying to sneak a plating.

  • Always go top, unless it's after around 14 minutes, in which case you can alternatively go bot if there are more towers to take there.
    • Another consideration is, where are fights more likely to occur due to less important objectives or other reasons? You may want avoid that side of the map as you want to avoid putting resources into unnecessary fights.
    • If an enemy is pushing sidelane into a tower, defending it is a priority, unless you can push harder in another undefended lane.
    • If there is an objective coming up and you can threaten to end the game if they don't respond to your splitpush, take the lane that facilitates that, so your team can take the objective while enemies are distracted.
    • If an important objective is coming up, take the sidelane farther away from the objective early enough so that you can at least take a tower before the objective spawns if no one defends. This will force someone to respond which gives you a numbers advantage for the teamfight. You should have either teleport or ult up to enter the teamfight if you can help win the fight.
    • If you have both ult and teleport up, it's even better to you push in the sidelane closer to the objective right before going, by ulting or teleporting, to the sidelane farthest away before the objective, then ulting or teleporting to the objective. This would let you push multiple lanes in a short period of time making it difficult for enemies to respond.
    • An important objective includes anything worth teamfighting for stated in the dotpoint below.

  • Never teamfight, unless it's for either team's 3rd/4th dragon stack, baron, elder, or fighting for either nexus, and you can see your participation in the fight being the difference between your team winning and losing the fight.
    • You can use teleport or ult to help engage in a teamfight.
    • Focus on either peeling for ally squishies or diving enemy squishies, depending on which are more vulnerable.
    • If your team is all dead and there is a wave that will enter your base and allow the enemies to win the game, focus on killing the wave.

  • Once you're level 8+, no more intentional deaths.
    • If there are potentially too many threats nearby, hold off on pushing until they're gone. Leave a ward around the jungle entrance to watch out for ganks. Wait for the wave to come to you, recall or go for a roam. However, if the enemy team lacks information of your teammates' locations, you may be able to push if they think you have backup. Threats can be ignored if you know you'll get enough in return, like a kill, tower, or win a teamfight on the other side of the map, for pushing. Furthermore, you can also do these things prior to level 8 if the wave isn't in a good state for you to die on it.

  • Once you're strong enough, you can take your own team's krugs whenever you're nearby as long as your tower is safe but the enemy tower is defended. Raptors are also good if you're around mid.

  • If your bot lane has taken all platings bot and there's time for them to take platings top too, try laneswapping with them.

  • When you're about to destroy a tower, consider letting it kill all your minions before destroying it if you don't plan on pushing to the next tower immediately.

  • Whenever you're about to recall just for health or mana, consider finding a Honeyfruit instead.

  • Try to prevent enemy recalls in the laning phase if the resource advantage would let you push or win the 1v1.

  • While pushing or proxying is great regardless of enemy jungle position to help your team secure or defend neutral objectives, towers or invades, when your team isn't doing anything it's better to refrain from pushing or having a ward so you can push a little bit if you know through basic jungle tracking that you might get ganked. However, if you can't survive laning, dying while pushing or proxying is always better for a good reset. Freezing is also good to drain resources from the enemy when you can prevent them from walking up to the wave but you're not strong enough to dive.
Situational Runes



Take if multiple of the following scenarios are true: You're in a matchup you find so hard that you tend to not keep up in CS. You can keep this rune active consistently. The enemy team has a lot of %pen.


Take against champions that may be able to protect their towers too effectively throughout the game.


Take if multiple of the following scenarios are true: You have a tough early matchup. You have an enchanter on the team (if your team has teamfight potential). You can see yourself taking heal/shield items/runes this game (Revitalize does not boost Second Wind or any other regeneration).


Take in very hard matchups where you may have to miss some CS.


Take in matchups where you need to always play defensively and therefore don't need Approach Velocity.


Take +65 health as a rune shard to help with rough early game matchups where you might have to lose CS.


Take scaling health as a rune shard in matchups where you will be able to get every CS.


Take MS as a rune shard when the enemy laner (or, less importantly, the rest of the enemy team) may be able to kite you.


Take tenacity and slow resist as a rune shard when the enemy laner(or, less importantly, the rest of the enemy team) may be able to kite you through spamming CC (especially slows).
Challenger Guides


These guides are not a complete analysis of this playstyle, but may help you visualise some key parts of the strategy. They were not made by me.

Combat tips
  • Try to flank when engaging in a teamfight.

  • CC with E or R to land a more charged Q.

  • Punish enemies when they go to last hit a minion.

  • Land a slow with E or R before you die to catch up to them in your passive.

  • Land a slow with E at long range with a minion to land a longer range ult.

  • Press Q right after pressing R when you ult at close range so your camera doesn't distractingly move.

  • Try to bait out movement abilities before you Q or R at range.

  • Time your W so it would hopefully absorb as much damage as possible while not completely losing the shield so you can recast it.

  • Landing as many auto attacks as possible and knowing the delay between auto attacks so you can kite will help you maximise damage.

  • Don't use your speed boost in passive until you need it because are out of melee range.

  • Use terrain and bushes to your advantage to engage with a charged Q from stealth. Try standing on the very edge of a bush for maximum range.

  • Recast R just before you meet your target to maximise the chance of landing on the target.

  • You can land your R on a tower to deal significant damage to it, especially if it's a long range ult. Recast it between both nexus towers to hit both.

  • There are some ways to ult through the jungle without stopping.

  • Wait for when the enemy laner has to approach to last hit a minion to poke them.

  • Use bushes to your advantage by weaving in and out of them as much as possible in laning phase.

  • If an enemy is hiding in a bush, use a ward if it helps you get a favourable trade.

  • You can try engaging in a teamfight at range with your ult if you can predict where the enemies will be forced to move.
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Strategically Minded Sion - Challenger Thebausffs Strategy

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