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Recommended Items
Runes: Tanky
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Ghost
Heal
Items
Ability Order Random
Glory in Death (PASSIVE)
Sion Passive Ability
Threats & Synergies
Milio
I average 28% win rate. It's a really slippery champion. His Q is easy to dodge from range but as soon as you try to get closer it's just too good. He also gives tenacity to everyone so it's hard to win team fights. Janna on steroids.
Ashe
Great combo. She enables Sion really well.
Ashe
Great combo. She enables Sion really well.
Champion Build Guide
You can also join our Sion mains Discord server: https://discord.gg/dgsdCCQBhF
Pros
+ Really good laning phase.
+ Really good wave clear.
+ Insanely strong roams.
+ Has really good itemization options.
+ Specializes at zone control.
+ Sion is so dumb, he brings everyone down to his level.
+ The zombie passive can turn ganks around.
+ It's called the Sion tax.
Cons
- Very aggressive playstyle.
- Very skill shot heavy.
- Very very high skill cap.
- Not suggested if you don't play Sion.
- Wants to push the lane.
Passive is nice, but you shouldn't play to die. Don't build for it, don't die ever. If you ever do die, don't chase for kills, attack whoever is closest to you or use it to zone so your team can win the fight. In lane, it is sometimes better to go for CS if you don't think you can catch. If you see yourself in an inevitable death scenario, plan you death location accordingly. A good place to die would be in a brush, since people don't see you revive, they will sometimes forget about it and you will be able to come out of the bush and surprise them. If you are about to die in a 1v1 situation, try to hit the E before dying, it will usually make it a fair trade. As the support, the passive is great for putting wards down deeper.
Q is really amazing to stop people from jumping on you or your carries. An E Q W combo is really decimating. Use it to stop channels. It becomes a game changer in team fights, and as a peeling tool. Remember, people think it's easy to outplay your Q, but if anything, it is a guaranteed source of damage. Just release it before they get out of it. It's also a really easy way to get their flash when they realize they can't get out of an almost full charge Q.
Did someone just come in to auto attack you? Do they now have the minion aggro on them? Make them pay with a well placed stun, make sure they remember not to touch you ever again.
A simple combo with a melee range Q is to follow it up with an auto attack while your target is knocked up (Alistar style). I use this combo mostly for last hitting cannon minions when I know my Q won't deal enough damage to finish it.
I like to max this first against melee support to punish them whenever to go for a relic stack or into immobile lanes.
W is amazing. It makes you really tanky. It's a win every trade ability. It does use a good amount of mana early on. Out of lane, it allows you to melt tanks. At max rank, it's an AOE spell that melts people for more than 14% of their health. You will need to learn to protect your shield, a broken shield is useless to you as it doesn't deal any damage. Late game, when people have



Also, this spell is really good for bursting the Scuttler, Dragon, or Baron. It does a guaranteed 400 damage to them on top of it's own base damage. (Not true damage, but still a really good burst in those really close smite battles.)
Level 1 shield will only shield for ~66 damage. In lane, I like to put at least 2 points in this ability.
I like to max this first if I don't trust my ADC to carry. This ability allows you to bully the lane solo. It's great for the flash + W combo to instantly kill low heal targets.
E is by far your best spell. This is what makes your enemy laners hate you really hard. It throws minions in a line. Practice it, make it land. It costs (35 / 40 / 45 / 50 / 55) mana on a rather short cooldown. There is a catch though, if you don't use it right, your ADC will miss valuable CS, therefore, it is best to use it on higher HP creeps. Aside from the harass, this spell is amazing to wave clear. The slow is enough to let you escape from ganks. Make sure you have it up if your jungler wants to gank as this ability is required for the gank setup.
Here is a trick to hit the E with a minion: aim at the enemy's feet. With a bit of prediction and practice, it's really easy to hit.
Fundamentally, it is literally impossible to miss an E when someone is walking towards you. This means that you can use that to your advantage in lane when people walk towards you. You can usually get people to walk towards you by running at them with a shield then running away from them. When they walk back, this is usually a good time to E.
You can also snipe people that come back to lane after going to ward since their trajectory is pretty easy to predict at that time. Against people that are better, keep in mind that side stepping that particular E is pretty trivial as they will expect you to do it.
TLDR: You can hit people easily when their movements become polarized, predictable.
E is a channeled ability which means that you can E first, then flash when an opponent is running away to extend it's range and masterfully snipe them.


I max this first in ranged lanes or if I know my jungler will be ganking a lot. Or if I have an ADC that benefits from the armor shred for example a Lucian.
You can use E to bring scuttle to your side of the map so the jungler can take it uncontested. If you have a few points in E, the cooldown is short enough that scuttle can never escape.
You can also use it to prevent enemies from stealing buffs. You do that by pushing the buff away from its leash range so that it can reset and heal back to full.
Your W and E win you the lane, your ultimate wins you the game. This ultimate is one of the best engage in the game. It's also a free homeguard from anywhere on the map. With or without your jungler nearby, you can gank your own lane after a recall. Later, it's on a really short cooldown. (Rank 3 ultimate with 35% CDR puts it on a 39 seconds cooldown.) Don't get carried away though, only engage when your teammates can follow up.
You should experiment with the ult in the practice tool. It's quite mobile across the map if you know how to drive or drift.
Which one should you max first? This mostly depends on your playstyle and the build that you're going for. It also depends on your own skill. If you can't land skillshots then your only option is to max W. You want to max the ability that gives you the most value for the game while knowing what you're able to pull off.
Precision
My current favorite keystone for Sion. This gives a lot of sustain. It also can be used as a speed boost to run in for a fight or run away from a gank by attacking a minion. If you want to do a damage amplifier build, you can also consider

Always good on Sion. Makes sure to land long range E for infinite mana.

A bit of a slow rune for support. Can be swapped for

It's useful to finish kills. Can also take

Domination
This works like a second ghost. It's really short cooldown so you can really play hard in the early game after you get your boots. You can also consider

Great damage rune. Combos well with Sion's natural CC. If you need more sustain,

Great for vision control. You can use enemy wards against them. You can also go

More uptime on ult. You can also consider


Sorcery
Useful for poking, it can refresh pretty fast. Enables builds with



I take this rune page when I go



Pretty awesome for roaming. Makes it a lot easier to control objectives. You can also get

Resolve
Always good on Sion since Sion's health pool is mostly bonus health. You can also consider


Always good for support. Combos with Sion's Q, E, R. I get really high value from this rune most of the time. Alternatively


This gets a lot of value in the bot lane.


Gets a high value on support Sion. Has synergy with




Inspiration
This is what I like the most from this row. It sucks not to have boots early but

This rune is a good alternative to survive the laning phase if you don't go into the Resolve tree. If you want to have better buys when you recall,

Very good rune for Sion to get into position for charging Q or applying the W damage after a good E. I take



As you can see, Sion can use pretty much every rune which is why he is a very versatile pick. I didn't include all the runes that could work so feel free to be creative. The only runes that you should never consider are



You can mix and match your spells depending on what you want from the game.
I climbed through Emerald with an 85% win rate using heal quite often. It has synergy with


Flash is really important just to reposition when in danger, or to get on top of your target to murder them. Usually flash should be used as an aggressive spell. If you need to flash out of a fight, that usually means you were positioning badly. Sion doesn't really rely on flash too much though which is why you don't have to take this every game.
Always consider


Items Choices
You'd think this doesn't work on Sion since you don't get CS but I've been liking it a lot. Take some HP from runes instead with

You go Q max and start with the red trinket. The goal in lane with this is to control the brushes so that the enemies never truly know where you are. Usually played with

I really like this item on support Sion. The build path is really confortable. By the time you finish it, you always have 1100 bonus HP already. It's a win more item. In fights, you want to back off before you die so that you can reset your health bar. This item is especially good to push for objectives after a team fight. It's great for gaining tempo.
There have been games where I rushed this first item. You don't really have to thing about it, you get value just from existing in a fight. Has synergy with

Usually you want someone else on your team to counter healing but if it has to be you, this is easier to apply than

If you like your ADC then this is a good item. I once built it first item and the first fight back to lane my ADC lived with 10 HP after we double killed them. You effectively become a portable

You'll usually want

If you need some extra catch power this can be good. Can be an option instead of

Great vision control. If you get this early in the laning phase, you can deal a lot of poke damage with Q even without charging. Very useful if you have champions that require vision control on your team for example Fiddlesticks or Evelynn. Runes to consider with his:


I've had good success with this AP item. I usually rush


You need

If the game is a clown fiesta and people are fighting non stop, this item gets great value. Works well even if you build full tank. You need to get another lethality item though for example

Great stats for the gold. Can get this as a second item and allows you to skip a mythic until later. I like to use the Uptime rune page and do a

- Don't be toxic. Don't flame in chat, don't abuse the ping system.
- No one wants to be taught how to play the game. Don't teach randoms how to play their role while in-game.
- A lot of games are won or lost off the mental difference. I've won so many games this season while my team was behind by 10k gold. And I'm not talking about 40+ minute games. Games can flip so fast and be ended so fast nowadays. Personally as long as I play Sion I have fun so I'm always down to try to win.
- If someone's pings are annoying, mute their pings. If someone flames in chat, mute their chat. There's no point dealing with that **** if your goal is to climb.
- Don't ask for someone to be reported. Your own report is enough.
- Even the best players go on huge loss streaks. It happens.
For more, read Riot's Summoner's Code.
Early game
Before the first wave, your goal is to stop invades. Sion's Q can solo destroy invades. On the blue side you can stand in the tri-brush or the brush behind red. On the red side you'll usually stand in the brush near the river behind the blue buff.
In lane, you want to fight for level 2. Use the Spoils of War passive on the second wave's melee minions. You can also use Q on the first wave. If they concede the level 2, then you can stop attacking minions and start a slow push.
At level 2 you have to decide if you level E or W. If the lane goes well or is even, I'll usually take E. Sometimes I take W to outplay a fight.
Sion loves to push the lane gaining tempo and fighting for scuttle with the jungler. If you have lane prio, you can dictate how the game goes early on. Usually if there's a fight going on you want to be there. You can even help the jungler with their clear so that you can gank a lane together, controlling the map.
With Sion, you want to do fast plays on the map. You don't want to let enemies react. If a play takes too long, then their backup arrives, you want to leave before that happens.
In lane, make sure to always clear the wards in the lane brushes. Especially after 10 minutes, if you push, enemies will look for TP plays. You can't allow TPs behind you. If they do TP, Sion thrives in fights where you have vision control.
Mid game
In the mid game, towers have started to fall, that shrinks the map. You want to look and punish anyone that overextends. A lot of players don't respect Sion's ability to ult down a lane or along the river. You'll want to place deep lane wards or on rotation spots to find good choke point for your ults. This part of the game is support Sion's bread and butter. You're looking to create power plays and put a lot of gold on your carries.
Late game
Lategame tends to be where Sion can both shine or completely throw a game by himself. There are two ways to play the late game, either you want to team fight and get an ace, or you want to avoid direct team fights by out rotating the enemy team and taking objectives quickly (towers, dragon, baron, inhibitors, catches). Having a

To do it, hit a melee minion and aggro the whole wave, then run into the brush to break the aggro:
Notice how one of the red melee minions dies before Kai'Sa makes it to the lane.
You can secure the Scuttle Crab while doing the drake or Baron by bringing it into the pit.
You can reset a camp to prevent a jungler from smiting it.
You can use Sion's passive to clear control wards.
There are 3 types of wards that you will want to practice. The first are fighting wards. Those are the wards you need in moment to moment fights. This usually means that you should ward brushes around were you're fighting or planning to fight in. For example, let's say I plan to fight in the bottom lane, I'll want to have 1 ward or 2 in the lane brushes or sometimes in the alcove. These wards prevent enemies from outplaying you as easily in a fight.
The second type of wards is rotation wards. Those wards are meant to track the movements of your enemies around the map. For example, let's say you're playing against a Pyke, it's useful to ward the river in front or behind the drake to catch him while he is on the move to another lane.

These wards are usually safe to drop while you're roaming. You'll usually want to drop them in places that avoid enemy control wards.
The last type are deep wards. For Sion, those wards will allow you to do long range ults. Good spots are deep down enemy lanes when towers start falling. If your team has a TP, they can be good flank TP wards. They are also useful for gaining information on the enemy jungler. Those wards are less safe to place in general.

Learn to use pings to make macro calls so that your team moves well around the map. Good rotations make playing Sion feel like a breeze. Something I like to do when I'm roaming is to blue ping my position every 1 second. I find that it helps people time my roams better.
Emerald 2 MMR
Emerald 2 MMR
Promotion to Emerald 4 live game
Platinum 1 MMR
Platinum 4 MMR
Placement
For more videos from the previous split:

This guide is a work in progress. Is there anything missing? Leave feedback in the comments and I'll improve the guide.
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