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Recommended Items
Runes: Tank
1
2
Resolve
Inspiration
+10% Attack Speed
+2.5% Movement Speed
+15% Tenacity/Slow Resist
Spells:
1
2
3
Flash
Teleport
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Aatrox
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide

Greetings Summoner!
I hope that you're doing well in your climb this season.
Welcome to my
Sionguide!
A short description of myself before we proceed with the guide. I am Bonkk. I play in the Philippine server, having downloaded and played league while we were stuck in the horror that is the Garena server.
I'm a fairly new player actually, having started playing during season 10. I'm a top/support player with
You can search for my accounts in op.gg. My username is: Bonkk, and Gobu. I look forward to helping others improve their gameplay, while also improving myself along the way :)
I poured my heart and soul to doing this guide, so hopefully you’ll enjoy it.
“Each bullet is a piece of my soul, each shot is a piece of me.” -Khada Jhin

Sion has always been a solid toplaner that can fit into most team comps.
Whether played in the traditional raid boss tank set up or a more damage oriented lethality alternative, popularized by Thebausffs, giving you the one shot power of an assassin with the CC and utility of a tank.
Sion is a safe pick that can be played into most matchups.
+Strong scaling
+Strong team fighting
+Strong sidelaning
+Forgiving champion, mistakes won't cost you the entire game
+Very tanky
+One of the strongest tower destroyers
+Low skill floor
+Semi-high skill ceiling
+Plenty of crowd control
+High utility, still useful even when behind
+Very strong waveclear
Sion is a really strong tank juggernaut with high carry potential.
His scaling and utility allows him to be very flexible and fit in to a lot of team comps.
Sion's sidelaning and tower taking is one of his iconic strengths, and this pressure allows you to play the map, granted you need to be wise in your rotation and mid to late game macro plays.
-Immobile
-Counter matchups/items counter him hard(anti %max HP champions/items)
-No built in lane sustain
-Mana hungry
-Lots of counter picks
-Weak Laning
Sion hates %max HP damage items and champions because they directly counter your W

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This rune your bread and butter for pressure and split pushing.
This rune adds so much pressure to his side laning due to how quickly he can take down towers with demolish.
Demolish has a very strong synergy with
Great alternative to demolish for stronger shields and trading power.
This is good against more difficult matchups, such as against Aatrox and other matchups where you would put 3 points into W Soul Furnace before maxing your Q Decimating Smash, allowing shield bash to have a stronger synergy with your W soul furnace shield, making you slightly tankier and deal a little more damage.
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Infinite scaling health rune. Similar to
Gain stronger healing and shielding. Take this if either your build or your team has a lot of healing or shielding.
Gain resistances when receiving hard CC. Take this when enemy has a lot of CC. |
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Movement speed rune.
The movement speed amplification synergizes nicely with other movement speed enhancing runes, items and actives, which is super beneficial for
Additional damage while above 70% health. A more damage focused rune that requires you to stay healthy. Works the same way as Bloodthirster passive.
Works really well for bush Q |
This is the only really good rune in this line, unless you wanna take waterwalking for better roams. This rune also synergizes well with sion’s strong scaling in the late game. |
Supportive keystone. |
High kill participation allows you to obtain your boots faster.
Tank sion has some really expensive items so this rune should help alleviate that. |
Also because the other 2 runes in the same row is not that good on |
Dealing slows/hard CC grants you additional movement speed towards the enemy. Great synergy with your abilities, especially E |
Scaling ability haste rune. Gain ability cooldown reduction while farming, getting takedowns and jungle camps. |
Take the
attack speed minor rune for easier last hitting.
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The standard. A short ranged emergency blink on a 5 minute cooldown. Can be used to escape, chase, reposition or make surprise flash ult plays. Take this spell in all games.
For map control and laning. This summoner spell makes laning very forgiving, as you can use it to go for a free recall whenever you get too low and can't fix the wave without dying. Teleport is also good for objective control and split pushing. This summoner can also be used to respond to a fight breaking out and you're too far to walk to the fight. You're gonna take this in 99% of games in the toplane.
Mobility spell. Nice alternative to
Flash versus champions with extended mobility. This is also very nice for extended combat as the duration extends for every takedown on a champion. Mostly recommended on tank sion.

Glory In Death
He also gains the ability to cast |
Death Surge
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The entire inting strategy revolves around this ability, allowing
During your zombie form you gain additional AD, lifesteal, attack speed and movement speed for a few seconds until your healthbar drains empty.
You can also activate your active ability in your zombie form
Common mistake:
Inting for no reason: some player tunnel vision too much on the inting concept of Sion that they do it too much with little to no benefit and are just straight up running it down. When it comes to dying, you need to utilize Sion's passive properly.
Decimating Smash
This ability deals extra damage towards jungle camps, so
Most of your damage is gonna come from this ability.
Regardless of whether you chose tank or lethality build, a full charge Q Good places to use Q |
FOG OF WAR
BUSHES
Soul Furnace
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PASSIVE: Infinite health scaling. ACTIVE:
This ability is what makes
The passive is amazing for a scaling tank and allows you to oneshot towers later on with
Another synergy this ability passive has is with |
Roar Of The Slayer
This is a great set up ability to be followed up by your ultimate,
Make sure to use this ability right before dying, in order to slow the enemy during your zombie form to help ensure a kill by preventing them from running away. |
Unstoppable Onslaught
This is also another ability which can greatly help in setting up a long or fully charged Q
This ability also has massive AD scaling, which is one of the reasons lethality |
BAUS SPECIAL

This is the standard leveling sequence for tank
Sion. You max Q
Decimating Smash first due to the increase in base damage, allowing you to waveclear much better and deal stun for longer. Leveling Q
Decimating Smash first not only increases damage but also reduces its cooldown, allowing for better trades. You then max W
Soul Furnace for the additional shield, allowing you to be tankier and soak more damage. Then you max E
Roar of the Slayer last, as the survivability from W
Soul Furnace is more important in most cases than the additional slow fom E
Roar of the Slayer.
Standard leveling sequence for lethality
Sion. This gives the highest possible damage output when building attack damage. Maxing E
Roar of the Slayer second shred enemies’ armor, giving lethality even more value. The stronger slow also gives you more time to charge your Q
Decimating Smash, which is your main damage output, allowing you to deal more damage and stun for longer.
This can be a good situational ability leveling sequence especially against hard matchups such as
Aatrox. Gives you way better survivability in lanes where you will most likely die a lot or struggle.
Tank, frontlining and trading focused leveling sequence. Do this if you’re taking shield bash and revitalize and looking to play a shield focused set up. Though you would rarely want to do this.

Make sure to set your abilities to quick cast in the settings. This will enable you to do combos more efficiently.
standard E-Q trading pattern.
First slowing the enemy with E
This is a trading pattern for both tank and lethality
Tanks can proc
Full basic ability rotation combo.
Similar to the combo above, but with the addition of your W
This is the maximum damage combo you can do with a full rotation of all your basic abilities.
The W
Full ability rotation combo.This is the absolute highest possible damage you can output in a combo.
Depending on the distance traveled on your ultimate, you may be able to sneak in an auto attack before charging your Q 
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Infinite health stacking item. Double down on |
AD-tank waveclear item. Grants on-hit and cleave effect on your basic attacks, which scales based on your %max hp. This item synergizes well with |
AD lethality and movement speed item. Amazing well rounded first item rush. The passive and active movement speed effects work really well with AD sion, the passive allows you to rotate and/or reach lane faster, and the active helps zombie form You’re gonna look to build this item first for the vast majority of your games unless you have a specific item in order to counter your enemy laner or a major threat in the enemy comp. This item is also not that expensive at 2800 gold, allowing you to spike in power fast. |
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Waveclear, health, resistance and damage item. |
Magic resist version of Sunfire aegis. Gives health, magic resist, waveclear and damage. This is a better version of sunfire aegis, mainly due to the item’s passive which has stronger waveclear than sunfire aegis. |
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Anti-heal item. 8/10 games you're gonna be building this, or at the very least, the The stats this item gives is also pretty nice, as well as the thorns passive. |
Huge armor and anti-auto attack item. One of the cheaper tank items as well, so can be really good to rush 1st or 2nd item into yasuo, quinn, tryndamere and other AD auto attacking champions. The passive attack speed slow and rock solid basic attack damage reduction practically shuts down those champions, coupled with sion’s massive health from W soul furnace passive, you are practically unkillable against AD champions with no %max hp or armor pen stats. |
Frozen heart’s anti-crit cousin. Has similar build path to frozen heart, and gives anti-crit passive and active slow effect and health in exchange for ability haste and attack speed slow passive from frozen heart. Can be a good substitute for frozen heart if the enemy has 2 or more crit damage champions. |
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Very heavy magic resist item, giving the highest flat magic resist. This MR item scales and synergizes the best with sion. The passive gives you a magic shield scaling off of your %max hp, synergizing amazingly well with sion’s W soul furnace passive. If force of nature is for strength in extended fights, then kaenic rooken is the anti-burst alternative. |
Movement speed armor item: This item is situational, as the most benefit I have noticed from building this item on |
A late game hybrid resistance item. |
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Scaling AD bruiser item. This item gives you more AD based on your %max hp, and additional AD based on your missing health. In theory this item should be super strong on |
Magic resist and movement speed item. This is your go to magic resist item. Force of nature is especially strong against magic damage champions that go for extended fights, or with damage over type poison abilities( |
Anti burst and tenacity bruiser AD item. This can be good against mixed damage type burst damage due to the item’s lifeline passive. The tenacity is also really good to reduce crowd control effect duration on you. The only downside to this item is that it doesn’t offer any resistances, so this is quite a situational item. |
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A situational magic resist item. Build this if your teammates are heavy on magic damage, as the Curse passive of this item shreds the magic resist of enemies up to 25 magic resist. You also gain an additional 9 magic resist for each enemy champion you inflict with the item's Curse passive. |
Very situational support(ive) item. Build this if you have 1 really fed ally who’s your win condition, and your team has weak peeling and can’t protect them. This item gives more value the squishier your fed carry is, so I recommend building this if your ADC or mage is the win condition. |
You can actually get this item early on but the utility that we're looking for in this item is the synergy that it has with |
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Periodic on-hit healing AD bruiser item. This item is a sleeper item on sion, and can be a good situational item if you can sacrifice a bit of tankiness for the passive healing, which is really good, considering you don’t have any built in sustain in your kit. |
Tower buster item. utilized well by |
Low hp execute item. Gives crit, lethality and AD, all stats that AD |
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Well rounded AD lethality item. Grants all the stats AD sion needs for an affordable price. Gives a movement speed boost every time you get a kill/assist, which is always a good stat for sion. This can be a good item if you need an escape boost after getting takedowns. Also gives additional lethality once you’re out of combat, which is really good for bush Qs |
Ultimate ability haste AD lethality item. Cuts down your ultimate ability cooldown every time you get a kill/assist. Can be really good if you have a lot of kill participation, or if there are a lot of skirmishes on topside. |
Armor penetration AD crit item. The standard for armor penetration item for AD sion. Also gives me the option to go for a critthality build. |
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Anti-heal, armor pen and crit AD item. Your only anti-heal option as AD sion. |
Crit damage power spike. A really expensive item, so should be bought later on in the game. This is like the AD crit version of |
Spellshield lethality item. Good against |
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Ward and trap clearing lethality item. Amazing first item on |
Anti shield lethality item. Very affordable. Great rush as a first item for a very early powerspike against shield champions. |
Snowball lethality item. Everytime you Gain a kill/assist Gain additional AD for 90 seconds based on the amount of stacks you have. Gain a stack for every kill/assist while having this item. Good to build if you’re ahead or if you’re gonna be participating in a lot of winning fights. |
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Movement speed item. Buy this on your first back if you’re against a champion with a lot of skillshots that are dodgeable by sidestepping, as the additional movement speed will help with dodging. Also consider buying this if your jungler is making plays around top side and you need the extra movement speed to rotate and help them fast. |
Anti-auto attack armor boots. Build in conjunction with |
Magic resist and tenacity boots. Build this when you're facing a magic damage champion or if the enemy has a lot of crowd control. |
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Ability haste boots. Build this when you’re ahead and the enemy has mixed damage/neither |
Slow resist boots. Take this is if the enemy comp has a lot of strong slows, and few hard CC, such as if the enemy has an |
Magic penetration boot option. Build this if you wanna troll. |
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You can start |
Defensive starter item. Offers health and health regeneration. Take this against difficult lane bullies and poke champs as you gain some HP back with the enhanced health regeneration on the item’s passive whenever you take some damage from enemy champions. This is really good against damage over time champions, such as |
Farm focused starting item. If you think that you aren’t gonna interact much with your enemy laner and just CS’ing, then you can take cull as the first item. |
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Good starting item when looking to rush Bami’s cinder for stronger wave clear and push. This is good if you’re looking to proxy really early into the game and you want to get Bami’s cinder ASAP. |
Buy this whenever you have some odd 150 gold to spare, the earlier the better as it gives more value in the early game due to the champions having smaller health pools. |
Good start when building lethality, as all your first items would build off of long sword, allowing you to get a faster power spike via your first item. |
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Good early purchase on your first back if your laning up against a champion with a lot of healing like |
Lethality and attack damage component item. This is your first big power spike as lethality |
Buy this early if you’re laning up against an AD auto attacking top and/or jungler, especially if you’ve fallen behind. |
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A good armor item first back purchase if you’re building towards an |

Which build should I choose?
Which build you choose depend on a few variables, and you must decide based on these factors: Your team comp and damage type, your enemy team comp and your enemy laner.
Here are my thoughts on each build and which items to build.
Bruiser AD
Sion's Most Optimal Build(HP+Attack Damage)
Grants tankiness, survivability and a lot of damage.
This build is not gonna make you as tanky as the Full Tank build, but the damage this build dishes out is much much higher.
But this build is not recommended if the enemy has %max hp damage.
Let's see the synergies this build has with
Sion and runes.
You see, with this build it's all about HP and so as long as the enemy don't have
Full Tank
Tank is the most consistent build you can do on
He was designed to be a tank, and his kit synergizes really well with tank items.
You sacrifice some of your damage with the tank build, but you become extremely tanky and are one of the best frontliner tanks in the entire game
Swap the items around depending on the enemies' team comp and damage type. Check the items section for a list of items to buy on
First item is highly recommended to be a waveclear item in a lot of times, so either
Lethality
Build these items when against against a lot of squishy champions on the enemy team comp.
This build focuses on solely on burst damage, making you squishier than tank
You can buy other situational items as a first buy such as
If so, then you can buy
You can buy
Crithality
Crithality deals more over all damage than full lethality, but this build needs you to be able to get to auto attack range of your enemy in order to deliever the maximum damage with this build.
So, champions that can hinder you from dishing out auto attacks such as
You are able to dish out more damage through
The bigget powerspike with the crithality build is when you obtain 
A slow push is used to slowly build up a big minion wave then crashing it all at once on the enemy.
This can be good for setting up kills, dives, roams, and recalls.
For diving, this will help in the sense that the minions will help you kill the enemies since there are multiple of them, and the enemy attacking you will make the minions take aggro against them, and in the early game minion auto attacks hurt. Trading 1 for 1 under the enemy’s tower with a big slow pushed minion wave also puts you really ahead, since both of you are even from killing each other, but you are denying the enemies a big amount of gold and experience due to the tower killing the minions without the presence of the enemy while you yourself aren’t losing much and the enemy minion wave will bounce back and push towards you once you arrive in lane, resulting in you gaining an advantage by having a minion wave advantage. Since slow push waves are big, the amount of resources you are denying is also big.
To execute a slow push, make sure to only last hit and make sure your wave has 1 more minion than the enemy minion wave.
After executing a slow push, your on a timer until the enemy minion wave reaches your tower and you start losing minions, though with a slow push you are given way more time than a fast pushed wave, due to the tower and enemy minions dealing with a larger quantity of your minions, so a slow push is good to pull off post-6 when you want to recall then walk to assist taking dragon.
A fast push/shove is basically as the name implies, pushing the wave as fast as possible.
You want to fast push the minion waves whenever the enemy recalled, roamed or died, so that you can deny them gold and experience while they're not there to collect it since the tower would be killing the minions without your them being there to last hit and soak the exp.
You also want to fast push if you yourself want to roam, ward or recall so you'd have ample time to come back to your lane without losing too many minions due to your tower killing them while you were away.
So you'd want to fast push when either you or your opponent laner is leaving the lane.
You can also use a fast push to break an enemy’s freeze by crashing your minions waves into their tower, preventing them from maintaining your wave’s 4 minion advantage needed to maintain a freeze.
Freezing occurs when you manipulate the minion wave to stay just outside the perimeter of your tower and maintain it there.
To execute a freeze, make sure that the enemy’s wave has 4 more minions than yours and only last hit the minions, do not mindlessly attack them.
When the wave is too big(i.e. Enemy wave has 5 or more extra minions) you can thin out the wave by killing the surplus minions.
For champions without killing or zoning pressure on you, especially without strong waveclear, freezing is superbly advantageous as they will be struggling to break your freeze, putting them in a dangerous position where they’ll be vulnerable to ganks, while putting you in a safe position that’s hard to gank.
As they attempt to last hit minions, you are protected by your tower and are free to harass and contest their CS.
You can maintain the freeze by always having the enemy's wave have 4 minions more than yours.
If you fail to maintain a freeze by having 4 extra enemy minions, this will turn your wave into a slow push, in which you can reset the wave by shoving it or slow pushing depending on the situation.
Kiting or orb walking, is a very important mechanic in the game that everyone should learn.
Controlling your champion's movement is one of the most important mechanical skills you can develop as a player.
You can literally change the outcome of fights, especially when facing off against skillshot reliant champions like
It is not an ADC exclusive mechanic, even mages, bruisers and tanks can benefit very well from kiting.
Learning to kite can increase your damage output, and make you survive better in fights, as standing still while auto attacking can make you a sitting duck for the enemy skillshots.
This is very important especially for
Kiting on
Sion zombie form
How to Kite
Let’s first start with our settings. Check your settings and see if you have any attack move or attack move click controls enabled, on default it should be set to A for your attack move and shift right click for attack move click. You can set it to whatever you feel is a comfortable and quick hotkey, I see some people setting it to left click, and others to some other mouse button.
Auto attacks act similar to abilities, having a cast time and cooldown.
With kiting, you want to immediately move after your auto attack goes off. So move while your auto attack is on cooldown.
Practice using auto attack move or attack move click(by default attack move=A button then left click/attack move click=shift right click).
Here are a few exercises you can do before a game or during your spare time to enhance your movement.
LoL Dodge Game
Triangle Exercise

Level 1-3
Level 1 you wanna get either Q
Try to set up a slow push for either a cheater recall or a dive. Your early solo kills angle here will probably open up by level 3 when you get a point into your E
These levels are where you can best utilize your passive
By your second back(or first if you didn't cheater recall), you should be able to get
Proxy strategy is an amazing strategy to pull off especially more difficult early game champions that beat you hard in lane, as you can pretty much scale to the mid game without directly having to deal with the difficult enemy laner.
By around 3:30, the
Level 4-9
Levels 4 to 5 you wanna try to freeze the minion wave under your tower to farm safely, avoiding enemy jungle ganks, while making your enemy laner vulnerable to jungle ganks from your own team.
Though you should also be aware of when to shove lane and get priority, which in this part of the game should be:1.) When you are looking for a dive, whether solo, or with your jungler.
2.) You are able to track the enemy jungle pathing towards top and you suspect a fight for scuttle with your jungler.
3.) You are low and want to recall.
Know when to shove and pressure the lane. You want to gain lain priority once any objectives are about to spawn, around the 30-40 second mark.
In a few waves after hitting level 5, the first dragon should be spawning in the game, and you could give your team an advantage by either shoving waves hard in the top lane, and pressuring to entice the enemy team to go to you instead of fighting in the dragon giving your team the numbers advantage to secure it, or you could shove wave and group with your team.
If you decide to group, try to ping off your team to wait until you have level 6 for your ultimate
Losing first dragon is not the end, but it certainly is nice and should be taken especially if your team has the stronger early game comp.
If your team is not securing the first dragon, then look to maintain your freeze in toplane to force your enemy laner into a vulnerable spot, especially since your gank setup is amazing as
You should hit pretty strong powerspike by now, with your Q
Proxying should also be a breeze now with your amazing waveclear, which is a great wave set up for you to prepare to help your jungler secure Void Grubs in a few minutes.
Level 9-14
During this time of the game, towers should start falling now, whether thats your enemies' or your own, tier 1 towers should be gone by now, further opening the map up.
Always remember to keep your farm up and always look to CS or have something to do. Never stand idle while the game is going on, there is always something to do. Try not to force a coinflip fight if there are no objectives on the map, just focus on farming safely and CS'ing
You can also work together with your teammates and look for ambushes, picks, and plays around bushes, enemy jungle and fog of war vision.
Do not forget to place down wards as much as possible and buy control wards. Try not to have 2 wards in your inventory at the same time unless you're planning to use it at the same time when an objective is spawning.
Level 15-18
You want to maintain what you were doing in the mid game, but be even more cautious since making mistakes in the late game is even more punishing due to long death timers and objectives having an even bigger impact on the game.
Warding and having vision control is much more important in the late game, as having the knowledge and information of the enemies can literally change the tide of the game, and sometimes even decides the victors.
You also wanna pay extra attention to enemy's cooldowns during this part of the game because we want to exploit every and all points of weakness in the enemy to close the game out, and ability downtime is one of these windows of vulnerability.
Blue Side Starting Wards
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Red Side Starting Wards
You want to do a similar thing too when starting red side, but with this side you are less likely to do an offensive starting ward, as you don't have the krug camp ward trick in this side of the map. Again, watch out for invades and strong level 1 champions, and do a defensive ward if the threat is too high. |
Blue Side Offensive Wards
You want to place wards around these areas if you're: ahead, taken the enemy tower, even but with lane prio. |
Blue Side Defensive Wards
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Red Side Offensive Wards
You want to place wards around these areas if you're: ahead, taken the enemy tower, even but with lane prio. |
Red Side Defensive Wards
|

Sion can have a very traditional tank role in a teamfight, except that you deal quite a lot of damage, even as a tank due to health item-runes-ability synergies. You are very anti-attack damage.
Sion's key ability in teamfights is his ultimate
Unstoppable Onslaught, which can single handedly win teamfights with a proper engage on a cluster of enemies.
But
Sion isn’t limited to being just an engage bot, as he can also peel for his fed carries if the enemy has a big threat that can easily dive and burst down your team’s carries, though this entails sacrificing your engage tool to protect.
Early teamfights are often chaotic small skirmishes. You need to keep in mind that these fights begin even without having the entire team on the same page, regardless of who wants to fight or not, since this is solo queue.
You need to consider a few things first before deciding to join a fight such as how far you are from the fight, your impact on the fight, how fast you’ll respond and arrive to the fight, the pathing towards the fight, who’s currently stronger, etc….
Before a fight even begins, you should consider all the possibilities and variables in a fight.
Once in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close.
Later on when everyone starts to get a few item components, a numbers advantage becomes even greater, meaning that once a team is fighting with 1 player less in a teamfight, they will most likely lose if they’re not gigafed.
Mid game team fights are more coordinated, both teams will be focusing on fighting and contesting objectives.
Make sure to place wards and provide vision for your team.
Do not tunnel vision for an engage on 5 people at once, as you need to take you and your team’s positioning into consideration as you would need them to follow up on your engage. You might also get caught out in an awkward position and die.
You also need to assess the enemy team’s threats, and be ready to protect your ADC and other squishy carries.
Again, in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close.
Late game team fights are much riskier but more rewarding.
In this state of the game, everyone deals way more damage and deaths and losing fights are punished way more harshly, while getting kills and winning fights are rewarded more greatly.
As such, there is a lot of weight on your shoulders as an engage/split push champion, because people will sing songs of praises for you if you can get a good engage and win the fight and even possibly the game, but curse you if you do a bad engage and lose the fight and possibly the game.
So I suggest playing it slowly and not moving hastily.
Be patient and look for surefire angles to use your ultimate
Unstoppable Onslaught to win fights.
Play around objective timers, and don’t just mindlessly start a coinflip teamfight with not much to gain.
When the enemy has assassin and your team doesn’t have any peel champions, then you’d better focus on protecting your carries.
Prioritize protecting your team in the late game rather than engaging if you're the only one who can protect.
But
Early teamfights are often chaotic small skirmishes. You need to keep in mind that these fights begin even without having the entire team on the same page, regardless of who wants to fight or not, since this is solo queue.
You need to consider a few things first before deciding to join a fight such as how far you are from the fight, your impact on the fight, how fast you’ll respond and arrive to the fight, the pathing towards the fight, who’s currently stronger, etc….
Before a fight even begins, you should consider all the possibilities and variables in a fight.
Once in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close.
Later on when everyone starts to get a few item components, a numbers advantage becomes even greater, meaning that once a team is fighting with 1 player less in a teamfight, they will most likely lose if they’re not gigafed.
Mid game team fights are more coordinated, both teams will be focusing on fighting and contesting objectives.
Make sure to place wards and provide vision for your team.
Do not tunnel vision for an engage on 5 people at once, as you need to take you and your team’s positioning into consideration as you would need them to follow up on your engage. You might also get caught out in an awkward position and die.
You also need to assess the enemy team’s threats, and be ready to protect your ADC and other squishy carries.
Again, in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close.
Late game team fights are much riskier but more rewarding.
In this state of the game, everyone deals way more damage and deaths and losing fights are punished way more harshly, while getting kills and winning fights are rewarded more greatly.
As such, there is a lot of weight on your shoulders as an engage/split push champion, because people will sing songs of praises for you if you can get a good engage and win the fight and even possibly the game, but curse you if you do a bad engage and lose the fight and possibly the game.
So I suggest playing it slowly and not moving hastily.
Be patient and look for surefire angles to use your ultimate
Play around objective timers, and don’t just mindlessly start a coinflip teamfight with not much to gain.
When the enemy has assassin and your team doesn’t have any peel champions, then you’d better focus on protecting your carries.
Prioritize protecting your team in the late game rather than engaging if you're the only one who can protect.

How to use your ultimate
Deciding who to use your ultimate on is a very important decision making skill when playing
Sion’s ultimate is a versatile tool. You can use it for teamfight initiation, peel and protection, escape or for a Baus Special.
There is a slight learning curve to it though, as steering it might be a bit challenging if you're not familiar with the turning radius, as
If
More important than where you are looking to hit with your ultimate is your starting position.
Considering the difficulty and ridiculously low turning radius
There's also a bug which you can abuse with
Good Ultimate Engage Example

Objectives are high priority targets in the game that give you advantages in the form of gold, exp, vision, buffs, map control, and sieging power
Securing these are usually much more important than the number of kills you get in a game, as teamfights and the general flow of the game revolve around contesting, trading, or fighting for these objectives.
When contesting objectives, you have to think about and consider various factors on the preparation and on the actual fighting. You have to ask yourself which of the teams is stronger in a teamfight/skirmish? Which team is stronger as of the moment? Who’ll be stronger later on? Should we contest this objective? Is it an even fight? Numbers advantage, or disadvantage? All of these and more, are deciding factors as to who wins and loses, and while you might not be able to think about all of these in the spur of the moment in your games, you should regularly practice it so that it becomes a habit so that it becomes second nature and you can very quickly decide whether it’s worth fighting or not.
Whenever your team wins in a teamfight, killed 3 or more enemies at the same time and are healthy enough or wiped the entire enemy team, look to take as many resources and objectives as possible.|
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Jungle Camps Counter jungle as much as you can by the mid-game if possible, such as when the enemy jungler/top or both are dead, your super ahead, or if your jungler is looking to invade, as this not only gives you or your jungler additional farm, but also denies the enemy jungler resources. Take an You can also take your jungler’s blue buff if neither your jungler or midlaner needs it, as When you or your team killed 3 or more of the enemy in at the same time, or emerged victorious in a teamfight and there are no other objectives to take, look to shove all the waves then decide to either counter jungle or take towers depending your team’s tower taking speed and the enemy’s respawn timer. |
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Rift Scuttler Rift scuttler is a very important objective early on, and as a toplaner, you should look to help your jungler contest and secure scuttle at around 3:30 if both junglers are pathing topside and will end up in a fight against scuttle. Look to set up a slow push if you can, to force the enemy toplaner to choose between helping contest scuttle and lose a ton of minions, or stay in lane and give the enemy the numbers advantage. If either one or both of the junglers are pathing bot, then there is no need to contest scuttle, simply cheater recall instead. This objective not only helps in the sense that you’re helping your jungler gain gold and exp, but it also gives vision(!!!) and a small aoe movement speed buff which benefits everyone. Later on in the game if your jungler isn’t taking the scuttle crab, take it yourself, as it is additional vision for your entire team which becomes all the more impactful the later the game goes on. |
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Towers Take towers whenever you can to help open up the map for your team, allowing for better counter-jungling, deeper minion wave crashes, and more sidelane pressure. |
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Inhibitors Destroy this structure to make super minions spawn which can provide pressure to an enemy's lane without you being there. Try not to take inhibitors down very early if you can't end the game or secure baron to end the game, since if the enemies have good wave clearing abilities, they can farm the super minions which provide more gold than regular minions, allowing them to possibly make a comeback. |
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Dragon Dragon is usually gonna be the first objective that both teams are gonna fight and contest over, as fights for rift scuttler happens way less due to the scuttle crab nerfs, splitting it into 2 small crabs in the early game instead of 1 regular sized scuttle. Dragons give a permanent buff to you and your team, up to a maximum of 4 dragons secured, in which you gain the power of Dragon soul which gives a way stronger permanent buff, and gives your team periodic effects. |
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Voidgrubs Tower buster buff. Great objective especially for strong tower taking champions like Securing this objective increases your sidelaning pressure, synergizing well with Void grubs also give |
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Rift Herald Rift Herald is a very strong sieging objective. Once you or your team secured herald, try to have it placed on the lane who benefits most from an open tower for easier roam set ups for them. Try to ping your team off of placing it on your lane, as Having the eye of the herald also gives you an empowered recall cutting down the recall time in half, so you might not want to drop Herald immediately so you can utilize this empowered recall. You also get 1 empowered recall buff if you helped secure the rift herald. So you can technically just drop 1 auto attack then dip just to get the empowered recall. Whenever you're dropping Herald to take towers and tower plates are still up, look to use it when the tower has 2 and 1/4 plates to ensure that the Herald crash can take the tower out, making her go to the next tower for another crash. You can also drop and use the rift herald as an escape tool. |
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Dragon Soul Provides a strong permanent buff to your team after securing 4 dragons. The buffs you receive are stronger than the regular dragons and depending on which dragon soul, may provide healing, movement speed, resistances and shields, damage, or slows. |
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Atakhan Provides a strong permanent buff to your team after spawning in 14 minutes. Gives an AoE 15% current health damage upon killing an enemy and slowing on the same AoE. Atakhan is an epic objective similar to baron nashor and elder dragon, that spawns after 14 minutes into the game on the side of the map which has had the most amount of champion combat happen. |
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Elder Dragon The win-teamfight buff. Try forcing teamfights once you have this buff, due to the massive advantage in fights you gain after securing this dragon, as it grants true damage burn and 20% HP execute. |
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Baron Nashor All around team buff. Securing Baron Nashor grants your team AD/AP, empowered recall and buffs your minions. The buffs are mostly used to help siege and take down towers and inhibitors with the help of the Baron-buffed minions. Try to group and force your way through towers as a team when you have Baron buff and are healthy enough to fight. |
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Nexus This is your end goal. Destroy this and win the game. K/D/A doesn't matter if you're not closing out games and ending, resulting in -24LP. If you're playing to win, play to take objectives, with the Nexus being the highest objective of them all. |

Attack Damage Carries
Champions who can capitalize off of
Sion's Crow Control and need peel & protection
Building lethality on
Tanks
Though having tank
Let's talk ultimates: In tank synergies sion CAN use his ultimate either for: Initial engages OR follow up to teammates' engage.
Having a teammate do the initial engage for you is great for
Sometimes the enemies are also scattered around and keep moving, so having a teammate CC them to prevent movement and/or bunch them up could provide you with a better angle to make a play with your ultimate
Even if you don't have your ultimate ready, or you used it as the initial engage, having the enemies become a stationary target is a huge plus for you as sion, as this would mean a fully charged Q
Mages and Supports
AoE teamfight winning champions
Mages and supports have, similar to tanks, all the good things needed in a winning teamfight and more.
Long range AoE damage, CC, and peel.
Also similar to tanks, they can either do the initial engage for a follow up by
But you do have to keep an eye out for assassin, as unlike tanks, they are very squishy and tend to play from the backline, so against a fed 
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Aatrox the Darkin Blade Overall difficulty: 4.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is a very difficult matchup for
Build tank against
Taking
You aren’t gonna be solo killing a solid
When trading against
I would recommend putting 3 points into W
You’re gonna have a bad time if you decide to go lethality, as you’re most likely going to lose the matchup on both builds, but a lot less so if you go tank.
Q
Rush tier 2 boots early on for better side stepping of his abilities, then buy an early
Try to freeze your lane and create an angle for your jungler or mid laner to gank you,
Later on
Look for plays with your team by collapsing on |
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Akali, the Rogue Assassin Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Tip of Q (applies a slow), Q-AA, E-E2-AA-Q-AA, R-E-E2-AA-Q-AA, W-Q-AA (Q combos inside her twilight shroud)
This is an easy matchup for Tank sion.
You mostly want to sit back and farm in the first few levels and mostly look for short trades when her skills are on cooldown, and play passively before you have some magic resist items, as she has kill pressure on you especially if she took
Her Q
Be careful of her passive
One of the windows of opportunity you can try to trade aggressively in this matchup is when her W
You can and should look to trade hard or possibly even all in her during her shroud’s downtime, but be careful when trading, as your abilities are AoE and may mess up the wave, forcing you to push into her.
We take
Look to buy
You can then build towards a
Later on in the game, she’s gonna look to dive your team’s carries when she realizes she can’t kill you, so you’d be looking to play to protect and peel for your team’s carries if they are fed, or if they are the win condition of the game.
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Akshan, the Rogue Sentinel Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q-AA-AA, Q-AA-E-AA,
This lane is very difficult in the early game, especially before you start to stack any armor or have any lethality items.
Take
He is mobile with the use of his E
There is a window of vulnerability for
Use your E
You need to play carefully in this lane and try not to die to prevent him from snowballing and taking over the game.
One thing you need to know with
Once you have a few armor or lethality items, you pretty much immediately engage on him using your ultimate. If you didn't feed him, he should not have enough items to deal too much damage yet, and so a level 6 trade to chunk him out of lane or for a kill is gonna be well worth it.
You can block his Ultimate Comeuppance using minions, allies and current towers(untargetable towers behind your current tower can’t block the damage for you and will go through).
Buy control wards and place in river pixel brush to give vision and reveal him for when he roams with W
You want to proxy in this matchup if you can pull it off, because your alternative is to farm safely and be willing to sacrifice CS to stay alive and soak EXP.
Look to protect and peel teammates who are tagged as Scoundrels by
Later on in the game, |
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Camille, the Steel Shadow Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:AA-Q, Q2, E, W (Outer edge), R, E2-Flash, E2-W-AA-Q
This is a favourable matchup in the early game that gets more difficult the longer the game goes on.
During laning, you have to pay extra attention to the cooldowns of her abilities, and be able to space and play around her important abilities(Passive
Her passive
Try to poke her with your E
Her Q
With regards to spacing, you want to kite her around when she has her W
If you are near her and can’t dodge the outer portion by running away, then you can run forward to get hit by the less powerful inner part of the ability.
Look to time your Q
Post-6, if you have ultimate
You wanna take either
Look to build health items against her, due to her Q Precision protocol dealing true damage on the second part, which ignores your armor.
Anti heal is important for her strong sustain through her W
You will start losing trades to
You will never get to beat her in solo in sidelane so better join and win in teamfights, and if possible send another person from your team to deal with her split push, since she’d be gaining more value taking you away from your team, reducing your team’s teamfighting power significantly, while wasting your time and possibly solo killing you in the side lanes.
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Cho'Gath, the Terror of the Void Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is an unfavorable matchup for
In the laning phase look to dodge his abilities, and just focus on farming properly, occasionally contesting his CS with a
You don't really have a lot of opportunities to get off a full charge Q
Take
Take
Once
Try to cast your E
Take
Don’t stand behind minions when
You can use your ultimate to go through
In teamfights,
In teamfights,
Do not underestimate
Watch out for when he gets too close to your squishy backline carries, as he will be able to kill them.
AP
You will usually use your ultimate
In the late game,
Late game Cho’gath in the sidelanes may threaten your towers due to his high demolish damage(which scales off of max HP), and strong waveclear. His sidelane pressure can be annoying to deal with due to his tankiness which sometimes requires multiple people to kill him.
The enemies might also secure objectives on the other side of the map due to the pressure he brings in the sidelane. In this situation, you must be the one with agency and make the first move.
Moving first gives you the upper hand as that would mean you can respond faster and play the macro game on your own terms.
By this point, |
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Darius, the Hand of Noxus Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Passive, Q (outer edge), AA-W, R, E-AA-W-Q-AA
This is a difficult matchup in the early game for
Take
The matchup becomes easier later on when you have a few armor items or
Be careful of your positioning and do not fight him level 1, he will just run you down with
Be careful of his level 6 power spike.
Run away once he starts getting 3-4 stacks of
You can take Phase Rush and build lethality to help you run away when he gets in range of you and tries to fight.
Buy armor items to counter
Rush
In teamfights you want to make sure he doesn’t get too close to your team’s backline carries, as he can quickly burst them down and get an execute chain with his ultimate
Look to peel if your team can’t sufficiently deal with him without your help.
Darius is pretty strong in the side lane dueling, as he can take on multiple people on his own when ahead and with proper spacing. You can’t reall kill him as tank, though you if you play well with AD |
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Dr. Mundo, the Madman of Zaun Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, E, R, AA-E
This is a poke matchup.
Take
Take
During teamfights
He plays more of a disruptor tank, looking to annoy and poke you and your carries, though beware of his damage, as he can still take down a squishy carry if allowed to slither through your backlines. |
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Fiora, the Grand Duelist Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Q poke, AA-E-AA, Q-AA-E-AA, W
This is a hard matchup for
During early laning, she might not be so oppressive due to her damage mainly coming from her Q
The win condition when it comes to trades in the
If you play it right, then you chunk her down pretty hard, but if you mess up and she manages to deny your Q
Her passive
Her ultimate
You can play either tank or lethality
The sidelanes is where it becomes difficult for
The best thing you can do is to not get in this position in the first place, so proxies, getting ahead or setting up a kill with help from your team or providing higher pressure on the other side of the map are your best courses of action.
Teamfights shouldn’t be a big worry, as she is a duelist who excels in 1v1s, unlike |
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Gangplank, the Saltwater Scourge Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q poke, E-Q-E (ghost barrel), E-AA-E-Q
This is a poke matchup.
Take
It is rare that you’ll find a good gangplank, especially one that’s confident enough to walk up and utilize their passive
So in theory, gangplank should be able to melt sion. But this isn’t always the case, since gangplank builds pretty much like an ADC, as a result, he is very squishy just like them
In the laning phase gangplank will just be looking to poke you with his Q parrrley and the occasional E explosive barrel when he can land one on you, but he’s a scaling champion and need a few items to go online, but his early game poke does sting a bit if you don’t have any form of sustain.
You’re gonna start to win short trades once you recall and get a serrated dirk if you didn’t fall behind.
Look out and be careful around brushes as
His E
You can attack his barrels and last hit it to defuse.
Higher skilled
You will bring more to the table in early skirmishes versus
They are mostly equal in teamfighting power, though
In the sidelanes both have equal kill pressure on each other, with both having the ability to one shot the other, so again, this is a skill match up.
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Garen, the Might of Demacia Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: AA-Q-E, AA-Q, E, R
Not a very difficult match up, but you would struggle to kill him as
But
His E
Once
And once he finishes
Going
Levels 1-5 |
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Gnar, the Missing Link Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash
Poke match up in the early laning phase.
Against
You want to take anti poke set up when laning against Gnar, as early on into the game, he’ll look to whittle you down in lane via his Q boomerang, autos and W hyper procs.
Beware if he has his E jump up and his rage bar almost full, as he can jump on top of you and engage with his mega gnar form, chain CC’ing you. Also beware of the same combo in teamfights, as Gnar can also have a fantastic engage this way, jumping in as his regular form then timing his mega Gnar transformation into an ultimate AoE engage on your entire team.
You can look to use your ultimate unstoppable onslaught to peel for your team if he decides to jump in, or look to counter engage directly on the enemy’s backline if there is a good angle to do so.
Tank set up is preferred against Gnar, and so you wanna take grasp of the undying as your rune and take second wind and doran’s shield for lane survivability.
Gnar is an AD auto attacking champion, so building armor and anti-auto attack items such as plated steel caps and frozen heart is highly recommended. Building an early warden’s mail and plated steelcaps reduces his poke to be a very minimal nuisance at best. This is particularly good if the enemy jungler is also AD.
Late game would be in Sion’s favor, as you scale harder than Gnar, but do beware if he has built a Black cleaver, as he would be able to shred your armor with that item.
Be cautious in the sidelane, as he still has strong 1v1 power, but generally would be pretty hard to die against a Gnar solo at this point of the game.
You can put 3 points into your W soul furnace for additional shield value to help survive against his poke early game, but most times you’re fine with just doran’s shield, second wind and a few early armor items, 3 points soul furnace would just be an extra layer of safety if your not very confident in this matchup.
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Gragas, the Rabble Rouser Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
A decent
Laning phase is pretty boring, you don’t really get to kill each other that much, though you can maybe snag a few solo bolos here and there with the Lethality set up.
What makes
He has enough utility in his kit to be a menace later on even if not inherently fed, and can carry games with his damage given enough items.
His Ultimate
So if you see a charged Q
Both Tank and AD
Look to build
Sidelaning in the late game is a toss up between both champions, and is usually a skill match up if you’re playing AD Tank Go the normal Q max ability leveling sequence on both tank and AD |
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Gwen, the Hallowed Seamstress Overall difficulty: 4.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, E-AA,
This is a difficult match up for
Mobility, slows, invulnerability and %max hp damage.
In the laning phase you would want to look for tactical int's but making sure not to feed and snowball the
Be wary of her Q snip snip especially with a full 4 stacks, being in the center of the aoe shreds your health bar as it deals %max hp true damage,
Itemization against
Lethality
Sidelaning is in
Her kit just steam rolls |
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Heimerdinger, the Revered Inventor Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, E, R-Q, R-W, R-E
Laning against Heimerdinger is gonna be miserable.
Just look to stay alive, take whatever gold and exp you can and try not to die too many needless deaths.
Take
As
And if you do it correctly,
Both Tank and lethality set ups for
Tank itemization against
Teamfighting would see
In the late game,
In the sidelanes, try not to fight
Instead, look to all in him when all your abilities are ready.
Ability leveling sequence is same as usual on lethality |
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Illaoi, the Kraken Priestess Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, AA-W, E, R, E-R-AA-W-Q
This is a tricky matchup that becomes difficult if you let her snowball a lead.
Tank setup is highly preferred here, though lethality can be doable.
Laning against
Make sure to always stand behind minions when her E
When she does land E
At level 6, she’ll look to land an E
You can put 3 points into W
Get
Armor counters
Teamfighting is an area game with her. She wants to play around her ultimate |
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Irelia, the Blade Dancer Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA
A difficult matchup throughout the entirety of the game.
You’ll only really make up for your weakness against Her W |
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Jax, Grandmaster at Arms Overall difficulty: 3/5 Suggested runes: [[grasp of the undying] Suggested items: Key Abilities and combos to beware of: E, E-Q-AA, AA-W-AA
A scaling AD bruiser that excels in long drawn out duels. |
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Jayce, the Defender of Tomorrow Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: E-Q (ranged form), Q-AA-E (melee), E-Q(ranged form)-R-Q-AA-E(melee form)
Both lethality and tank
You can look to stack early armor items such as
Though do be a tad bit more careful with lethality |
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K'Sante, the Pride of Nazumah Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3, E-Q3, Q3-AA-W-AA, R,
This guy is a dueling focused juggernaut with tons of dashes and gimmicks in their ability.
Not too difficult in lane, though he can be strong in terms of short trades.
He gets additional damage and lifesteal in exchange for tankiness, further solidifying his identity as a dueling juggernaut.
During his all out, k'sante's W and E dashes also gain extended range.
His W path maker makes him unstoppable, which can be screw up your Q
His passive
Outside of the laning phase, it's pretty difficult to get kills on
By mid game, |
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Kayle, the Righteous Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: R, E, AA-E, Q-AA-E
An easy matchup in lane that slowly gets a tid bit more difficult as the game progresses.
Firstly, levels 1-5, she gains stacking attack speed buff capped at 5 stacks, then she becomes a ranged champion at level 6, at level 11 she becomes empowered, gaining movement speed, attack range and releases aoe waves on her auto attacks at 5 stacks passive and her E
Her level 1 is one of the strongest in the game, despite her early game weakness. This is due to her passive
At level 16 her auto attacks become permanently empowered, having the benefits of 5 stacks passive permanently.
While she does play like a marksman with her auto attack based playstyle, her AP scaling allows her to have a versatile build path, giving her a lot of choices in items, my personal favourite on her, is a pretty beefy build with a lot of HP, so don't expect her to be super squishy like typical marksmen.
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Kennen, the Heart of the Tempest Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: R, Q-W-E, R-Flash
A poke matchup.Q
uite annoying in the laning phase, but shouldn't be too bad.
Take sustain set up,
Stand behind minions to block his Q |
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Kled, the Cantankerous Cavalier Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash
Lane dominant snowball matchup.
Do your best to survive in lane and avoid |
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Maokai, the Twisted Treant Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: E, Q-W, R
Poke matchup early on, then becomes a tank versus tank wherein both of you can't kill each other.
AP
Take
Both of you will just look to win teamfights, but you have the advantage of having the option to pressure side lanes and split push way harder than |
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Maokai, the Twisted Treant Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: E, Q-W, R
Easy tank matchup.
In lane
Be careful around closed areas like the jungle as it would be difficult to dodge
You can't really kill
Watch out for bushes, as |
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Mordekaiser, the Iron Revenant Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive, isolated Q, R
AP bruiser juggernaut.
Easy matchup in the early game, with the exception being on extended trades which he wins as a
In the laning phase he'll look to hit you with isolated Qs
His W Morderkaiser has his W
In the late game he scales very well into a tanky raid boss that duels quite well, and unlike other immobile juggernauts, he won't struggle as much in team fights and get kited around because he has one of the strongest denial abilities in the game, his ultimate
It's an amazing ability when fighting for objectives, as you can easily deny the enemy team of their jungler by ulti-ing him at the right time.
Superfed ADC in the enemy team? No problem, just send him to Brazil. He can even buy
All these things are what make morderkaiser such a threat in the late game, and your job as |
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Nasus, the Curator of the Sands Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Q, AA-Q, W, E, R-Q
Scaling matchup.
Make sure to buy anti heal on your first back due to
Punish |
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Olaf, the Berserker Overall difficulty: 4.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, E, R
This is a very diffcult matchup for
His ultimate makes him unstoppable for 3 seconds and refreshes the duration if he gets to hit you.
So all of |
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Ornn, the Fire below the Mountain Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive, R, W-AA, Q-E-AA-W-AA,
This guy is so tanky in the late game due to his passive which amplifies his HP and resistance.
He's gonna be nearly unkillable and unless your carries have anti tank abilities or built anti tank items, you're really gonna struggle to kill him.
In the early game however, his only threat against you are his combos, specifically his W |
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Pantheon, the Unbreakable Spear Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Passive, W-Q-AA-E
An early game dueler looking to snowball leads and punish any mistakes you make in lane.
He is a peculiar assassin because he can still melt tanks with the right set up even as an assassin, which most other similar champions in this category would have difficulty in achieving.
In lane, you wanna be careful and pay attention to his passive bar
His Q |
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Poppy, Keeper of the Hammer Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Q(especially the second part), E, R |
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Quinn, Demacia's Wings Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:E, Q-AA-E-AA, E-AA-Q-AA, R
ADC match up.
In lane,
Take
She is an auto attack reliant champion, so having a
She will also look to roam a lot once she reaches level 6, and since you can't realistically match each and every one of her roams because that's quite literally her specialty, look to counter her roams by pushing, taking towers and farm.
Build |
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Renekton, the Butcher of the Sands Overall difficulty: 4/5 Suggested runes: Suggested items:
An early game lane bully.
Quite difficult to lane against, and you've got to be careful about dying since |
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Riven, the Exile Overall difficulty: 4.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: R, Q3, R2, Q3-AA-W-AA-E
This is a difficult matchup for sion.
She has so much CC it's very difficult to get near to kill her.
Her dueling ability is also very strong.
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Rumble, the Mechanized Menace Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive, Q(overheat empowered), E, R
One of the bigger factors in the difficulty of this matchup is the
In the laning phase,
His W
But what rumble doesn't have though is a hard CC ability, so he really won't be able to stop your Q
On his heat meter, rumble's Q
You should build
Take sustain set-up :
Proxying is recommended against so you don't have to deal with their annoying poke in laning and just look to scale or potentially roam with the timer after you clear a wave.
Beware of rumble's empowered Q
The most popular items |
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Sett, the Boss Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA
Difficult matchup.
You'll lose in trades during the laning phase, especially in extended fights.
What makes sett's early game trades strong is his Q
This makes him able to proc
One rotation of his abilities grants him full stack
His passive
He only has his Q movement speed buff to help him, other than that, he gets kited pretty easily.
If you opt for Lethality
Make sure to space around sett well.
Your E
Play around his E
In team fights, you have to play against
So in team fights, try to use your E
You can look to engage though if his Ultimate
If you can't dodge
You can buffer and void being pulled by sett's ultimate |
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Shen, Eye of Twilight Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive, Empowered Q(passed through you), W, E, E-Q-AA
Somewhat difficult champion to lane against due to his really strong early game power for an otherwise glorified support champion in the top lane, the
His short trades are one of the strongest in the top lane, probably the strongest early on in the laning phase.
Proxying is also very effective against
Levels 1-5 is when
His Q
This is a lot for a low cooldown ability, his passive
Killing
So unless you time your death with
During team fights, shen will mostly look for engages using his E or E
He has his W
When his W or E is down, those are fantastic windows of opportunity to go engage on the enemy.
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Singed, Mad Chemist Overall difficulty: 1.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, E, R, E-Q, W-E(fling root) Though, don't underestimate singed, because the disruption he causes can have a pretty significant impact on the game, especially if the player knows what he's doing in terms of macro. During lane, singed won't really do much, he'll look to proxy, and so, level 1 it is recommended that you walk together with your first minion wave to lane, in order to prevent a singed proxy. Singed won't really do much until he gets his first item, either liandry’s anguish or rylai’s crystal scepter, both of which are pretty annoying to sion. But even then, he won't really get to kill you too often as long as you don't give away too many needless deaths. |
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Tahm Kench, the River King Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Q, W, E, R, Q-R Tahm kench excels in early game short trades especially when he can pull off his 3 stack passive, empowering his Q stunning by stuning, instead of just the slow, and allowing him to use his ultimate Do not underestimate tahm kench’s early dueling power just because he is a tank, the frog can easily turn a 2v1 fight around. His Q tongue lash+grasp of the undying hit on you can heal for a nice amount and combined with his E thick skin, he has a lot of survivability and tankiness tools at his disposal. Be careful of his W abyssal dive which, while it does have a very slow casting animation, has pretty big range, so beware of W abyssal dives from bushes or from walls. Early bramble vest is recommended to help reduce the healing from his Q tongue lash and E thick skin. Make sure to stand behind minions when his Q tongue lash 👅 is available. |
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Teemo, the Swift Scout Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:E, R, Q, AA-Q-AA |
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Trundle, the Troll King Overall difficulty: 5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, AA-Q-AA, W, R You will never beat this guy in a duel and his tower taking is better than yours. The only advantage you have over trundle is teamfight impact, but then again, if you do decide to rotate and help your team, trundle will be in the side lanes pressuring and taking your tower/s. Level 1 Trundle will win in an all in, but you do have an angle to trade for a kill if you took phase rush. In the laning phase, trundle will have the upper hand against you in long trades, but you do win in short trades with grasp of the undying procs. Beware of his E ice pillar, as he can cancel your Q decimating smash channel with it, and slow you. Good trundle players will also use their E ice pillar to stop your ultimate unstoppable onslaught, making you crash and burn, so make sure that their E ice pillar is on cooldown if you ever decide to engage with your ultimate to prevent this from happening. Make sure to rush bramble vest early, due to his insane lifesteal from W, items and his passive minion kill sustain. When Trundle is standing inside his W frozen domain, his overall healing is increased by 25%, which is why you can see trundles healing to full from 1% HP from a single wave, with the use of W frozen domain, passive, ravenous hydra and other lifesteal items. Whenever you’re facing against trundle and he’s threatening to ignore you and go straight for your tower when it’s low health, you should focus on clearing minions, or preventing it from reaching your tower, that way your denying him taking the tower, at least for a bit. Trundle’s ultimate subjugation, will shred a massive amount of your resistances, which makes you way squishier than you ought to be, paired with blade of the ruined king, which most trundle players tend to build, you are no way gonna be able to win against trundle 1v1. Be careful in teamfights too if trundle decides to use his ultimate subjugation on you, as you will be quite squishy as a frontline tank. You have to be careful with your rotation and macro plays when going against an enemy trundle. Always look at your map and have awareness of what’s happening around the map. |
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Tryndamere, the Barbarian King Overall difficulty: 2/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Passive, Q, E, R A pretty manageable match up if played correctly. Build Randuin's Omen pretty early on to counter his crits from his passive undying rage. Avoid fighting tryndamere level 1. Tryndamere is gonna be playing crit roulette during early game fights and duels. 3 crits in a row and you lose, no crits in 5 auto attacks? You win. During laning phase, tryndamere will try to force an extended duel then running you down with ghost, but you wanna try to prime your grasp of the undying and W shield furnace pop to deal a short burst of damage for a short trade, in which you will most likely win if tryndamere didn’t get to E dash away in time. You can rush warden’s mail to build in a randuin’s omen later on, or plated steelcaps, or both, to reduce tryndamere’s auto attack damage, which is where the majority of his damage comes from. Beware of his level 6 powerspike, even if you’re under tower, as he can easily dive you, so be mindful of your healthbar and make sure tryndamere won’t just dive you under tower once he hits level 6. But if it really can’t be helped, then make sure to use everything you have on him if he’s diving you to try and trade back a kill, especially using your E roar of the slayer to slow him down for either the tower or your zombie form glory in death to finish him off. You’re also gonna wanna buy a bramble vest after your first item, as tryndamere will most likely build blade of the ruined king to try to counter build against your infinite health stacking as sion. Tryndamere will struggle in teamfights if he isn’t fed, because if he is, he will simply look to run at your ADC menacingly, but divers like him are weak against mages with CC and warden tanks that can peel well. As sion, you have a lot of cc, so peeling for your team against tryndamere shouldn’t cause a big problem, because that’s pretty much tryndamere’s biggest weakness, Crowd control. You offer so much more in teamfights than tryndamere, tankiness and frontlining, Crowd control and utility, peeling and protection, that’s why some tryndamere players will instead look to split push and pressure side lanes instead, especially if they’re behind and aren’t stupid enough to still try and group. Side laning against tryndamere is pretty boring, he’s too slippery for you to kill alone, and you’re too tanky for him to do much damage, though he can have kill pressure against you especially if he builds blade of the ruined king+Lord dominik’s regards/mortal reminder, so do be careful if he specifically built items to counter sion. |
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Urgot, the Dreadnought Overall difficulty: 2.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:E, R, W, E-AA, Q-E-AA-W Your goal in the early levels is to avoid getting hit by his E disdain because that will chunk a lot of your HP because he's gonna chain that E disdain into a full combo with the rest of his kit. Urgot gets a powerspike at level 9, wherein his W is now a toggle ability and has no cooldown. Urgot with hullbreaker can take towers really fast because of this, so be mindful of your sidelanes if he has completed hullbreaker. Urgot also regularly buys black cleaver and sometimes eclipse, both of which are bad news for tank Sion, so in certain games it might be a bad idea to try and duel an urgot by the mid game by yourself. |
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Vayne, the Night Hunter Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q, W, E Vayne top is a horrible pick, not necessarily because of the frustration you'll experience in laning, but because she'll most likely screw up her team's comp and she has horrible waveclear, which you absolutely need as a top laner. What vayne DOES excel at is countering you, and specifically YOU, an infinite HP stacking champion, because of her anti tank kit and items, a %max HP TRUE DAMAGE ability(W silver bolts), blade of the ruined king(%current HP damage item), and mobility(Q tumble), lord dominik’s regards/mortal reminder(armor penetration item). Equip for lane survivability, go In the laning phase as sion, your goal for now is just to survive and take whatever CS you safely can without taking too much damage from vayne. You really just wanna prevent her from snowballing a lead, which can prove to be really dangerous to sion, because later on in the game, as long as she isn’t steering the ship and dictating the game, you will have much better impact than her in teamfights and your team is gonna have the advantage of not having a squishy ADC for a toplaner. |
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Volibear, the Relentless Storm Overall difficulty: 3.5/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Q, W, E, R, E-Q-AA-W-AA |
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Warwick, the Uncaged Wrath of Zaun Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Passive, Q, W, E Warwick is gonna beat you in duels throughout the game. He has one of the strongest level 1 in the game and is very strong throughout the early levels due to his passive eternal hunger which gives him stronger lifesteal the lower health he is, paired with Q which also heals him, which is becomes stronger the lower health he is Once Warwick gains level 2 he gains another spike in dueling power with his W passive bloodhunt, giving him extra attack speed the lower health the target he's attacking is. His passive also gives him extra magic damage on hit. Blade of the ruined king is a popular item on Warwick and is built either as 1st or 2nd item. This item is Sion's kryptonite First back against Warwick is always gonna be a bramble vest(or executioner's calling if lethality) When going against Warwick, NEVER greed for a kill you are 100% certain that you can finish him off. Low health is where Warwick thrives and is where he is strongest. Most Warwick tops take barrier to try and bait you to fight them at low health then pop barrier for a sudden bit of shield to help them survive just a tiny bit more to turn the fight around. The collector is a recommended item on lethality Sion paired with mortal reminder to prevent Warwick's healing and execute him at 5% hp instead of allowing him to lifesteal back up to win fights Also be careful of Warwick's Q hold, which makes him dash through and follow you, which includes your flash, so most Warwick mains would easily predict or anticipate your flash to follow you through Warwick also is very good at skirmishes but suffers against champion with high burst damage that dont allow him to heal back up and lifesteal. He wants to maintain his low HP to make the most out of his passives. During team fights, Warwick mostly looks for picks or to cause disruption on your carries. He can dive and cleanup really well because of his W blood hunt passive and his R infinite duress. So be ready to peel for your low health teammates in case Warwick decides to chase. Warwick's sidelaning in the mid game is strong in duels, but is pretty mid in wave clear and tower taking. He acts as a dueler at this point of the game. |
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Wukong, the Monkey King Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:Q, AA-Q, E-AA-Q-W, W-AA-Q-E-AA, R, W-R Wukong’s passive rock skin grants him more armor and magic resistance the longer he is in combat up to a limit. Wukong is also a conqueror champion and his Q auto attack reset combo makes him able to get a full stack of conqueror quite fast. Most Wukong players also integrate black cleaver into their build, which shreds your armor, making you a bit squishier despite building armor. |
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Yasuo, the Unforgiven Overall difficulty: 4/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3, R, Q3-R, E-Q3-AA-R He outscales you, easily dodges your Q decimating smash knockup, and out trades you in lane. His R last breath also gives him armor penetration, together with blade of the ruined king makes him melt through you and negate a lot of the armor that you built in items. Blade of the ruined king is also becoming a popular item on yasuo, which melts your HP due to its %max HP item passive. Early game, you'll win most short trades with a grasp of the undying empowered auto attack short combos, but he does have an edge against you in extended trades because of lethal tempo/conqueror. |
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Yone, the Unforgotten Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of: Q3, E, R, E-Q3-AA, E-Q3-R-AA-Q-AA-W Though he will also give you a hard time with his dashes, scaling, and blade of the ruined king being a popular buy, but yone’s kit is not as hard of a counter to sion as yasuo’s is. Don’t let yone snowball the early game, and you should be fine as long as you build the proper armor items. Yone has incredible dueling power if he can stack his lethal tempo, which makes him really strong in extended trades. Yone gets a big powerspike when he completes his Infinity edge, which synergizes with his passive(double crit chance) And so, randuin's omen is an amazing counter item against Yone for it's anti crit stats |
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Yorick, the Shepherd of Lost Souls Overall difficulty: 3/5 Suggested runes: Suggested items: Key Abilities and combos to beware of:E, W, R, E-W-AA-Q, R-E-W-AA-Q Make sure you don’t give him an early lead. You are much much better in teamfights than him, but he’s a split pushing machine, so a good yorick won’t really give you much opportunities to teamfight. Make sure you match him on the sidelanes to prevent him from eating all your towers. Build a lot of armor, his ghouls will hurt. Try to take his maiden out ASAP if you can as a maidenless yorick is a sad and lonely yorick. Once yorick completes eclipse it's gonna be difficult to duel him, even more so if he decides to build black cleaver or serylda’s grudge. |




















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