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Sion Build Guide by Bonkk

Top UNSTOPPABLE SION GUIDE - In depth Sion Masterclass

Top UNSTOPPABLE SION GUIDE - In depth Sion Masterclass

Updated on October 13, 2025
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League of Legends Build Guide Author Bonkk Sion Build Guide By Bonkk Updated on October 13, 2025
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Runes: Tank

1 2
Resolve
Grasp of the Undying
Demolish
Conditioning
Overgrowth

Inspiration
Cash Back
Approach Velocity
Bonus:

+10% Attack Speed
+2.5% Movement Speed
+15% Tenacity/Slow Resist

Spells:

1 2 3
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

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

Champion Build Guide

UNSTOPPABLE SION GUIDE - In depth Sion Masterclass

By Bonkk


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 Sion as my main as well as a variety of other support and mid champions.

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 is a multi role flex pick(can technically play all 5 roles).


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.



You won't see too many champions bringing in the same amount of fun as Sion(subjective).

Play Sion if you hate both your teammates and enemies.

+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 Soul Furnace infinite hp scaling passive.

Gwen, Fiora, and Blade of the Ruined King, all popular picks in top lane, shred Sion's health bar.

Sion's immobility also means that ranged and mobile champions can easily kite him out if he misses his ability and combos. This is why movement speed is such a highly valued stat on him.


Grasp of the Undying

Grasp of the Undying

Tank Sion’s main keystone.

This is the best keystone for most matchups. Grasp of the Undying allows Sion to have strong trading power against certain matchups in the top lane.

This rune also scales really well, being an infinite health scaling rune, similar to Sion's W passive Soul Furnace which also provides infinite health scaling.

The rune also does damage based on 2% of your total max HP, which has an insanely strong synergy with Sion due to his infinite health scaling on his W passive Soul Furnace which makes Sion’s late game really strong, being a very tanky raid boss while also dealing a ton of damage.
Demolish
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 Sion's W Soul Furnace passive, giving him infinite scaling max HP, which in conjunction with other tank items giving HP, makes you nearly one shot towers due to demolish scaling off of champions’ max HP, which sion has A LOT of.

Shield Bash
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.
Conditioning scaling defensive runes. Gives you flat and percentage armor and mr at 12 minutes.

Second Wind Sustain rune. For HP regen against poke matchups. This rune along with Doran's Shield should make you survive most poke matchups.
Overgrowth
Infinite scaling health rune. Similar to Sion W Soul Furnace passive. Take this as default to double down on your max HP scaling.

Revitalize
Gain stronger healing and shielding. Take this if either your build or your team has a lot of healing or shielding.

Unflinching
Gain resistances when receiving hard CC. Take this when enemy has a lot of CC.


Phase Rush

Phase Rush

Lethality Sion's main keystone.

Phase Rush works really well with Sion's trading Patterns in lane and allows you to either chase or run away after unloading your trade combo.

Another really strong synergy this rune has is with Sion's passive Glory in Death, as the cooldown of the rune gets reset after you die and you can proc Phase Rush again after auto attacking enemies three times.

Sion's zombie form with lethality has a lot of damage, but enemies tend to just run or dash away when you are getting reanimated, Phase Rush alleviates this problem by granting you a speed boost to better stick to your enemies
Manaflow Band For mana sustain to help alleviate some of Sion's mana struggles in the laning phase.
Transcendence Ability Haste rune. The default in this line for the extra ability haste which is always a nice addition.

Celerity
Movement speed rune.
The movement speed amplification synergizes nicely with other movement speed enhancing runes, items and actives, which is super beneficial for Sion due to his immobility, allowing him to stick to targets better.

Absolute Focus
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 Decimating Smash plays
Gathering Storm Infinite AD scaling rune.

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.



Glacial Augment

Glacial Augment

Supportive keystone.

This is a good alternative to Grasp of the Undying if you're looking to make plays with your jungler a lot or if you’re playing support. This is better in skirmishes and teamfights than Grasp of the Undying, but sacrifices your trading power in exchange for the slow and damage reduction.
Magical Footwear Good on jungle and support sion.

High kill participation allows you to obtain your boots faster.

Cash Back Get a discount on your items.

Tank sion has some really expensive items so this rune should help alleviate that.
Biscuit DeliveryGood to help alleviate sion’s lack of lane sustain.

Also because the other 2 runes in the same row is not that good on Sion.
Cosmic Insight Summoner spell hast rune.


Approach Velocity Chase rune.

Dealing slows/hard CC grants you additional movement speed towards the enemy. Great synergy with your abilities, especially E Roar of the Slayer for chasing.



Legend: Haste

Scaling ability haste rune. Gain ability cooldown reduction while farming, getting takedowns and jungle camps.

Absorb Life

Lane sustain rune. Heal for a small amount for every unit killed, helps with Sion's non-existent lane sustain, allowing him stay in lane longer and scale. Can be really good if you’re looking to proxy a lot in the game.

Presence of Mind

Mana regeneration rune. Helps with Sion’s mana problems in lane.


Cheap Shot

Extra poke damage on your E Roar of the Slayer. Take this rune on support Sion together with Ultimate Hunter.


Ultimate Hunter

Reduce cooldown on ultimate ability. Great rune for support Sion, especially since axiom arc won't be an early buy for you most of the time as support Sion with limited income.



Take the attack speed minor rune for easier last hitting.



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.
For more kill pressure. Take this if you need the damage or early anti-heal to beat your laner, and/or snowball.

Glory In Death

Passive

Sion reanimates into his zombie form for a few seconds after dying, gaining increased attack damage, attack speed, movement speed and lifesteal.

He also gains the ability to cast Death Surge while in his passive form.




Death Surge
Zombie Form Active

Sion gains a sudden burst of movement speed for a few seconds that decays throughout the duration.


The entire inting strategy revolves around this ability, allowing Sion to carry while having a negative KDA.

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 Death Surge in order to drain your healthbar faster causing you to die in your zombie form faster but gives you a burst of movement speed and attack speed. This can be useful in chasing enemies that are just barely out of reach from your attack range.

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

Q

Sion charges up, dealing damage and slowing or knocking up enemies in an area in front of him, depending on how long the ability is charged up for.

This ability deals extra damage towards jungle camps, so Sion can counter jungle and clear camps very well, even without jungle items. This is also Sion’s main waveclear ability.

Sion’s iconic bread and butter ability.

Most of your damage is gonna come from this ability.

Regardless of whether you chose tank or lethality build, a full charge Q Decimating Smash is gonna hurt, as the base damage for this ability is really good, even without AD items.

Good places to use Q Decimating Smash:



FOG OF WAR


BUSHES






Soul Furnace

W

PASSIVE: Infinite health scaling. Sion gains +4 HP for every unit killed, increased to +10 for champions, cannon minions, and large jungle monsters.

ACTIVE: Sion gains a shield, and if the shield persists after 3 seconds Sion gains the ability to explode the shield in an AoE around him, dealing damage.

This ability is what makes Sion such a late game threat.

The passive is amazing for a scaling tank and allows you to oneshot towers later on with Demolish, as the damage on Demolish proc scales on your max hp, allowing you to be a gigantic side lane threat.

Another synergy this ability passive has is with Titanic Hydra and Overlord's Bloodmail. The passive effects of both of those items also scale with max hp%, which we know Sion has a gigantic amount of, further strengthening your identity as a late game tank raid boss.










Roar Of The Slayer

E

Sion lets out a roar, slowing and reducing the armor of the first unit he hits, or when the first unit is a minion or jungle monster, goes through multiple units in a line, applying the slow and armor shred to all units.

This is a great set up ability to be followed up by your ultimate, Unstoppable Onslaught, or a long charged, or even fully charged Q Decimating Smash to deal more damage and increase your chance of knocking up the enemy.

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

R

Sion charges in a direction, becoming unstoppable, stopping at the first champion, tower, or terrain hit, dealing AoE damage, knocking up, then stunning or slowing the enemy, depending on distance traveled.

This is also another ability which can greatly help in setting up a long or fully charged Q Decimating Smash to ensure the maximum damage and CC for the ability.

This ability also has massive AD scaling, which is one of the reasons lethality Sion is a viable and strong setup.









BAUS SPECIAL



1
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Q
W
E
Q
Q
R
Q
Q
W
W
R
W
W
E
E
R
E
E
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.



1
2
3
4
5
6
7
8
9
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W
E
Q
W
W
R
W
W
E
E
R
E
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Q
Q
R
Q
Q
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.



1
2
3
4
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W
Q
E
W
W
R
W
W
Q
Q
R
Q
Q
E
E
R
E
E
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.



1
2
3
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E
W
E
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E
W
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W
W
Q
Q
R
Q
Q
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 Roar of the Slayer for the slow to set up charging your Q Decimating Smash into a knock up and stun, then walking up to sneak an auto attack in.

This is a trading pattern for both tank and lethality Sion.

Tanks can proc Grasp of the Undying when going for the auto attack in this trade pattern, and lethality Sion can proc Phase Rush, allowing you to do a trade then run away unscathed or with minimal trade back damage thanks to Phase Rush movement speed buff.










Quick 3-hit combo to trigger Phase Rush for the immediate burst of movement speed.










Full basic ability rotation combo.

Similar to the combo above, but with the addition of your W Soul Furnace.

This is the maximum damage combo you can do with a full rotation of all your basic abilities.

The W Soul Furnace shield also works well into your E-Q combo, shielding you from potential trade damage if they don't get knocked up and retaliate.










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 Decimating Smash.













Heartsteel

Infinite health stacking item. Double down on Sion’s infinite max health passive with Heartsteel. For every proc you also deal damage based on your %max HP, synergizing really strongly with W Soul Furnace passive. The infinite health stacking works really well with your other items/runes scaling off of %max HP( Demolish, Overlord's Bloodmail, Titanic Hydra).

Titanic Hydra

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 Sion’s infinite health stacking mechanic on W Soul Furnace.

Youmuu's Ghostblade

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 Sion stick to targets to give you a better chance at getting a kill or two in your passive Glory in Death.

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.


Sunfire Aegis

Waveclear, health, resistance and damage item. Sunfire Aegis’ passive Immolate is what makes it such a strong item, especially on Sion, due to the strong synergy with Sion W Soul Furnace passive infinite health scaling, as the item’s Immolate damage is based off of your max HP.

Hollow Radiance

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.






Thornmail

Anti-heal item. 8/10 games you're gonna be building this, or at the very least, the Bramble Vest component. There’s so much healing in the game nowadays that the majority of matches would really require you to build some sort of anti-heal, and has become a necessity.
The stats this item gives is also pretty nice, as well as the thorns passive.

Frozen Heart

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.

Randuin's Omen

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.

Kaenic Rookern

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.

Dead Man's Plate

Movement speed armor item: This item is situational, as the most benefit I have noticed from building this item on Sion is faster lane rotations for pressuring lanes, but it can be good against champions with high movement speed to help catch up to them, or if there are a ton of skirmishes happening in the game, which this item helps you responds to fights quicker. Though in my opinion, there are better armor items suited better for Sion than Dead Man's Plate.

Gargoyle Stoneplate

A late game hybrid resistance item. Jak'Sho, The Protean health, hybrid resistances, and a stacking resistance amplification passive. It is recommended to buy this as the 4th or last item in order to maximize the percentage amplification value after getting a resistance items.

Overlord's Bloodmail

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 Sion with the synergy on his W passive Soul Furnace infinite health stacking, but the base stats this item gives is kinda lackluster and is quite expensive to build. The build path for this item is really awkward as well, 2 Tunneler is not a good build path. Mostly built later on in the game as the 4th item, as that is when you start to have a lot of bonus HP from your Soul Furnace passive to really feel the strength of this item.

Force of Nature

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( Teemo, Singed), as the item’s passive work really shines when fully stacked, giving you an additional 70 magic resist and and 6% movement speed. At full stacks, this item is the single highest magic resist item in the game, though it is conditional and needs you to stack the passive.

Sterak's Gage

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.

Abyssal Mask

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.

Knight's Vow

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.

Warmog's Armor

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 Titanic Hydra and Overlord's Bloodmail which has percent max hp scaling which Warmog's Armor provides a lot of. Though if you were to take this item early game it would help the a lot in your lane sustain especially since Sion doesn't have any of his own in his kit but you also have to consider the opportunity cost by forgoing Titanic Hydra or other more immediately effective items would be too much by taking Warmog's Armor instead of those other items.

Sundered Sky

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.

Hullbreaker

Tower buster item. Sion already has one of the greatest tower taking in the game, this item just amplifies it. The item passive scales off of you max HP, which is why it synergizes so well with Sion. The stats hullbreaker gives is very well rounded and
utilized well by Sion.

The Collector

Low hp execute item. Gives crit, lethality and AD, all stats that AD Sion loves. Can be paired with Lord Dominik's Regards/ Mortal Reminder and Infinity Edge for a CritThality build. This can be a good 2 or 3rd item if you find yourself auto attacking a lot in your matchups, which can happen if the enemy gives you a lot of opportunities to auto attack in between skills or if they are slow melee champions. This item is also great against Warwick or other champions that like to stay and sustain on low health.

Opportunity

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 Decimating Smash.

Axiom Arc

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.

Lord Dominik's Regards

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.

Mortal Reminder

Anti-heal, armor pen and crit AD item. Your only anti-heal option as AD sion.

Infinity Edge

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 Rabadon's Deathcap. Make sure you have at least 1 or 2 other crit chance items built in order to maximize the +crit damage stat that Infinity Edge provides.

Edge Of Night

Spellshield lethality item. Good against Vayne and Quinn, wherein they have a single ability that they usually open with that you could block in order to turn the tide of the fight.

Umbral Glaive

Ward and trap clearing lethality item. Amazing first item on Sion support for the ward clearing ability and for being the cheapest lethality item in the game. Can be built against Teemo and Shaco to help clear their shrooms/boxes.

Serpent's Fang

Anti shield lethality item. Very affordable. Great rush as a first item for a very early powerspike against shield champions.

Hubris

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.







Boots

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.

Plated Steelcaps

Anti-auto attack armor boots. Build in conjunction with Warden's Mail to counter auto attacking AD champions in the laning phase

Mercury's Treads

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.

Ionian Boots of Lucidity

Ability haste boots. Build this when you’re ahead and the enemy has mixed damage/neither Mercury's Treads or Plated Steelcaps are good purchases for the situation.

Boots of Swiftness

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 Ashe and Nasus.

Sorcerer's Shoes

Magic penetration boot option. Build this if you wanna troll.








Cloth Armor

You can start Cloth Armor if you're looking to get a Bramble Vest or Warden's Mail super early on your first back. This is a nice starter item when going up against Warwick or Aatrox for the really early anti-heal.

Doran's Shield

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 Teemo. Second Wind and Doran's Shield should make you survive any lane.

Cull

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.

Ruby Crystal

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.

Refillable Potion

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.

Long Sword

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.

Bramble Vest

Good early purchase on your first back if your laning up against a champion with a lot of healing like Aatrox, Warwick, Fiora, etc…

Serrated Dirk

Lethality and attack damage component item. This is your first big power spike as lethality Sion, giving you a lot more damage on your q Decimating Smash, and allowing you to proxy once you have this.

Warden's Mail

Buy this early if you’re laning up against an AD auto attacking top and/or jungler, especially if you’ve fallen behind.

Chain Vest

A good armor item first back purchase if you’re building towards an Iceborn Gauntlet or Sunfire Aegis as your first item.

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 mathematically optimal build.


Sion's Most Optimal Build(HP+Attack Damage)


> > > > >



Grants tankiness, survivability and a lot of damage.

Sion’s abilities has scalings on attack damage and health. And these items all synergize together with each other, your runes and with Sion’s W Soul Furnace health stacking passive.

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.

Sion W Soul Furnace grants infinite stacking max hp.

Demolish tower damage scales off of max hp.

Heartsteel grants a ton of hp, and infinite stacking max hp as item passive.

Titanic Hydra grants a ton of hp, on-hit and cleave damage scaling off of max hp.

Overlord's Bloodmail grants a ton of hp, attack damage, and attack damage scaling off of max hp.

You see, with this build it's all about HP and so as long as the enemy don't have Vayne or Blade of the Ruined King champions, this is most likely your best and most fun build as tank Sion.



Full Tank



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Tank is the most consistent build you can do on Sion.

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 Sion.

First item is highly recommended to be a waveclear item in a lot of times, so either Sunfire Aegis or Hollow Radiance.




Lethality

Sion’s insane AD scaling on his Q Decimating Smash, ultimate Unstoppable Onslaught, and his passive Glory in Death make him a monster assassin with a ton of CC.

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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 Sion, but not too squishy actually due to your W Soul Furnace infinite max hp stacking.

Youmuu's Ghostblade is gonna be the standard first item due to the movement speed active and passive, giving you better sticking power to your enemies, which is especially strong when securing kills in your passive.

You can buy other situational items as a first buy such as Edge of Night against Vayne, Umbral Glaive against Teemo, or Serpent's Fang against Shen or Ambessa.

If so, then you can buy Youmuu's Ghostblade as a second item instead.

You can buy Hubris early (1st or 2nd item) if you are snowballing hard and beating your laner hard.



Crithality

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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 Teemo, you are better off going for full lethality than critthality.

You are able to dish out more damage through Sion’s passive Glory in Death with the crithality build, since all he can do are auto attacks on the zombie form, which CAN crit.

The bigget powerspike with the crithality build is when you obtain Infinity Edge, the AD equivalent of Rabadon's Deathcap.







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 Ezreal.

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 Sion, as on your zombie form, the enemies will try to run away, and without learning to kite, a lot of them will slip away and kiting will make you stick better to them for you to secure kills.


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 Decimating Smash or W Soul Furnace.

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 Roar of the Slayer, which is great for securing kills in your passive Glory in Death.

These levels are where you can best utilize your passive Glory in Death, because the death timers are so short wherein after you're done with your passive Glory in Death, you just immediately respawn back in base without waiting because your respawn timer actually starts ticking down the moment you die and use your passive Glory in Death. You can die with 0 seconds on the respawn timer until level 8, in which you slowly start to get down time.

By your second back(or first if you didn't cheater recall), you should be able to get Serrated Dirk or Bami's Cinder, after which you can start proxying.

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 honeyfruit spawns, giving health and mana. This plant is underrated, especially on a scaling champion like Sion, because every second you are at base is a second wasted that you could've used to farm minions to scale your w Soul Furnace passive.


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 Unstoppable Onslaught before trying to secure the objective, but sometimes in solo queue teammates don't always listen, so don’t be afraid to give dragon if the angle is way too risky to take, even if your teammates die in the process.

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 Sion, who has A LOT of CC's and slows.

You should hit pretty strong powerspike by now, with your Q Decimating Smash doing heavy damage in trades, and your demolish allowing you to secure tower plates.

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.


Flash is an easy starting point if you haven't gotten used to tracking enemy's cooldown in your games yet. It is on a 5 minute cooldown with no Cosmic Insight rune.




Blue Side Starting Wards
Try doing a deep ward through enemy's krugs camp and placing a ward through there toward the red buff bush to see which side the enemy jungler started on. If it's too risky due to the high possibility of enemy jungler starting red, having strong level 1 like Lee Sin, or if you see them invading your topside, then better do a defensive ward on your junglers blue buff instead. A defensive ward is also suggested if against an invading jungler such as Kindred.
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.





Control Ward Placements
Place control wards in areas in which it would survive the longest, or would spot a flank from an invis champion like Twitch and Evelynn. But look to replace it if there is an important objective coming up, such as in choke points and fog of war pockets.



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
Place wards around these areas if you're: behind, lost tower, even but with no lane prio, or if the enemies have strong ambush champions that sit around in bushes such as AD Sion, Gangplank and Rengar.

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
Place wards around these areas if you're: behind, lost tower, even but with no lane prio, or if the enemies have strong ambush champions that sit around in bushes such as AD Sion, Gangplank and Rengar.


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.


How to use your ultimate


Deciding who to use your ultimate on is a very important decision making skill when playing Sion.


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 Unstoppable Onslaught is not as nimble as Nunu & Willump’s snowball when it comes to cornering.

If Nunu & Willump’s snowball drives like a nice sports car on a windy road, Sion's ultimate is like your mom's minivan on the Autobahn.

More important than where you are looking to hit with your ultimate is your starting position.

Considering the difficulty and ridiculously low turning radius Sion's ultimate Unstoppable Onslaught has, the starting position of where you cast your ultimate is ultimately gonna be a bigger deciding factor of a good Sion ult vs. a bad one, unless you're casting your ultimate point blank, in which case starting position doesn't matter.

There's also a bug which you can abuse with Sion's ultimate(scripters always use this trick) is hitting certain corners of a wall to redirect Sion ultimate to make a very sharp turn. Though I don't recommend this because this is bug abusing(riot will punish you), and also because it's not gonna be a reliable tactic that you should look to do every game.


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.


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.

Sion can clear camps really fast especially once you have Serrated Dirk, or a few points into your q Decimating Smash, so look to clear enemy topside camps once you fully shoved the minion wave up to their tier 2 tower, though beware that doing this is a lot riskier if you’re behind, but nevertheless still possible if you can sense when and where they’ll collapse on you(if at all).

Take an Oracle Lens to clear wards to make sure they don’t see you taking camps, or do deep wards in the enemy jungle if you have regular wards.

You can also take your jungler’s blue buff if neither your jungler or midlaner needs it, as Sion can utilize the cooldown reduction and mana regen very well from the buff.

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.


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.


Towers
Sion is the kryptonite of towers. This is one of his greatest asset he can provide for the team.

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.


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.


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.


Voidgrubs
Tower buster buff.

Great objective especially for strong tower taking champions like Sion.

Securing this objective increases your sidelaning pressure, synergizing well with Sion's identity as a tower destroying sidelane monster.

Void grubs also give Sion a ton of health due to the hundreds of mini void grubs that spawn every few seconds while taking this camp, and if you remember Sion's W Soul Furnace passive, it gives you health for all units that you killed.



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 Sion himself already has really strong tower taking, no need for rift herald.



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.


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.


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.




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.


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.


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






Sion(tank AND lethality) both work really well will ADCs, especially those that can capitalize off of Sion's engages with ultimate Unstoppable Onslaught, or those that need CC for either peeling& protection or those with ability synergies(i.e. Yasuo ult Last Breath or Samira passive Inferno Trigger).

Building lethality on Sion doesn't lessen his synergy with these champions most of the time, because he still has CC and utility regardless of his build and set-up.

Sion can peel very well. With 3 CC abilities in his kit, he is more than capable of preventing enemies from diving and taking out your team’s backline heroes. Whether you’re tank or AD Sion, both can still protect.


Tanks

Helps Sion set up his abilities. Allows Sion to build a squishier, more damage oriented build






Sion also has great synergy with tanks, more so if you're building lethality, as this gives you a more balanced team due your teammate offsetting you sacrificing tankiness in exchange for a higher damage squishier build.

Though having tank Sion isn't bad either, as you can go for the Health-oriented Bruiser AD build, as you can now afford to build less resistances as the secondary tank of the team.

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 Sion because his ultimate has quite a bit of setup needed especially since driving it can prove quite challenging with it's low turning radius.

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 Unstoppable Onslaught.

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 Decimating Smash on their head, which equals to tons of damage and a long CC chain duration.





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 Sion, synergizing well with his Q Decimating Smash and ult Unstoppable Onslaught

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 Rengar or Zed, it might be wise to save ur ultimate Unstoppable Onslaught to peel for them.










Aatrox the Darkin Blade
Overall difficulty: 4.5/5
Suggested runes: Grasp of the Undying, Shield Bash, Second Wind, Revitalize
Suggested items: Plated Steelcaps/ Boots of Swiftness, Thornmail, Heartsteel, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is a very difficult matchup for Sion.

Build tank against Aatrox.

Taking Ghost and Teleport is highly recommended in this matchup.

You aren’t gonna be solo killing a solid Aatrox in lane most of the time, he has way better sustain and has better extended fighting power than you.

Aatrox will be stronger than Sion all throughout the entire game, only beating him in teamfighting power.

Aatrox has good lane sustain through his passive Deathbringer Stance and omnivamp through his E Umbral Dash passive, which makes him able to stay in lane for longer and brush off short trades.

Aatrox’s W Infernal Chains can get blocked by minions, so try to stand behind your minions when he has it up.

When trading against Aatrox, you want to track his cooldowns, as those are windows of opportunity for trading.

Aatrox’s knockups and W Infernal Chains slow and pull is very annoying as they deny you a lot of opportunities for a trade or kills in your passive.

I would recommend putting 3 points into W Soul Furnace or possibly even maxing it first for the stronger shields to allow you to tank much more of Aatrox’s damage.

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 Decimating Smash max after 3 points into W Soul Furnace for the damage and waveclear.

Aatrox’s popular items also counter Sion pretty hard such as Eclipse, and Black Cleaver.

Rush tier 2 boots early on for better side stepping of his abilities, then buy an early Bramble Vest next to mitigate his lifesteal and healing.

Try to freeze your lane and create an angle for your jungler or mid laner to gank you, Sion has amazing gank set up, so a visit by your jungler should result in a kill or a Flash as long as you play it correctly, as Aatrox is more than capable of fighting 2v1 so do be careful even when getting help from your jungler.

Later on Aatrox might be looking to split push so you’d wanna match his sidelaning. You should have the upper hand in wave clear and rotation, but he’d still be able to solo kill you especially in extended fights so don’t try to look for much kills against him.

Look for plays with your team by collapsing on Aatrox, or by looking for teamfight angles in rotations, or by having prio and good positioning for objectives that are spawning.






Akali, the Rogue Assassin
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying, Second Wind
Suggested items: Mercury's Treads/ Boots of Swiftness, Hollow Radiance, Heartsteel, Force of Nature, Kaenic Rookern, Jak'Sho, The Protean, Abyssal Mask
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 Ignite.

Her Q Five Point Strike poke stings, which is why I would suggest taking Doran's Shield and Second Wind to stay healthy against an Akali lane.

Be careful of her passive Assassin's Mark empowered auto and move away if she has it up after Q’ing Five Point Strike on you.

One of the windows of opportunity you can try to trade aggressively in this matchup is when her W Twilight Shroud is down and/or if she doesn’t have energy to cast her spells.


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 Grasp of the Undying and build tank in this matchup as you can simply stat check and tank her damage once you have a few magic resist items, unlike AD lethality build which is a lot more skill dependent and not as safe as tank, just overall inferior to tank in this matchup.

Look to buy Spectre's Cowl/ Bami's Cinder on your first back, which gives you a high amount of magic resist for a component item or the Bami's Cinder waveclear for proxy.

You can then build towards a Hollow Radiance first item for the wave clear, magic resist, health and for its affordability.

Kaenic Rookern and Hollow Radiance should pretty much make her a non-threat towards you.

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.

Akali can’t split push, and once you have magic resistance, side laning against her shouldn’t be a problem.

Sion also has better teamfighting power than Akali, but you’d have to decide whether to use your ultimate offensively or defensively, which involves a few factors such as your team’s win condition, the enemy team’s win condition, positioning, team composition,game state, ult cooldowns, and vision.






Akshan, the Rogue Sentinel
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying, Phase Rush, Second Wind
Suggested items: Plated Steelcaps, Sunfire Aegis, Frozen Heart/ Randuin's Omen, Thornmail, Iceborn Gauntlet
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 Doran's Shield and Second Wind.

Akshan is a very oppressive lane bully.

He is mobile with the use of his E Heroic Swing which acts as both his engage and disengage ability, meaning he doesn’t just get easily countered by ganks.

There is a window of vulnerability for Akshan when his E Heroic Swing is down, so you can look to trade there if you are healthy enough.

Use your E Roar of the Slayer into Q Decimating Smash combo to slow him down, as he will now be immobile without his E Heroic Swing.

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 Akshan is that his E Heroic Swing can be cancelled when he bumps into an enemy champion, which is one of the ways you can play against him.

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 Going Rogue invisibility, also make sure to ping your team when he’s missing.

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.

Sion brings more value to teamfights and has more teamfighting power than Akshan, so look to group with your team more than split pushing if you deem it correct in your specific game.

Look to protect and peel teammates who are tagged as Scoundrels by Akshan’s passive Dirty Fighting to prevent him from resurrecting teammates, or be a frontline engage tank depending on a few factors such as your team’s win condition, the enemy team’s win condition, positioning, team composition,game state, ult cooldowns, and vision.

Later on in the game, Akshan might look to split push especially if he’s behind, which Sion can deal with pretty well since you’d have a pretty big amount of armor or just straight up one-shot him with one combo or bush Q Decimating Smash.






Camille, the Steel Shadow
Overall difficulty: 3/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Heartsteel, Thornmail, Titanic Hydra, Eclipse, Serpent's Fang
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 Adaptive Defenses, W Tactical Sweep, and E Hookshot.

Her passive Adaptive Defenses and Q Precision Protocol is very strong in early game short trades, so you want to play around those abilities’ cooldowns.

Try to poke her with your E Roar of the Slayer when she has her Passive Adaptive Defenses shield up in order to proc and turn her passive Adaptive Defenses into a magic shield, allowing you to deal physical damage with your Q Decimating Smash thereby mitigating her shields, as Sion Q Decimating Smash does physical damage.

Her Q Precision Protocol is an auto attack reset, and has a second part that deals true damage if she waits 1.5 seconds after using the first Q Precision Protocol, look to walk back and wait for her Q2 to go on cooldown before fighting her.

With regards to spacing, you want to kite her around when she has her W Tactical Sweep up, because she will be looking to hit you with the ability’s outer edge which heals her, slows you, and deals additional max HP% damage.

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 Decimating Smash well and cancel her E Hookshot if you can.

Post-6, if you have ultimate Unstoppable Onslaught, you can use it to avoid being CC’d by her E Hookshot, but keep in mind that you cannot cancel her ultimate Hextech Ultimatum with your ultimate, as the cage she creates is considered terrain which stops Sion's charge.

You wanna take either Grasp of the Undying/ Phase Rush in this matchup, both are viable.

Look to build health items against her, due to her Q Precision protocol dealing true damage on the second part, which ignores your armor.

Bramble Vest into Heartsteel is a good item path early game against Camille.

Anti heal is important for her strong sustain through her W Tactical Sweep, and Ravenous Hydra(a popular item on Camille) lifesteal.

You will start losing trades to Camille when she gets her a few items or is ahead of you, and she excels in split pushing and solo laning later on in the game, which is where her power is, in order to compensate for her semi-weak teamfighting.

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.






Cho'Gath, the Terror of the Void
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Hollow Radiance, Kaenic Rookern, Force of Nature, Force of Nature, Abyssal Mask, Eclipse, Sterak's Gage
Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is an unfavorable matchup for Sion due to Cho'Gath's numerous and strong CC abilities, strong lane sustain and being so tanky you wouldn’t be able to solo kill him.

In the laning phase look to dodge his abilities, and just focus on farming properly, occasionally contesting his CS with a Grasp of the Undying empowered auto attack, or an E Roar of the Slayer into short Q Decimating Smash trade.

You don't really have a lot of opportunities to get off a full charge Q Decimating Smash against Cho'Gath due to his Q Rupture and W Feral Scream interrupting your charge.

Take Doran's Shield and Second Wind in this lane, as Cho'Gath has strong poke and lane sustain, so you want to try to match his sustain and survive his poke with your items and runes.

Cho'Gath will out-sustain you in lane due to his passive Carnivore which heals him and restores mana for every CS, so make sure not to take too many unfavorable trades and occasionally punish him/contest his CS.

Take Teleport in this matchup to help survive laning phase.

Once Cho'Gath has a few resistance and health items, together with a few ultimate Feast stacks, you will never kill him without the help of your team, the only exception is when he goes AP cho’gath.

Try to cast your E Roar of the Slayer immediately after his Q Rupture knockup while he’s walking towards you, since he will most likely walk into your melee range to follow up with his E Vorpal Spikes.

Take Grasp of the Undying because Cho'Gath is melee and you can get quite a few Grasp of the Undying stacks during trades.

Don’t stand behind minions when Cho'Gath has his E Vorpal Spikes up, as it goes through units and damages anything behind the main target.

You can use your ultimate to go through Cho'Gath’s CC as you are unstoppable during your ultimate Unstoppable Onslaught.

Cho'Gath is a tank that deals a lot of AP damage, so you need to build magic resist against him.

Hollow Radiance is good first item.

In teamfights, Cho'Gath plays as a disruptor/peel tank. He doesn’t have strong engages like Sion, but has low cooldown disruptive soft CC abilities, with his Q Rupture being his only displacement ability.

In teamfights, Cho'Gath will be there to just annoy you and soak a ton of damage, CC and abilities, allowing for his carries to dish out their damage.

Do not underestimate Cho'Gath as he still deals a substantial amount of damage even while building full tank because he has health scaling on a few of his abilities.

Watch out for when he gets too close to your squishy backline carries, as he will be able to kill them.

AP Cho'Gath on the other hand is different, he will deal a lot more damage but is much squishier so you can treat him like a mage and target him alongside other important targets.

You will usually use your ultimate Unstoppable Onslaught as an engage tool since Cho'Gath doesn’t have any gap closer or diving abilities to get on top of your team’s backline.

In the late game, Cho'Gath will have scaled a lot due to his ultimate Feast’s infinite HP scaling. Coupled with Titanic Hydra/ Riftmaker bonus HP% AD/AP conversion passive, he will start to deal a lot of damage while being extremely tanky, so beware of this spike of power Cho'Gath gets 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, Cho'Gath and Sion will both have a similar role to their teams as the raid boss tank.






Darius, the Hand of Noxus
Overall difficulty: 3.5/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Plated Steelcaps/ Boots of Swiftness, Sunfire Aegis, Thornmail, Randuin's Omen/ Frozen Heart
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 Sion, especially one he gets to snowball.

Take Doran's Shield and Second Wind to ensure you survive the laning phase.

The matchup becomes easier later on when you have a few armor items or Bramble Vest.

Be careful of your positioning and do not fight him level 1, he will just run you down with Ghost and auto attacks.

Darius will beat you 1v1 when you don’t have any resistances yet.

Be careful of his level 6 power spike.

Run away once he starts getting 3-4 stacks of Hemorrhage on you, also be careful when he gets 5 Hemorrhage stacks on you or your ally as it will result in him getting another passive Noxian Might which gives him extra AD and immediately applies 5 stacks of Hemorrhage on his auto attacks and Decimate’s outer edge.

You can take Phase Rush and build lethality to help you run away when he gets in range of you and tries to fight. Darius is immobile, so having movement speed gives you a lot of power to secure kills on your passive Glory in Death and run away from his extended trades.

Buy armor items to counter Darius.

Rush Bramble Vest to counter the healing on his Q Decimate’s outer edge.

Sterak's Gage is a good item to bait out his ultimate Noxian Guillotine as the shield active blocks damage from the ability, causing you to survive what would have been an execute, and putting his ultimate ability on cooldown.

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 Noxian Guillotine resets.

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 Sion you can secure a few kills here and there.






Dr. Mundo, the Madman of Zaun
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying
Suggested items: Boots of Swiftness/ Mercury's Treads, Hollow Radiance/ Sunfire Aegis, Thornmail, Heartsteel, Eclipse, Mortal Reminder
Key Abilities and combos to beware of: Q, E, R, AA-E
This is a poke matchup.

Dr. Mundo is always looking to chunk you down by spamming their Q Infected Bonesaw and E Blunt Force Trauma minion execute on you.

Take Doran's Shield and Second Wind in this matchup.

Bramble Vest is recommended in this matchup for the anti-heal to cut his healing post-6 when he has his ultimate Maximum Dosage up.

Dr. Mundo’s passive is kinda annoying, as he cancels your CC on Q Decimating Smash once in a while. Make sure to step on his canister when he drops it.

Take Grasp of the Undying for stronger trades against Dr. Mundo, as you can farm quite a lot of stacks against him in this matchup.

Dr. Mundo deals a mix of AP and AD damage, so you’d want to build hybrid resistances in your items. I suggest Bramble Vest into Hollow Radiance.

During teamfights Dr. Mundo really doesn’t do much outside of poke, absorbing damage and CC.

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.

Dr. Mundo can’t really do much in the sidelines other than try and take towers with his pretty big Demolish damage(scales off of max HP), but he doesn’t really take towers very fast either ways.






Fiora, the Grand Duelist
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying/ Phase Rush, Second Wind
Suggested items: Doran's Shield, Plated Steelcaps, Sunfire Aegis, Thornmail, Randuin's Omen, Frozen Heart, Mortal Reminder
Key Abilities and combos to beware of:Q poke, AA-E-AA, Q-AA-E-AA, W
This is a hard matchup for Sion.

During early laning, she might not be so oppressive due to her damage mainly coming from her Q Lunge+ Grasp of the Undying poke damage, and you’d actually beat her for a little while after your first back with a Bramble Vest purchase, but soon after she will beat you for the remainder of the game after she gets her first item(especially Eclipse.

The win condition when it comes to trades in the Fiora matchup is on her W Riposte parry.

If you play it right, then you chunk her down pretty hard, but if you mess up and she manages to deny your Q Decimating Smash and reflecting the stun back at you, then she will be the one chunking you for quite a bit of damage, possibly even resulting in a death.

Second Wind and Doran's Shield is recommended for her poke.


Her passive Duelist's Dance deals % max hp true damage, which just absolutely fists you, but it’s not that oppressive yet in the early game. Somewhere around level 9 is where she wins almost all duels against you unless you’re giga stomping her.

Her ultimate Grand Challenge gives her 4 vitals to proc, and if she plays well, can 100-0 you really fast, so try to hug a wall to prevent her from completing her ultimate and prevent her from getting an AoE heal for her and her team.

You can play either tank or lethality Sion because she melts you either ways, though lethality gives you higher kill pressure against her, but it also makes you that much easier to kill as well.

The sidelanes is where it becomes difficult for Sion because Fiora is also a sidelane monster and tower buster just like Sion, but the thing is, she will beat you in duels 9/10 times, so you are kinda stuck defending under tower.

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 Sion who is also a teamfight monster.







Gangplank, the Saltwater Scourge
Overall difficulty: 3/5
Suggested runes: Phase Rush Second Wind
Suggested items: Plated Steelcaps/ Boots of Swiftness, Youmuu's Ghostblade, Axiom Arc, The Collector, Mortal Reminder, Hubris
Key Abilities and combos to beware of: Q poke, E-Q-E (ghost barrel), E-AA-E-Q
This is a poke matchup.

Take Doran's Shield and Second Wind. Lethality build is suggested against Gangplank as his E explosive barrel ignores 40% armor and he’s squishy so lethality will allow you to oneshot him.

It is rare that you’ll find a good gangplank, especially one that’s confident enough to walk up and utilize their passive Trial By Fire, which deals true damage and refreshes every time a barrel explodes.

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 Gangplank can hide his barrels there for a brush-hidden barrel combo.

His E Powder Keg ignores 40% of armor, which is why he can be good against armor stackers, but even then, he doesn’t have %max hp damage, which is why he’s not up there as a threat to sion as compared to Fiora and [[camille].

You can attack his barrels and last hit it to defuse.

Gangplank may also do an AA-Q Parrrley combo on his barrel while it is at 2 health to detonate it, but if your in autoattack range of his barrel, you can try to contest it and take the last hit on it to defuse and cancel it.

Gangplank’s barrel connects with each other if they are in range

Higher skilled Gangplank players may also pull off a “ghost barrel” combo. This is a pretty difficult combo to consistently pull off for newer Gangplank players, wherein Gangplank Q Parrrleys a 1 hit barrel then immediately places another connecting barrel mid animation causing an instant barrel detonation on his last placed barrel.

You will bring more to the table in early skirmishes versus Gangplank, but he does have more global presence than you do, thanks to his ultimate Cannon Barrage.

Gangplank will be looking to one shot your backline with his barrel, so do beware of that.

Sion in teamfights will be looking for ultimate Unstoppable Onslaught engages and Q Decimating Smash knock ups while Gangplank will look for barrel combos and ultimate placements and so they have different priorities in teamfights.

They are mostly equal in teamfighting power, though Sion does have better crowd control.

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.






Garen, the Might of Demacia
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps/ Boots of Swiftness, Sunfire Aegis, Frozen Heart, Iceborn Gauntlet, Randuin's Omen, Dead Man's Plate, Youmuu's Ghostblade, Lord Dominik's Regards, Eclipse, Sterak's Gage
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 Sion.

Garen is too slippery with his Q Decisive Strike slow cleans and W Courage tenacity makes it difficult for you to try and snag a kill on him.

But Garen does have kill pressure on you, especially as tank Sion because his E Judgment shreds armor of enemies hit 6 times by the outer edge of his spin.

His E Judgment also gives him great waveclear, and match that with his Q Decisive Strike movement speed buff plus Dead Man's Plate which is a very popular item on Garen, then he can roam around the map very fast making plans and ganking.

Once Garen completes Stridebreaker you really struggle to catch up to him and he'll get to kite around you.

And once he finishes Dead Man's Plate, you really cannot catch up to him without ultimate Unstoppable Onslaught.

Going Boots of Swiftness against Garen first item is recommended so you could match his movement speed

Levels 1-5 Garen doesn't yet have the movement speed that would make him an annoying match up, so during these levels you can win trades and possibly get a few solo kills here, this is one of your windows of opportunity against Garen.






Gnar, the Missing Link
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying, Second Wind
Suggested items: Doran's Shield, Plated Steelcaps, Sunfire Aegis, Frozen Heart, Iceborn Gauntlet, Thornmail, Eclipse
Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash
Poke match up in the early laning phase.

Gnar is a ranged marksman type champion that can transform into a tanky CC bruiser with his passive Mega Gnar.

Against Gnar, you want to play around his rage bar and look to back off when he’s about to transform into Mega Gnar.

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.

Gnar’s E jump has a very long cooldown, and so this is your window of opportunity to do some trading or to set up a jungle gank, as he would have no escape mobility by then.

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.






Gragas, the Rabble Rouser
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Mercury's Treads, Hollow Radiance, Kaenic Rookern, Force of Nature, Thornmail, Abyssal Mask, Mortal Reminder, Eclipse
Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
“BOMBA!”

A decent Gragas is a difficult matchup to be against, especially ones that can consistently land their combos.

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 Gragas pretty difficult to kill in the early game is his passive Happy Hour health sustain, W Drunken Rage damage reduction, and E Body Slam dash/self peel ability.

Gragas is a very self sustaining champion that can play weak side and scale.

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 Explosive Cask is used in conjunction with his E Body Slam in order to set up a BOMBA combo into his charged Q Barrel Roll, though is pretty difficult to pull off for lesser skilled Gragas players.

So if you see a charged Q Barrel Roll and Gragas seems like he’s looking for an E Body Slam angle, be careful, as he might be setting up a BOMBA combo on you or your teammate.

Both Tank and AD Sion are viable against Gragas, though Tank is safer and much more consistent.

Look to build Hollow Radiance as your first item as tank Sion for the Magic resist and wave clear.

Sidelaning in the late game is a toss up between both champions, and is usually a skill match up if you’re playing AD Sion.

Tank Sion on the other hand has the advantage over Gragas in this point of the game, but Gragas would have enough ability haste to stay slippery and self peel via his Q, E, Ultimate, and Phase Rush.

Go the normal Q max ability leveling sequence on both tank and AD Sion.






Gwen, the Hallowed Seamstress
Overall difficulty: 4.5/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Mercury's Treads, Hollow Radiance, Kaenic Rookern, Force of Nature, Thornmail, Youmuu's Ghostblade, Mortal Reminder
Key Abilities and combos to beware of: Q, E-AA,
"TOP LANE WAIFU DIFF"

This is a difficult match up for Sion, as almost everything in Gwen's kit is made to counter him.

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 Gwen too hard, as she has great snowball potential and scaling.

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, Gwen usually takes this ability level 2.

Itemization against Gwen is also a pain, as she has quiet the substantial healing from her passive Thousand Cuts and Riftmaker, so Bramble Vest would not give you the best value but you don't really have a choice as tank Sion because there isn't a magic resist anti heal item.

Lethality Sion on the other hand is fine, as Mortal Reminder is a core item on him.

Sidelaning is in Gwen's favor.

Her kit just steam rolls Sion, though lethality build does give Sion a fighting chance, pulling off a full charge Q Decimating Smash and kiting well, but most situations would see you conceding to Gwen.






Heimerdinger, the Revered Inventor
Overall difficulty: 4/5
Suggested runes: Phase Rush/ Grasp of the Undying, Second Wind
Suggested items: Doran's Shield, Mercury's Treads, Hollow Radiance, Kaenic Rookern, Force of Nature, Youmuu's Ghostblade, Axiom Arc, Edge of Night
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 Second Wind and Doran's Shield.

Heimerdinger’s main ability is his Q H-28G Evolution Turret which is a strong zoning ability.

Heimerdinger uses his turrets defensively, as he can’t move it so a lot of the trading potential Heimerdinger has is through punishing, as his kit in laning makes him more of a reactive champion rather than a proactive one.

As Sion, you can use his Q H-28G Evolution Turret against him when setting up a gank, as your E Roar of the Slayer pushes his turrets and slows him if it hits, allowing you to set up a Q Decimating Smash knockup, or even just the slow itself to set your jungler up.

And if you do it correctly, Heimerdinger would be forced to choose to use his E CH-2 Electron Storm Grenade stun bomb on either you or your jungler, leaving him vulnerable to the other, resulting in either a kill or forcing his Flash. A no Flash Heimerdinger is a sitting duck for ganks as he is immobile and only has his E CH-2 Electron Storm Grenade stun as a self peel ability in the laning phase.

Both Tank and lethality set ups for Sion are viable options against Heimerdinger, with lethality giving you a higher risk higher reward set up, allowing you to to have higher kill pressure against him, while tank is a safer alternative.

Tank itemization against Heimerdinger would look at you having to build Hollow Radiance as a first item and Mercury's Treads for the tenacity and magic resist.

Liandry's Torment and Rylai's Crystal Scepter are both popular items on Heimerdinger, so do look into building Force of Nature for the stacking magic resist and movement speed, and Kaenic Rookern for heavy magic resist.

Teamfighting would see Heimerdinger looking for an angle to place down his ultimate UPGRADE!!! augmented Q H-28G Evolution Turret, which is his highest damage dealing ability, so try to play around that ability and move away and kite if he does decide to put it down.

In the late game, Heimerdinger’s gameplay is no different. He still plays around his Q [h-28g evolution turret]], which does hurt now with a few items/full build under his belt.

In the sidelanes, try not to fight Heimerdinger while your ultimate Unstoppable Onslaught is on cooldown, especially when he has his core counter items against you; Liandry's Torment and Rylai's Crystal Scepter, as he would just kite you around slowly whittling you down.

Instead, look to all in him when all your abilities are ready.

Ability leveling sequence is same as usual on lethality Sion, though you can put 3 points or even max W Soul Furnace first on tank Sion if you are struggling hard in the laning phase in this matchup for the extra shield value.






Illaoi, the Kraken Priestess
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying, Second Wind
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail, Frozen Heart
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 Illaoi needs you to have a good cooldown timer in your head and immaculate sidestepping ability, as a lot of her damage comes from her tentacle passive Prophet of an Elder God, which slams down on a particular area if she gets to hit you or your spirit when she lands an E Test of Spirit on you.

Make sure to always stand behind minions when her E Test of Spirit is up, as that ability doesn’t go through minions.

When she does land E Test of Spirit on you, run away from the ability radius to deactivate it, but do beware of what happens afterwards, as it gives a big slow and spawns 2 tentacles near you and slams down on you, so be ready to side step.

At level 6, she’ll look to land an E Test of Spirit into Ultimate leap of spirit combo on you, and when she does try to do that, just run away from the tentacles and the E test of faith radius.

You can put 3 points into W Soul Furnace or even max it first if you’re having a really difficult time against Illaoi.

Get Second Wind and Doran's Shield to help sustain in lane from Illaoi’s poke.

Armor counters Illaoi hard, as all her abilities are AD. You can look to build Plated Steelcaps into Chain Vest or Warden's Mail early to reduce her damage against you, but do beware when she has Black Cleaver as most Illaoi players often do, because she can shred up to 30% of your armor, which means her entire team benefits from your reduced armor.

Teamfighting is an area game with her. She wants to play around her ultimate Leap of Faith and passive tentacle Prophet of an Elder God placements, so make sure to either kill her tentacles or move away from the epicenter of her Ultimate to avoid her insta deleting your health, but it is difficult to adjust for your teammates who are gonna fall for this mistake, so try to communicate and ping them off of tight areas around the jungle or dragon/baron pit area, as the tentacles would be highly focused in those tight places which raises the chances of multiple of her tentacles hitting you or your teammates during her ultimate.

Illaoi scales pretty well into the late game, but again, she is conditional of her passive Prophet of an Elder God tentacles, E Test of Spirit and ultimate Leap of Faith AoE radius, so play around those abilities of her and move around a lot.






Irelia, the Blade Dancer
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail, Frozen Heart
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 Irelia during teamfights, in which you should have more impact than her.

Blade of the Ruined King is a core item on Irelia, so you can’t really duel her past that.

Her W Defiant Dance also just cancels a lot of your Q Decimating Smash damage.






Jax, Grandmaster at Arms
Overall difficulty: 3/5
Suggested runes: [[grasp of the undying]
Suggested items: Plated Steelcaps/ Mercury's Treads, Sunfire Aegis, Thornmail, Frozen Heart
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.

Jax has a well balanced flow of power and is strong at all stages of the game.

Jax is also a Blade of the Ruined King enjoyer so avoid doing extended fights against him once he completes that item.

Jax also excels in the sidelanes with great tower taking ability, so keep a close eye on a split pushing Jax.






Jayce, the Defender of Tomorrow
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying/ Phase Rush, Second Wind
Suggested items: Doran's Shield, Plated Steelcaps, Sunfire Aegis, Iceborn Gauntlet, Frozen Heart, Youmuu's Ghostblade
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)
Jayce is an easy matchup as long as you lane well and prevent him from snowballing early.

Both lethality and tank Sion do well into jayce, though tank beats him harder.

You can look to stack early armor items such as Warden's Mail or Chain Vest with Plated Steelcaps and you pretty much negate most of his burst damage.

Though do be a tad bit more careful with lethality Sion, as Jayce does have kill potential against you, but he himself can also be killed quite easily due to his squishiness.






K'Sante, the Pride of Nazumah
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail, Frozen Heart/ Randuin's Omen
Key Abilities and combos to beware of: Q3, E-Q3, Q3-AA-W-AA, R,
YONE AND YASUO'S TANK COUSIN

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.

K'Sante hits a big powerspike on level 6 when he gets his ultimate All Out, wherein he drags you across a wall if targeted near terrain or just pushes you a few meters across if no terrain nearby.

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 Decimating Smash knock up or Ultimate Unstoppable Onslaught.

K'Sante still does deal AD even as a tank, and so Bramble Vest is highly recommended for the anti heal and armor for damage mitigation.

His passive Dauntless Instinct also deals %max HP damage on his auto attack if he marks you with the passive using any of his other abilities. This is bad news for Sion, an HP stacking champion.

Outside of the laning phase, it's pretty difficult to get kills on K'Sante due to his tankiness because his kit incentives him to build tank items, as so frozen gauntlet and other armor items mitigate your damage, both as lethality and tank Sion, which is why tank Sion is recommended here because your not gonna be able to kill him too often no matter which build you go for.

Bramble Vest early is also recommended for the armor and anti heal.

By mid game, K'Sante's side laning is alright for duels and clearing but his tower taking is pretty bad, and so most good K'Sante players will simply look to push waves and rotate to objectives, fights or make picks






Kayle, the Righteous
Overall difficulty: 2/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Plated Steelcaps, Hollow Radiance, Frozen Heart, Thornmail, Youmuu's Ghostblade, Mortal Reminder, Hubris, Axiom Arc
Key Abilities and combos to beware of: R, E, AA-E, Q-AA-E
BEWARE OF HER LEVEL 1


An easy matchup in lane that slowly gets a tid bit more difficult as the game progresses.

Kayle is not a difficult matchup, but you do need to do your best to not accelerate her scaling, as she gets big powerspikes on levels 6, 11, and 16 due to her passive Divine Ascent.

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 Starfire Spellblade becomes AoE.

Her level 1 is one of the strongest in the game, despite her early game weakness. This is due to her passive Divine Ascent stacking attack speed and E Starfire Spellblade on-hit magic damage.

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.






Kennen, the Heart of the Tempest
Overall difficulty: 3.5/5
Suggested runes: Phase Rush/ Grasp of the Undying, Second Wind
Suggested items: Doran's Shield, Mercury's Treads, Hollow Radiance, Kaenic Rookern, Force of Nature, Abyssal Mask, Youmuu's Ghostblade, Axiom Arc
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, Doran's Shield and Second Wind to mitigate his poke.

Stand behind minions to block his Q Thundering Shuriken.






Kled, the Cantankerous Cavalier
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Frozen Heart, Dead Man's Plate
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 Kled’s combos and early all-in fights, because that’s where he shines in the game.

Kled will want to look to snowball an early lead with the use of his really strong early game.






Maokai, the Twisted Treant
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying, Second Wind
Suggested items: Doran's Shield, Mercury's Treads/ Boots of Swiftness, Hollow Radiance, Kaenic Rookern, Force of Nature
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 Malphite on the other hand plays like a melee mage, which should be a way easier matchup especially once you gain some magic resist.

Take Second Wind and Doran's Shield to mitigate Malphite’s early Q Seismic Shard spam poke.

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 Malphite.





Maokai, the Twisted Treant
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Hollow Radiance, Kaenic Rookern, Force of Nature, Thornmail
Key Abilities and combos to beware of: E, Q-W, R
Easy tank matchup.

Maokai is now more commonly played as a support nowadays rather than a toplaner.

In lane Maokai will look to do short trades with W Twisted Advance to engage or dodge your Q Decimating Smash(he's untargettable during the casting) into his Q Bramble Smash and passive Sap Magic and Grasp of the Undying empowered auto attack.

Be careful around closed areas like the jungle as it would be difficult to dodge Maokai’s ultimate Nature's Grasp with nowhere to go, though you can buffer the root with your own ultimate Unstoppable Onslaught(you're unstoppable).

You can't really kill Maokai too much, and he can't kill you either, so this is just a game of winning team fights, which Maokai is more focused on protecting and peeling for his carries, though he can make engages, it's not as game changing as Sion’s.

Watch out for bushes, as Maokai’s E Sapling Toss becomes empowered when placed in bushes.





Mordekaiser, the Iron Revenant
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Hollow Radiance, Thornmail, Force of Nature, Kaenic Rookern
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 Conqueror champion.

In the laning phase he'll look to hit you with isolated Qs Obliterate, wherein your the only target hit, as it does bonus damage against single targets, so you'd wanna look to either dodge and sidestep his Q Obliterate completely or if you can't dodge it, stand beside your minions when getting hit by it in order to prevent getting hit with an isolated empowered Q Obliterate.

His W Indestructible gives him a lot of sustain and shielding, so anti heal and anti shield item is a must against morderkaiser even if it means building armor against an AP champion because his healing is just that strong.

Morderkaiser has his W Indestructible second cast healing, Conqueror and most likely a Riftmaker, all combine to make morderkaiser one of the strongest champions in long drawn out duels.

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 Realm of Death which sends both you and a selected opponent to Brazil for a few seconds to battle it out.

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 Zhonya's Hourglass if you really wanna deny them everything, by casting Zhonya's Hourglass active in Brazil, he's basically giving your team a few seconds of fighting without the single superfed carry champion the enemy has, risk free due to the Zhonya's Hourglass active.

All these things are what make morderkaiser such a threat in the late game, and your job as Sion will be to create distance between him and your team's carry or wincon, his biggest weapon in the late game isn't his tankiness or sustained damage, it's the utility from his ultimate Realm of Death.

Force of Nature is gonna be a great buy against Mordekaiser for its item passive which gives movement speed and additional magic resist on long drawn out fights, both of which are very beneficial against Mordekaiser, especially since Rylai's Crystal Scepter is a really popular item that synergizes really well with Mordekaiser.






Nasus, the Curator of the Sands
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Boots of Swiftness, Sunfire Aegis, Thornmail, Mortal Reminder
Key Abilities and combos to beware of:Q, AA-Q, W, E, R-Q
Scaling matchup.

Nasus won't be able to do much in the laning phase and you should have an edge against him, maybe snagging a few solo kills here and there.

Make sure to buy anti heal on your first back due to Nasus’ passive Soul Siphon which grants him lifesteal.

Punish Nasus whenever he goes to last hit a minion, land a heavily charged Q Decimating Smash on his head to give him an ultimatum, stack Q or take damage.






Olaf, the Berserker
Overall difficulty: 4.5/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Plated Steelcaps/ Boots of Swiftness, Sunfire Aegis, Thornmail, Frozen Heart, Mortal Reminder, Youmuu's Ghostblade, Serpent's Fang
Key Abilities and combos to beware of: Q, E, R
This is a very diffcult matchup for Sion.

His ultimate makes him unstoppable for 3 seconds and refreshes the duration if he gets to hit you.

So all of Sion's CC abilities for self-peel are useless against him unless you can kill him.

Sion is immobile, so you can't simply run away from him till his ultimate runs out.






Ornn, the Fire below the Mountain
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps/ Mercury's Treads, Hollow Radiance/ Sunfire Aegis, Eclipse
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 Bellows Breath and passive Living Forge brittle effect, which both deals quite a high %max HP damage, unusual for a tank, but this allows him to have a chance to win against you in lane.

Ornn deals mostly physical damage so armor would be good a good buy against him.






Pantheon, the Unbreakable Spear
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps, Sunfire Aegis, Frozen Heart/ Randuin's Omen, Youmuu's Ghostblade, Dead Man's Plate
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.

Pantheon excels in skirmishes and roams, ready to turn a losing fight around with his R.

In lane, you wanna be careful and pay attention to his passive bar Mortal Will, which he gains stacks by using abilities and basic attacks. At 5 stacks his abilities become empowered.

His Q Comet Spear is an execute ability, dealing more damage the lower health you are, so try your best to sidestep his Q if you're trying to escape, and if escape seems unlikely, then position yourself to have a good death near him and trade a kill with your passive Glory in Death.

Pantheon has 2 abilities to help self peel from your passive Glory in Death, his W Shield Vault and his E Aegis Assault.

Pantheon also has armor penetration as his ultimate Grand Starfall passive, and paired with Black Cleaver, Eclipse and/or Blade of the Ruined King, which are all popular items Pantheon tends to build, he can easily kill you even in the late game due to these anti tank factors.






Poppy, Keeper of the Hammer
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps/ Boots of Swiftness, Sunfire Aegis, Serpent's Fang, Eclipse
Key Abilities and combos to beware of:Q(especially the second part), E, R
This is an easy matchup for Sion.






Quinn, Demacia's Wings
Overall difficulty: 2/5
Suggested runes: Phase Rush/ Grasp of the Undying, Second Wind
Suggested items: Doran's Shield, Plated Steelcaps, Sunfire Aegis, Frozen Heart, Randuin's Omen, Youmuu's Ghostblade, Dead Man's Plate, Hubris, Axiom Arc, Hullbreaker
Key Abilities and combos to beware of:E, Q-AA-E-AA, E-AA-Q-AA, R
ADC match up.

Quinn match up is a relatively easy one as long as you do not give bad deaths and allow her to snowball a lead.

In lane, Quinn will look to poke you and assert lane dominance, all you have to do at this point is just to stay alive and take whatever CS you can without sacrificing too much health until you can back to get a Warden's Mail and/or Plated Steelcaps.

Take Doran's Shield and Second Wind.

She is an auto attack reliant champion, so having a Warden's Mail item and armor will heavily counter her.

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 Hullbreaker to pressure her into staying in lane or be punished for roaming.

Quinn at this point won't be able to do much damage to you, and so it is very beneficial for you to try and force her to stay in lane.






Renekton, the Butcher of the Sands
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail, Key Abilities and combos to beware of: Q, E, R, AA-E
An early game lane bully.

Quite difficult to lane against, and you've got to be careful about dying since Renekton can snowball a lead pretty hard.






Riven, the Exile
Overall difficulty: 4.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail, Frozen Heart
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.






Rumble, the Mechanized Menace
Overall difficulty: 3/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Mercury's Treads/ Boots of Swiftness, Hollow Radiance, Force of Nature, Youmuu's Ghostblade, Serpent's Fang
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 Rumble player's skill.

Rumble seems like a pretty simple champion but you need to be good at heat bar management, kiting and spacing in order to make the most out of his kit.

In the laning phase, Rumble will look to poke and whittle you down with his E Electro-Harpoon, to then kite you around with his Q Flamespitter.

His W Scrap Shield also speeds him up which helps with his kiting, so make sure to stand behind minions if he has his E Electro-Harpoon up.

But what rumble doesn't have though is a hard CC ability, so he really won't be able to stop your Q Decimating Smash charge up or TP, so keep that in mind and use that to your advantage.

Rumble can also snowball a lead very well, so be careful in your deaths because matchups is unforgiving.

Rumble also does very well in team fights mainly due to his ultimate The Equalizer, which can turn the tides of a clash.

On his heat meter, rumble's Q Flamespitter will be empowered if his heat meter reaches above 50% and if it reaches 100% he will become silenced and gain a steroid buff of additional attack speed, move speed and damage on-hit.

You should build Hollow Radiance as first item against Rumble for the waveclear, magic resist and immolate passive.

Take sustain set-up : Doran's Shield and Second Wind to survive in lane against Rumble's poke.

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.

Boots of Swiftness or Mercury's Treads are good against Rumble in order to help mitigate the slow from his E Electro-Harpoon or from Rylai's Crystal Scepter slow.

Beware of rumble's empowered Q Flamespitter> Zhonya's Hourglass combo

The most popular items Rumble builds have him going for an AP bruiser build, so that means he will be pretty beefy once he gets a few items because he does stack a lot of health AP items.






Sett, the Boss
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail, Serpent's Fang
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.

Sett has his W Haymaker which does massive true damage in the center, so it WILL hurt even if you stack armour against him.

Sett’s ultimate The Show Stopper also does %max HP damage to the surrounding champions upon impact, so as a max health stacking champion, sett can use his ultimate on you to one shot your team.

What makes sett's early game trades strong is his Q Knuckle Down auto attack reset, and not to mention his passive Pit Grit which gives him 2 consecutive auto attacks each time you right click.

This makes him able to proc Conqueror really fast.

One rotation of his abilities grants him full stack Conqueror, which is why he's so strong in extended trades.

His passive Pit Grit also gives him lane sustain, acting as a mini garen passive, granting him healing outside of combat.

Sett's weakness though is his mobility.

He only has his Q movement speed buff to help him, other than that, he gets kited pretty easily.

If you opt for Lethality Sion, make sure to build Serpent's Fang as a first item to reduce his shields from his W Haymaker, reducing his survivability in fights, especially when he tries to ult you into your team.

Make sure to space around sett well.

Your E Roar of the Slayer is an amazing ability against Sett, considering he has no dashes.

Play around his E Facebreaker range and cool down and kite him at around that range.

In team fights, you have to play against Sett carefully, because of his ultimate The Show Stopper which can one shot your team because the ability's damage upon impact scales off of your %max HP, which you stack a lot of.

So in team fights, try to use your E Roar of the Slayer and Q Decimating Smash to try and disrupt him without getting into his E Facebreaker range, because once he pulls you in with his E Facebreaker, your team is getting engaged on with his ultimate The Show Stopper.

You can look to engage though if his Ultimate The Show Stopper is on cool down, in which his big bad ability to win the team fights is gone and that is your window of opportunity to fight.

If you can't dodge Sett's W Haymaker, make sure to at least make an effort to avoid the true damage area in the center of the ability.

Blade of the Ruined King is also a popular item on Sett, which is Sion's kryptonite, so make sure to avoid fighting sett alone once he finishes building Blade of the Ruined King.

You can buffer and void being pulled by sett's ultimate The Show Stopper if you time it right with your ultimate Unstoppable Onslaught. He will fly across and do the jump slam animation but he won't pull you with him because you're unstoppable and cc immune during your ultimate Unstoppable Onslaught.






Shen, Eye of Twilight
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps/ Mercury's Treads, Hollow Radiance, Titanic Hydra, Hullbreaker, Serpent's Fang, Lord Dominik's Regards, Eclipse
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 Shen lane is played passively until you can get a bit of a lead against him and play around his ultimate [[stand united], which has an extremely long cooldown early on.

His short trades are one of the strongest in the top lane, probably the strongest early on in the laning phase.

Hullbreaker is recommended to punish Shen's roams by applying top lane pressure and a personal gold lead against him.

Proxying is also very effective against Shen, as he has poor waveclear on his own without items, and so, applying pressure via minions is also a great tactic against Shen.

Levels 1-5 is when Shen's strongest against you.

His Q Twilight Assault does %max hp damage, and if he ever passes the blade through you, slows and empowers his next 3 auto attacks to have faster attack speed.

This is a lot for a low cooldown ability, his passive Ki Barrier shield also works to make his short trades early super strong.

Killing Shen in your passive glory in death is also difficult as he has his passive Ki Barrier, W Spirit's Refuge anti auto attack, and his E Shadow Dash taunt, all work to prevent you from dealing damage in your passive Glory in Death.

So unless you time your death with Shen's abilities’ cooldowns, it would prove quite difficult to trade a kill for your death.

During team fights, shen will mostly look for engages using his E or E Shadow Dash- Flash, but his engage isn't that great compared to yours, or most other tanks for that matter, but he really shines in peeling for his backline carries.

He has his W Spirit's Refuge, E Shadow Dash and ultimate Stand United which he can use to prevent assassins from diving in and oneshotting their backline, so do beware of his abilities' cooldowns.

When his W or E is down, those are fantastic windows of opportunity to go engage on the enemy.






Singed, Mad Chemist
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying/ Phase Rush, Second Wind
Suggested items: Doran's Shield, Mercury's Treads/ Boots of Swiftness, Hollow Radiance, Force of Nature, Youmuu's Ghostblade
Key Abilities and combos to beware of: Q, E, R, E-Q, W-E(fling root)
This guy is a nuisance champion, looking to proxy and cause disruption, an anticarry.

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.







Tahm Kench, the River King
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Hollow Radiance, Thornmail, Kaenic Rookern, Serpent's Fang, [[eclipse]
Key Abilities and combos to beware of:Q, W, E, R, Q-R
Tank matchup.

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 Devour on enemies with 3 stacks of an acquired taste.

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.






Teemo, the Swift Scout
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying/ Phase Rush, Second Wind
Suggested items: Doran's Shield, Mercury's Treads, Hollow Radiance, Radiant Virtue, Force of Nature, Kaenic Rookern, Edge of Night, Youmuu's Ghostblade
Key Abilities and combos to beware of:E, R, Q, AA-Q-AA
death






Trundle, the Troll King
Overall difficulty: 5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Thornmail
Key Abilities and combos to beware of: Q, AA-Q-AA, W, R
This guy’s healing is ridiculous.

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.






Tryndamere, the Barbarian King
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Frozen Heart, Randuin's Omen, Thornmail
Key Abilities and combos to beware of: Passive, Q, E, R
A melee ADC.

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.






Urgot, the Dreadnought
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying, Second Wind
Suggested items: Doran's Shield, Plated Steelcaps, Sunfire Aegis, Frozen Heart, Randuin's Omen
Key Abilities and combos to beware of:E, R, W, E-AA, Q-E-AA-W
Be careful with Urgot’s level 1 which is really strong due to his shotgun legs passive and his E disdain.

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.






Vayne, the Night Hunter
Overall difficulty: 4/5
Suggested runes: Phase Rush, Second Wind
Suggested items: Doran's Shield, Plated Steelcaps/ Boots of Swiftness, Edge of Night, Youmuu's Ghostblade, Hubris, Axiom Arc
Key Abilities and combos to beware of: Q, W, E
Lane domination counter pick match up.

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 Doran's Shield and Second Wind.

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.






Volibear, the Relentless Storm
Overall difficulty: 3.5/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Mercury's Treads, Hollow Radiance/ Sunfire Aegis, Thornmail, Kaenic Rookern, Frozen Heart, Serpent's Fang, Mortal Reminder
Key Abilities and combos to beware of:Q, W, E, R, E-Q-AA-W-AA
"CAN I PET THAT DAWG?"






Warwick, the Uncaged Wrath of Zaun
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads/ Plated Steelcaps, Sunfire Aegis/ Hollow Radiance, Thornmail
Key Abilities and combos to beware of:Passive, Q, W, E
BABY IM PREYING ON YOU TONIGHT 🎵🎶🐺🐕‍🦺

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.






Wukong, the Monkey King
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps, Sunfire Aegis, Frozen Heart, Thornmail, Mortal Reminder
Key Abilities and combos to beware of:Q, AA-Q, E-AA-Q-W, W-AA-Q-E-AA, R, W-R
Really strong dueling power early game.

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.






Yasuo, the Unforgiven
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Frozen Heart, Randuin's Omen, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of: Q3, R, Q3-R, E-Q3-AA-R
Yasuo is a very tricky matchup.

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.






Yone, the Unforgotten
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Frozen Heart, Randuin's Omen, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of: Q3, E, R, E-Q3-AA, E-Q3-R-AA-Q-AA-W
Yone is a an easier version of yasuo to deal with.

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






Yorick, the Shepherd of Lost Souls
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Sunfire Aegis, Frozen Heart, Thornmail
Key Abilities and combos to beware of:E, W, R, E-W-AA-Q, R-E-W-AA-Q
Lethality yorick just stat checks you.

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.





This is the end. Thank you for reading my guide.
Now go carry your ranked games with 10 deaths while 1 shotting towers as Sion.

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