Wanted to get back to Top Lane Sion since he got hit with the nerf bat in Patch 5.6 and talk about some topics I didn't cover earlier or are worth revisiting due to other changes in the game.

Decimating Smash damage to monsters was lowered from 90% to 80%

Roar of the Slayer passthrough damage was lowered from 50% to 30%

The Decimating Smash changes are not very important for Sion Top. Main effect is that if you do try to farm jungle creeps, it takes a wee bit longer.

The Roar of the Slayer changes were significant, but not disastrous. The big bad dude is still big and bad, only a titch less so. It makes it harder to push squishes out of lane so easily.

Wave clearing:

Sion has pretty good wave clearing once he gets all three abilities. Your combo for quickly clearing a wave goes like this:

Meet the head of the enemy minion wave when it is in a straight line.

Activate Soul Furnace
Tag the lead minion with Roar of the Slayer
Advance to the first minion in the wave, but pull up a bit short as they will be moving while you charge Decimating Smash. Let loose with Decimating Smash then walk into the middle of the wave and activate Soul Furnace again to explode the shield.
Last hit any minions that survived.

Using Your Passive Glory in Death to Get An Early Level 2

In Patch 5.5 they lowered the damage on the Gromp and the Large and Small Raptors.

This means that those camps will kill you more slowly, which affects how fast you can get back to lane.

I've got more experience on how to do this now. Starting Decimating Smash kills the raptor camp too fast relative to how fast you die so, Soul Furnace is the spell of choice to start and it offers the side benefit of starting your passive health stacking.

The shield from Soul Furnace will explode on its own after 6 seconds if it is not broken by being damaged.

The ideal thing to do is to stand in the middle of where the raptors will spawn and activate Soul Furnace at 1:49 as the Raptors spawn at 1:55. This will cause you shield to explode, damage the raptors for a relatively small amount at this stage of the game. Autoattack the small raptors until they die. Then start autoattacking the big Raptor. At some point you will die and you can finish off the big Raptor when your passive activates.

Now, occasionally I've had the game get out of sync with my computer so that the camp doesn't spawn at exactly 1:55 screwing up the plan I outlined above if the raptors don't take the damage from the shield exploding. So, I'm not religious about activating soul furnace at 1:49. Instead, I usually activate it at 1:53 as after two seconds you can detonate the shield yourself, so I manually detonate the shield at 1:55/as soon an the raptors spawn.

As I mentioned in my previous Sion post, if you are brave...or foolhardy...or you trust your team to get good deep wards in place you can steal the buff that the enemy jungler is not starting at. It works the same was as above though if you somehow miss getting the shield damage off on the camp, you will die without killing the entire camp, thus not hitting level 2. Sadz panda.

Match-ups

Nasus - ask for jungler help from the get go. You can harass him, but he just heals it up so you can't stop him from farming or kill him unless he is really stupid and let's you hit him with every one of your abilities repeatedly. Since Nasus will be able to farm his Siphoning Strike you will either need to kill him a couple of times in lane with help from your jungler or be prepared to zone him off your carries late game. Build armor and build health in that order. You'll need both.

Gnar - I ran into a much better Gnar than the previous one I faced. This is actually a fairly hard match-up if he stays on you with autottacks and Boomerang Throw. It is probably worth starting Doran's Shield or Cloth Armor for this match-up and just teleporting back early to pick up a Warden's Mail and some Mana Potions. It is a toss-up between Boots of Swiftness and Mercury's Treads. Boots of Swiftness will help prevent your from being kited by Gnar (going 9-21-0 might also be a viable choice, mainly for Swiftness and Tenacious . But Mercury's Treads will help mitigate some of the magic damage he does via Hyper / Wallop and they will reduce the duration of his slows mini-Gnar form and stun when in Mega-Gnar form.