All Guides Sion Guides [Patch 7.24] Unleash the Beast [Under construction for new Season!]
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Sion Statistics for Slayer of Jarvan

Author's performance with Sion compared to the ranked average.

Value
Average
Games Played
5
Win %
46
Kills
3.7
Assists
8.6
Deaths
5.4
KA:D Ratio
2.3
Gold Earned
10.2K
Creep Score
152.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is important because Sion has no abilities in his kit that let him go over walls like some champions ( 23.png 150.png 98.png 121.png etc.) and thus it has value solely because of this. You can combo sionw.png + 4.png for a nasty burst to finish off low health targets as well.


12.png Teleport allows you to do things like use your ultimate down a lane to gank, then Teleport back to top lane so that you do not miss a lot of gold and EXP. While it isn't the most exciting Summoner Spell in the world, it has been proven to be the bread and butter of top lane time and time again.

14.png Ignite is only good in a lane where you are 100% confident you will win, and even then it falls off later on. With the addition of Grievous Wounds to 3075.png there is no reason to ever really take Ignite unless you just want to hard bully your lane. I only mention Ignite because it has viability, but it is not the best.

New Runes Back to Top

The Survive page is for hard lanes that you are going to probably not engage on by yourself and simply want to farm and tough it out until mid-game rolls around.

The Slaughter page is for easy lanes that you want to bully and kill constantly.

There is no difference between the two except for the Secondary paths.

Grasp%20of%20the%20Undying.png?width=32 My reason for taking Grasp of the Undying is that, although Aftershock is viable, I prefer more methods of gaining flat bonus health on Sion. In addition, Grasp provides a small bit of extra sustain that Aftershock does not. While Aftershock combos extremely well with Sion's kit for additional damage and giving him a boost in tank stats to survive his initiations, Grasp is an investment with the bonus health it grants and also a short cooldown ability for trading and sustaining in the top lane.


Demolish.png?width=32 Demolish does damage based on max health. Sion gains max health from his sionw.pngGrasp%20of%20the%20Undying.png?width=32, and Overgrowth.png?width=32. Need I say more?

Conditioning.png?width=32 Considering that the game doesn't start until around 1:30 and nothing exciting happens unless there's an early jungle gank or invade, waiting until 10:00 for extra stats is not a huge problem for a tank.

Overgrowth.png?width=32 Overgrowth is good because towards the later parts of the game when there are a lot more team fights and skirmishes, tanks do not always get to freely CS. Sion typically has to kill a minion in order to gain bonus health, but with this he doesn't have to worry about it as much. This guarantees Grasp of the Undying and Demolish are always going to scale up, even if it's only slightly.

Taste%20of%20Blood.png?width=32 and Ravenous%20Hunter.png?width=32 are taken solely because they provide sustain in lane, and this is why they are taken in harder lanes.

Manaflow%20Band.png?width=32 and Scorch.png?width=32 are taken because Manaflow Band permits more uses of sione.png early on, when you don't have as much mana, to harass in lane and Scorch makes it do more damage when it does land. This allows for more poke that hits harder, hence why it is taken when you want to bully.

That being said, if you don't like the Resolve tree, consider the Sorcery tree and using Arcane%20Comet.png?width=32 with sione.png poke!

Abilities Back to Top

Q
W
E
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Passive
Q
1
14
15
17
18
W
2
8
10
12
13
E
3
4
5
7
9
R
6
11
16

Leveling priority: sione.png -> sionw.png -> sionq.png and sionr.png whenever it is available.

sionq.png Q is the best ability (in my opinion) to put your FIRST skill point in because it is amazing for helping the jungler leash. Also, it helps you bully melees at level 1 who do not have abilities to escape or dodge it yet and also helps you get level 2 faster if you're hitting minions with it.


sionw.png W can be leveled first as well if you want to maximize your bonus health gain with the first wave and a half-ish of minions. If you want to leash with W, just hit the jungle creep first so you tank with your shield for a bit, then step off so it doesn't break your shield and you can use it to damage the jungle creep.

sione.png E can be leveled first in circumstances where it makes sense. For example, if you're against a 74.png and he has a ton of turrets set up, you can start by knocking one of them away right away since this will send his turrets flying. Otherwise, the other abilities above are better to level first.


The reason why sione.png is good to max first is because it offers the best poke and damage in lane. sionq.png damage can compare, but sione.png damage is quick, almost instant, and cannot be interrupted or dodged as easily as sionq.png once you learn how to aim it. That being said, every level of sione.png increases the mana cost but also increases the power of the slow, while sionq.png does not increase in mana cost, so be mindful of this. It may be wiser to max sionq.png in lanes such as 75.png who are weak early on that you can almost always land it on, and also the stun interrupts him from building up his Q stacks. Also when choosing to max sione.png or sionq.png first, try to think about how they will build their items. If they build Armor early on, sionq.png won't do a whole lot, but sione.png is magic damage and thus does not give a singular flapjack about how much Armor they have.

sionw.png is good to max second regardless of what you max first. The reason for this is because by the time you start maxing this ability, tanks will have health items and this ability deals damage to them based on their own max health, thus increasing its value. The only time you would max this last is if everyone on the enemy team is squishy and has no mobility at all to dodge your other two abilities, which is either very rare or impossible these days.

sionw.png is also good to max second because it grants a stronger shield to Sion based on his own maximum health, and around this time you should have 1 or more health-based tank items built on Sion, so this ability will start to scale better as you grow healthier and healthier. This ability is very good burst with sionr.png and requires minimal effort on the player to pull it off, so maxing it around the time team fights start to become more frequent gives Sion optimal damage output and ability to survive all in one.

Tips for sionq.png
- You can charge this from a bush without an enemy seeing you (unless they have it warded of course).

- This does not need to be fully charged for the knock up to happen. After 1 second, enemies are knocked up for 1.25 seconds. 2.25 seconds if fully charged. Early on you may be able to fully charge this, but later on in team fights where more people can interrupt it, you will have to learn when to fully charge it and when to release it early to ensure your knock up goes off. Sometimes getting the knock up off is far more important for the team than being interrupted or missing constantly, because it can cancel autoattacks and interrupt the channeling of enemy abilities.

- If the charge is interrupted (for example, by a stun) it goes on a reduced 2 second cooldown, so as soon as it gets interrupted you should already be thinking of where to move to get into position to charge up another one.

- If you release it before the 1 second needed to get the knock up, it will still slow by 50% for 0.25 seconds and deal damage. This is important when you are chasing an enemy and the slow and damage might be enough to help an ally catch up and finish them off, and is certainly better than just letting the enemy step out of range and missing the ability entirely.

- Using this after landing a direct sione.png on an enemy (especially a tank) will make it do more damage because of the Armor Reduction, and will make it easier to land in general because they are slowed while you charge it up.


Tips for sionw.png
- You can activate this during sionr.png so you can have it prepped and ready to pop when you finish charging at the enemy or while you're charging past an enemy if you miss them and want to still hit them with the AoE damage.

- To get the best use of this spell, try to take at least 1 hit from an enemy before activating it early for the damage.

- You can activate this during sionq.png as well, which is good when you are confident the knock up will have max duration and you want to deliver extra damage to a lane opponent.


Tips for sione.png
- Hitting a minion first and making it hit an enemy champion is better for poking because it increases the damage by 30%.

- Use this to relocate monsters summoned by enemy champions such as: 1.png Tibbers, 74.png Turret, 60.png Spiderlings, 427.png Daisy, 90.png Voidlings, and 83.png  Mist Walkers and Maiden of the Mist.

- This also knocks away the Rift Herald.


Tips for sionr.png

- I have a video on places you can steer the ultimate from and where you can arrive at. My only tip is to not be afraid to use it and practice it, because once you get better at it you become much more terrifying for the enemy team.

Items Back to Top

Starting Items

    Probably the safest and most ideal start for Sion.
    Get this if you have that much gold lying around early enough in the game, just be sure to not purchase this too late otherwise it loses value.

Core Items

    Core tank items
    Core damage items
    Ninja Tabi for Armor, Mercury Treads for Magic Resist.

Situational Items

    Good versus champions like Teemo, Swain, Shyvana, Corki, Cassiopeia, Kayle, and anyone who builds Liandry's.
    When you're full build and want more health.
    When you want to help siege towers.
3800.png Righteous Glory is a very underrated item in my opinion, especially so on Sion. While it doesn't excel at giving any singular stat, it does give a bit of everything (except Magic Resistance), which is what I feel is very important on Sion:

- +400 health. Only 25 health less than Sunfire Cape.
- +300 mana. 100 mana less than Frozen Heart.
- +30 armor. 30 less than Sunfire Cape.
- +100% base health regeneration. Same as Spirit Visage.
- +10% cooldown reduction. Same as Spirit Visage.

The reason why I compare it to these items is because all of these items are things that are typically built on Sion to make him "good" stat-wise, yet this item has stats collected from all of these items at a price that is cheaper than all of them. He needs plenty of mana and CDR to spam spells and be useful in teamfights, and he needs health and armor early on to survive against most top laners.

The perk of having Righteous Glory on Sion is that it can be used during sionpassive.png to chase enemies down and kill them with the massive speed boost to chase them and the slow to hold them down to get beaten up by the extra damage that the passive grants. Aside from this, it can be used to chase down enemies without having to use your sionr.png and when you have no mana left for your normal abilities, effectively acting as a mana-less slow for your team.

That's my argument for rushing this item first. It's loaded with stats that make it good for surviving and poking in lane, it's not super expensive, and it has an active that's fun to use with Sion's sionpassive.png passive.

3068.png Despite how boring it might be to build Sunfire Cape every game, its effectiveness is undeniable on someone like Sion, especially after you get an item like Righteous Glory which lets you stick to enemies and get in their face. It's a constant output of magic damage, and it's a solid Health + Armor item.

3075.png Thornmail used to be what I call a "situational" item on Sion, but no longer. Ever since the addition of Grievous Wounds (reduced healing), +250 health, and Cold Steel (-15% attack speed debuff for enemies), it is simply too loaded with unique effects to not be built on a tank that wants to be more useful for a team.

3065.png and 3194.png are both good items, but which one you build depends on your team comp and the enemy team. Do you have strong healers on your team? Spirit Visage. Does the enemy team have a lot of Damage over Time (DoT) spells or spammable abilities? Adaptive Helm.

The perks of 3065.png Spirit Visage on Sion is that it gives +100 Health more and it increases the healing effect of his sionpassive.png 100% lifesteal in his passive. It also increases his health regeneration, and Sion has the highest health regen at level 1 and the fifth highest at level 18, so he maximizes the worth of Spirit Visage in that regard.

If you absolutely must go damage, 3071.png Black Cleaver and 3748.png Titanic Hydra are viable options. Here's why:

3071.png
- Black Cleaver gives 20% CDR, which when combined with the other items will result in 40% CDR on Sion.

- Black Cleaver shreds Armor, which makes Sion have more debuff power by being able to further lower the Armor of tanks for his physical damage carries outside of his sione.png 20% Armor reduction.
- Black Cleaver grants Movement Speed after dealing physical damage, so after landing a sionq.png you can gain a chunk of Movement Speed to walk up and smack people, and get in position more more spells before the enemy even starts moving again.

3748.png
- Titanic Hydra, in comparison to Black Cleaver, is much more "raw" damage and thus is better in games versus squishy targets, but it doesn't have synergy with his abilities like Black Cleaver does with his sionq.png

- Titanic Hydra grants +50 more health and +100% health regeneration that Black Cleaver does not grant, making it the more "tanky" choice.

- Titanic Hydra has an active that does a huge amount of damage. Titanic Hydra also helps with wave clearing, although Sion doesn't have difficulty with that in the first place with all of his AoE.

- Titanic Hydra is good early on champions with lots of Attack Speed, which means it's not great for early game Sion (unless you're in sionpassive.png form with the attack speed boost).

- Titanic Hydra's flaw is that Sion has no auto attack reset to maximize its damage, and it makes Sion deviate from using abilities because it only deals damage when he auto attacks. It does become more gold effective when Sion has a large pool of health from his tank items + sionw.png passive + Grasp%20of%20the%20Undying.png?width=32 health gain + Overgrowth.png?width=32 passive, though.

The siege items 3512.png and 3060.png are good because Sion's max health pool makes Zz'rot Voidlings do an incredible amount of damage, and Banner of Command can be a good early game item because it is only 2200 gold, gives good stats for the price (the stats are worth more than the price) and it generates gold for you when the buffed minions kills other minions, so in essence it pays itself off while providing some siege power. In addition, a minion buffed with Banner of Command and Baron buff is terrifyingly durable. These are not items I would build every game, but they certainly aren't awful and should be considered. As a side note, buffing a minion with Banner of Command makes 27.png unable to proxy farm it. (Sorry Singed players!)

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Cho'Gath
    Medium
  • Darius
    Easy
  • Dr. Mundo
    Medium
  • Ekko
    Hard
  • Fiora
    Hard
  • Gangplank
    Medium
  • Jax
    Easy
  • Lissandra
    Medium
  • Malphite
    Medium
  • Nasus
    Easy
  • Nautilus
    Medium
  • Pantheon
    Easy
  • Poppy
    Hard
  • Rammus
    Medium
  • Renekton
    Hard
  • Riven
    Hard
  • Ryze
    Medium
  • Singed
    Medium
  • Sion
    Hard
  • Yasuo
    Medium

VS

Aatrox

Easy

VS

Cho'Gath

Medium

VS

Darius

Easy

VS

Dr. Mundo

Medium

VS

Ekko

Hard

VS

Fiora

Hard

VS

Gangplank

Medium

VS

Jax

Easy

VS

Lissandra

Medium

VS

Malphite

Medium

VS

Nasus

Easy

VS

Nautilus

Medium

VS

Pantheon

Easy

VS

Poppy

Hard

VS

Rammus

Medium

VS

Renekton

Hard

VS

Riven

Hard

VS

Ryze

Medium

VS

Singed

Medium

VS

Sion

Hard
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VS

Yasuo

Medium

Steering your ultimate through the jungle?! Back to Top

I have created a video that shows specific spots on Summoner's Rift where you can use your ultimate to arrive at key locations if you steer properly. These are useful because they do not begin straight down a lane like most Sion ultimates, which allows you to hit people from unexpected angles and they help you arrive at important objectives like Dragon and Baron!

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