To take a life is a simple enough thing, yet no-one perfected it quite like Sion. He led army after army through the jaws of death, charging through the massed ranks of Noxusâ€™s enemies time and time again until his burgeoning city-state stood above all nations. But even the mighty fall, and though Sionâ€™s death shocked the people of Noxus, it ultimately also brought them safety from Demaciaâ€™s now leaderless forces.
But Sionâ€™s story did not end with his death. Seeking to exploit the Noxiansâ€™ hero worship, Noxusâ€™s Grand General took the drastic step of attempting to return their greatest champion from death. But if taking a life is a simple enough thing, restoring life is anything but. Sion rose again, but as something different. Without his intelligence and martial prowess, he was reduced to a simple killing machine, destroying anything â€“ friend or foe â€“ that stood in his way. Unable to control their weapon, the Noxians locked their former champion away. Centuries passed before another Grand General returned to Sionâ€™s tomb determined to fully resurrect the great champion once again.
Death is no longer an obstacle for Sion â€“ every time he falls, his commanders simply piece him back together and revive the once great man. But within his sundered body lies a soul desperately searching for the sense of self he once had, and when that sense is most awakened in times of war, then war shall be had.
Passive: Glory in Death
Sion turns berserk once he loses all his health, gaining a full life bar along with significant attack damage, attack speed and lifesteal as he bleeds out. His abilities are all replaced by Death Surge, which gives him a huge but brief movement speed boost. Sion dies once his health drains out.
Q: Decimating Smash
Sion plants his feet, rooting himself as he winds up and swings his axe in a broad area before him. Decimating Smash deals increasing damage the longer itâ€™s charged, and once itâ€™s at least half-charged, knocks up all caught enemies when unleashed.
W: Soul Furnace
Passive: Sion earns bonus max health every time he kills a unit.
E: Roar of the Slayer
Sion bellows in a target direction, damaging, slowing and shredding the armor of the first enemy struck. If Roar of the Slayer hits an enemy minion or jungle monster, Sionâ€™s scream also knocks them back a significant distance. The thrown minion or monster then damages and slows all other enemy units hit.
R: Unstoppable Onslaught
Sion starts charging in a target direction, building up speed as he moves and trampling enemy minions along his path. He can cancel his charge early, at which point he slams the ground, dealing area of effect damage to all nearby enemies. Otherwise, Sion charges an extremely long distance, only stopping once he hits an enemy champion, wall, or reaches the end of his charge. If Sion charges into an enemy champion, he knocks them up and deals area of effect damage; if he hits a wall, Sion stuns himself briefly and deals area of effect damage around him.
Sionâ€™s early game power lies in the brute strength and implied threat of his abilities. Smart positioning allows Sion to aim Decimating Smash â€“ which deals plenty of damage along with a hefty knock-up when fully charged â€“ over both his and the enemyâ€™s minion frontline, forcing Sionâ€™s opponent to choose between securing valuable last hits and staying healthy in lane. But as he levels up, Sionâ€™s able to start asserting his dominance with increasing confidence. Using Roar of the Slayer to slow his rival and shred their armor, Sion can line up and reliably deliver more meaningful damage with Decimating Smash. Meanwhile, Soul Furnace gives him a shield strong enough to negate a meaningful chunk of the enemyâ€™s retaliation should his opponent go toe-to-stump with Noxusâ€™s faded glory, or offers enough defense to keep Sion alive as he retreats.
Even if the enemy laner decides to shove lane and force Sion to last-hit minions under his tower, he still has a couple of tricks to help him earn the gold he needs to itemize. Standing outside his turretâ€™s range, Sion can take advantage of Soul Furnaceâ€™s shield to tank minion damage as he winds up Decimating Smash, which is broad enough to pummel an entire minion wave. And with the enemy laner far from their tower, Sionâ€™s perfectly positioned to call on his jungler and take a kill. Heâ€™s a beast during friendly ganks thanks to Decimating Smash and Roar of the Slayer, which provide enough crowd control to let his ally deal their damage. Things are a little less favorable during enemy ganks, however: with slow base speed and no dashes, Sionâ€™s an extremely immobile champion who relies on his shields, slows and health to keep him alive as he trudges back to his tower.
That immobility disappears â€“ albeit briefly â€“ once Sion hits level six. Unstoppable Onslaught is a monstrous ability, capable of charging Sion halfway across Summonerâ€™s Rift. It has numerous uses, including chasing down fleeing enemies and escaping otherwise deadly encounters. Most enticing, though, is the roam potential Sion gains with his ultimate. Though heâ€™s somewhat cumbersome to aim as he charges, there are few sights more awesome than a full-speed Sion barreling directly toward an unsuspecting suspect a full lane away.
While Sionâ€™s a terrifying enough prospect in the early game, he truly comes into his own once teams group and fight together. He thrives in the heart of battle, triggering Soul Furnace before charging in with Unstoppable Onslaught to initiate the bloodshed. Once in the enemyâ€™s midst, he works best aiming his abilities to strike as many targets as possible, disrupting his opponents with both the crowd control and sheer damage output of his attacks. Sionâ€™s presence demands attention, but even after the enemy team finally cuts the great man down, their workâ€™s not done. Glory in Death provides Sion with a chance to enact his revenge after falling, giving him huge attack damage and attack speed and making the undead juggernaut a colossal threat even beyond the grave.
Works well with:
Enchanted Crystal Arrow, Volley and Frost Shot all slow Sionâ€™s enemies, allowing him close distance and set up his punishing but slow attacks.
Sion and Nautilus combined form an unrelenting crowd control nightmare for the enemy team. Together, they have more than enough slows, stuns and knock-ups to disrupt multiple targets while their damage dealers take their toll.
Though Sionâ€™s a somewhat lumbering giant, Zileanâ€™s Time Warp gives him all the movement speed he needs to chase down targets and power into the enemy team. Zilean can also plant a Time Bomb on Sion to complement his staggering area of effect damage.
The movement speed boosts from Ardent Blaze and dashes from Relentless Pursuit make Lucian a nimble and slippery target for Sionâ€™s sluggish attacks. Death comes quickly to Sionâ€™s enemies, but the Undead Juggernaut has to get his hands on his victim first.
Azir – the Emperor of the Sands
Azir isnâ€™t just nimble enough to dash away from Sion â€“ he also has plenty of zone control and crowd control of his own to hinder Sionâ€™s already lumbering gait. And while Unstoppable Onslaught is an immense engagement tool, Emperorâ€™s Divide blocks Sionâ€™s charge and nullifies his immediate engagement potential.
Nevermove and Decrepify give Swain the tools he needs to keep Sion at bay, and while other mages meet a quick demise at Sionâ€™s axe, Swain has the inherent tankiness â€“ particularly when he activates Ravenous Flock â€“ to withstand his damage output.