Sion is a Top lane champion released on February 21, 2009. Classified as a Vanguard (legacy: Tank, Fighter), he plays primarily in the Top lane with occasional support appearances. He is Melee with 175 attack range (above average for a melee champion), adaptive type Physical, using Mana. Base MS: 345.
Last changed patch V25.23. Store price: 675 BE / 585 RP. Sion’s defining mechanic is Soul Furnace’s permanent HP stacking – every game ends with Sion significantly larger than his base stats. In a 40-minute game with consistent champion participation: approximately 20 champion takedowns (×15 HP) + 200 large monster/minion kills (×15 HP) = 3000+ bonus HP from W passive alone, adding to his 2365 base max HP for a potential total exceeding 5000 HP before any items. Glory in Death creates the second defining characteristic: Sion is literally unkillable in the conventional sense – he revives at full HP and must be killed a second time. In the 6–10 seconds Sion’s Glory in Death form lasts, he can deal significant damage, disrupt teamfights, or reach the backline position he missed in his initial approach.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 655 | 2365.86 |
| Mana (MP) | 400 | 1422.58 |
| HP5 | 9 | 24.73 |
| MP5 | 8 | 19.8 |
| Armor (AR) | 36 | 118.59 |
| Attack Damage (AD) | 68 | 146.66 |
| Magic Resist (MR) | 32 | 72.31 |
| Movement Speed (MS) | 345 | 345 + R charge ramp |
| Attack Range | 175 (Melee, above average) | 175 (fixed) |
| Base AS | 0.679 | Windup%: 24.909% |
| AS Ratio | N/A | Bonus AS: 0–25.56% |
| Crit. DMG | 200% | 200% |
💡 175 Attack Range – Unusual for Melee: Sion’s 175 attack range is 50 units above standard melee range (125). This is the same range as champions like Darius and Mordekaiser, and significantly longer than Sett or Garen. The extended auto range contributes to Sion’s ability to land auto attacks during Q charges (at the edges of charge range) and reduces the movement accuracy required for melee trades. Combined with Q’s 500–850 charge range, Sion has more engagement reach than his melee classification suggests.
Passive: Glory in Death
First Death – Stasis and Revival
INNATE: Upon taking fatal damage, Sion enters stasis for 1.5 seconds to reanimate into a frenzy, restoring 100% of his maximum health but losing 2–21 (based on level) health every 0.264 seconds, increasing by 70% of the base value per subsequent tick. Sion’s health regeneration and any healing (except life steal) he receives during this time is 0% effective.
GLORY IN DEATH FORM – Empowered Stats:
- 1.75 attack speed minimum and maximum (fixed AS)
- 100% life steal
- 10% of the target’s maximum health as bonus physical damage on-hit (capped at 75 against non-champions)
- Ghosting (walks through units)
- One cast of Death Surge, which replaces all abilities
DEATH SURGE (Glory in Death ability): Sion gains 67% bonus movement speed that decays over 2.376 seconds. Can be cast using any ability key, even those not yet learned. Sion’s damage to structures is reduced to 40% under Glory in Death.
| Property | Value |
| HP restored on death | 100% of maximum health (full revive) |
| HP decay rate | 2–21 (level-based) per 0.264 seconds, +70% base value per subsequent tick |
| Decay acceleration | Each tick increases the loss amount by 70% of the base level value |
| Heal effectiveness | 0% – no healing during Glory in Death (life steal is exception) |
| Life steal effectiveness | 100% – life steal works fully in Glory in Death |
| Fixed attack speed | 1.75 AS (cannot be increased or decreased) |
| On-hit max HP damage | 10% max HP physical per auto (capped 75 vs non-champions) |
| Death Surge MS | 67% bonus MS, decays over 2.376 seconds |
| Structure damage | 40% of normal during Glory in Death |
💡 Glory in Death as a Second Fight Window: Glory in Death triggers automatically when Sion reaches 0 HP. The 1.5-second stasis gives the enemy team a false signal that Sion is dead before he springs back with 100% HP and 1.75 AS + 100% life steal + 10% max-HP on-hit. In practice: a 5000 HP Glory in Death Sion auto-attacks the enemy ADC (likely 1200 HP): 10% × 1200 = 120 bonus on-hit + life steal from 120 + standard AD. With 1.75 AS, Sion auto-attacks every 0.57 seconds. Against a 3000 HP target: 300 bonus max-HP physical damage per auto + 300 HP healed via life steal for 6–10 seconds. The Glory in Death form effectively extends every teamfight Sion participates in.
💡 Death Surge Repositioning: Death Surge’s 67% MS bonus lasting 2.376 seconds adds approximately 230 MS to Sion’s base 345. This allows Glory in Death Sion to close the gap to the backline that his initial form could not reach. If the engage attempt failed because the enemy carry escaped, Death Surge gives one movement burst to reach the fleeing target before HP decay eliminates Sion. Death Surge should be cast toward the highest-value target immediately upon entering Glory in Death.
Q: Decimating Smash
Cost: 45 Mana | CD: 10/9/8/7/6 sec | Cast Time: None | Range: 500–850 (based on channel time)
ACTIVE: Sion prepares a strike in the target direction, charging for up to 2 seconds to increase Decimating Smash’s range over an area, knock-up duration, stun duration, and damage every 0.25 seconds. Decimating Smash can be recast within the duration, and does so automatically afterwards. If the charge is interrupted, Decimating Smash is placed on a 2-second cooldown.
RECAST: Sion flails his axe in the direction he targeted at the time of cast, dealing physical damage to enemies hit and slowing them by 50% for 0.25 seconds. Decimating Smash deals 165% damage against monsters and 60% damage against minions. If Decimating Smash was charged for at least 1 second, Sion instead slams his axe down, dealing physical damage to enemies hit, knocking them up for 0.5–1 second and stunning them for 1.25–2.25 seconds (both based on channel time).
| Parameter | Minimum (no charge) | Maximum (2 seconds charge) |
| Physical Damage | 40/60/80/100/120 (+40/50/60/70/80% AD) | Increased by 125/158.33/175/185/191.67% |
| Range | 500 units | 850 units |
| Knock-up Duration | N/A (no knock-up under 1 second) | 1 second (at 2 seconds channel) |
| Stun Duration | N/A (no stun under 1 second) | 2.25 seconds (at 2 seconds channel) |
| Minimum Charge for CC | 1 second of channel | 1 second = 0.5s knock-up + 1.25s stun |
| Monster Damage | 66/99/132/165/198 (+66/82.5/99/115.5/132% AD) | Same formula × 165% |
| Interrupt Cooldown | 2 seconds (not full CD) | N/A – reached max charge naturally |
💡 2-Second Full Charge – The Maximum Value: At full 2-second charge, Decimating Smash deals base damage increased by up to 191.67% at rank 5 (approximately 3× base damage) with an 850-unit range, 1-second knock-up, and 2.25-second stun. Against a stationary target, the full charge at rank 5 with 300 bonus AD: 120 + 80% × 300 = 360 × 2.917 = approximately 1050 physical damage + 2.25-second stun from a single ability. The stun is one of the longest single-ability stuns in the game – Sion’s team gets 2.25 seconds of guaranteed damage on a fully stunned target.
💡 1-Second Threshold – Minimum for CC: Q does not produce knock-up or stun until the charge exceeds 1 second. An early-released Q under 1 second only slow for 0.25 seconds with base damage. In combat where the target can interrupt the charge (CC, dash away), releasing Q as close to 1 second as possible while ensuring contact provides the minimum CC output. Waiting for the full 2-second charge against mobile targets often results in the target escaping entirely. 1-second Q releases are the realistic combat target; 2-second charges are reserved for stationary or CC’d targets.
⚠️ Interrupt → 2-Second Cooldown: If Decimating Smash is interrupted (by Sion being CC’d during the charge), the ability is placed on a 2-second cooldown rather than the full cooldown. This 2-second cooldown means Sion can attempt Q again almost immediately after an interrupt. Against champions whose CC duration is under 2 seconds, Sion can Q immediately after their CC expires. The 2-second interrupt CD is significantly less punishing than a full ability reset.
W: Soul Furnace
Cost: 65/70/75/80/85 Mana | CD: 15/14/13/12/11 sec | Cast Time: None | Effect Radius: 525
PASSIVE – SOUL FURNACE STACKING: Sion gains 4 bonus health whenever he kills an enemy, increased to 15 for large enemies and takedowns against enemy champions.
ACTIVE: Sion grants himself a shield lasting up to 6 seconds. Soul Furnace can be recast after 3 seconds while the shield holds, and does so automatically at the end of the duration. Both casts of Soul Furnace can be activated during Sion’s other abilities.
RECAST: Sion consumes the shield to deal magic damage to nearby enemies, capped at 400 against minions and monsters.
| Parameter | Value |
| Passive HP per kill | 4 HP (small enemies) |
| Passive HP per large kill / champion | 15 HP |
| Shield Strength | 60/75/90/105/120 (+40% AP)(+8/10/12/14/16% max HP) |
| Shield Duration | 6 seconds (or until consumed by recast) |
| Recast Availability | 3 seconds after cast, while shield holds |
| Recast Magic Damage | 40/65/90/115/140 (+40% AP)(+14% target’s max HP) |
| Recast Cap vs Minions/Monsters | 400 damage maximum |
| During Other Abilities | Both casts can be used while casting Q, E, or R |
💡 Soul Furnace HP Stacking – The Infinite Scale: Soul Furnace passive is the most potent long-term HP accumulator in the game. In a 40-minute game: 300+ minion kills × 4 HP = 1200 HP, 100+ jungle camp participation × 4 HP = 400 HP, 50 large monster kills × 15 HP = 750 HP, 15 champion takedowns × 15 HP = 225 HP. Total approximate passive accumulation: 2575 additional HP over a full game without items. This passive HP amplifies every HP-scaling item and ability in Sion’s kit: W shield (16% max HP), Q’s effective durability, and Glory in Death’s revive HP. Every kill event in the game is a permanent HP increase for Sion that never decays or resets.
💡 W Recast – 14% Target Max HP AoE Burst: The W recast deals 14% of each nearby enemy’s maximum health as magic damage in a 525-radius AoE. Against 5 enemies in the blast radius averaging 3000 HP each: 14% × 3000 = 420 magic damage per target × 5 = 2100 total magic damage distributed from a single recast, bypassing armor. The 525 radius is substantial – approximately the range of a standard melee auto-attack burst zone. The recast is best timed after E’s 25% armor reduction has been applied to the enemy group: armor reduction doesn’t affect magic damage directly, but W’s recast is magic damage that bypasses armor entirely.
⚠️ W Recast Timing Window: The shield must still be active 3 seconds after the initial W cast for the recast to be available. If Sion takes significant burst damage that depletes the shield within the first 3 seconds, the recast option is lost. Cast W slightly before engaging rather than at the moment of engagement to ensure the 3-second window is within the active fight rather than the approach. If the shield breaks during the 3-second wait, the recast is unavailable and W goes on cooldown.
E: Roar of the Slayer
Cost: 35/40/45/50/55 Mana | CD: 12/11/10/9/8 sec | Cast Time: 0.25 | Range: 800/1350 | Width: 160 | Speed: 1800
ACTIVE: Sion bellows a shockwave in the target direction that deals magic damage to the first enemy hit, slows them for 2.5 seconds and inflicts them with 25% armor reduction for 4 seconds. If the target is a minion or non-epic monster, they are also stunned for 0.75 seconds and knocked back up to 1350 units, applying Roar of the Slayer’s effects to enemies they pass through, as well as briefly granting sight of the area around their trajectory.
| Parameter | Value |
| Magic Damage | 65/100/135/170/205 (+55% AP) |
| Slow | 40/45/50/55/60% for 2.5 seconds |
| Armor Reduction | 25% for 4 seconds (applies to champion hits) |
| Minion/Monster: Stun | 0.75 seconds + knocked back up to 1350 units |
| Knockback Secondary Effect | Minion projectile applies E’s effects to enemies it passes through |
| Champion Range | 800 units |
| Minion/Monster Range | 800 units initial + up to 1350 units additional knockback |
💡 25% Armor Reduction – Amplifies the Entire Team: Roar of the Slayer’s armor reduction is not a flat number – it reduces the target’s current armor by 25%. Against 200 armor: 25% reduction = 50 armor removed, resulting in 150 armor. For Sion’s team dealing 1000 physical damage to this target: at 200 armor (66.7% mitigation), they deal 333 damage. After E’s reduction (150 armor = 60% mitigation): they deal 400 damage – a 20% damage increase for the entire team on every physical damage source. Combined with Decimating Smash’s physical damage during Q’s stun, the armor reduction amplifies Q’s full charge damage by 20% as well.
💡 Minion Knock – The Unique Extended Range Poke: Hitting a minion or non-epic monster with E creates a secondary ranged projectile as that unit is launched. The launched minion travels up to 1350 additional units beyond the initial E’s 800 range, applying the slow and armor reduction to every champion it passes through. Total effective reach: 800 + 1350 = 2150 units – approximately one-third of the entire Summoner’s Rift lane. Positioning Sion behind a minion wave and firing E through the wave allows consistent long-range poke that is extremely difficult to dodge due to the minion’s existing trajectory.
⚠️ E Stops on First Champion Hit: Roar of the Slayer stops on the first enemy champion hit and does not continue to secondary targets. Against a champion standing behind a minion in the poke pattern, the champion receives the standard slow/armor reduction but blocks the minion knockout path. Aim E to hit the minion rather than the champion directly when intending to create the secondary minion projectile – the minion will travel through the champion after the initial E hit on the champion.
R: Unstoppable Onslaught (Ultimate)
Cost: 100 Mana | CD: 140/100/60 sec | Cast Time: None | Steer Speed: 8.3°/s
ACTIVE: Sion becomes immune to crowd control and ghosted, and after a brief delay, charges forward in the direction of the cursor for up to 8 seconds, during which he is able to steer at a slow turn rate (8.3°/s) while automatically navigating his movement. Unstoppable Onslaught can be recast after 0.4 seconds during the channel. The charge ramps up Sion’s movement speed at the time of cast by 40 movement speed every 0.1 seconds, up to 950 total movement speed.
IMPACT: At the end of the charge’s duration, Sion leaps forward 300 units, landing after 0.55 seconds and slamming the ground. Sion stops upon colliding with an enemy champion or terrain during the charge, ending Unstoppable Onslaught with a slam. Crashing into terrain stuns Sion for 0.5 seconds.
| Parameter | Value |
| Max Charge Duration | 8 seconds |
| Max Speed Ramp | 950 total MS (ramps up 40 MS every 0.1s) |
| CC Immunity | Full immunity to crowd control during charge |
| Min Physical Damage | 150/300/450 (+60% bonus AD) |
| Base Damage Increase | 0%–166.67% based on channel time |
| Scaling Damage Increase | 0%–100% based on channel time |
| Slam Slow | 40/45/50% for 3 seconds (all enemies in radius) |
| Inner Radius Pull | Pulled toward Sion over 0.5 seconds |
| Stun Duration (inner) | 0.25–1.75 seconds (based on channel time) |
| Terrain Crash | Sion stunned 0.5 seconds (self-stun) |
| Recast Availability | 0.4 seconds after cast (manual early slam) |
💡 950 MS – The Unstoppable Train: Unstoppable Onslaught ramps 40 MS every 0.1 seconds until reaching 950 total movement speed. At 345 base MS: time to reach 950 MS = (950 – 345) / 40 × 0.1 = approximately 1.5 seconds of charge time. After 1.5 seconds, Sion moves at 950 MS for the remaining charge duration. The 8.3°/s steer rate allows Sion to track slowly moving or running targets. Against targets who run in straight lines away from Sion, 950 MS catches anything in the game – no champion base MS exceeds 355, making the math a complete mismatch at max charge speed.
💡 Stun Duration vs Channel Time: The slam stun scales from 0.25 to 1.75 seconds based on channel time. To achieve the maximum 1.75-second stun, Sion must charge for the full 8 seconds at maximum speed before hitting the target. In practice, most successful R engages hit the target at 2–4 seconds of channel (650–850 MS), producing 0.75–1.25 second stuns. The full 1.75-second stun is nearly exclusively achievable in cross-map charges where the distance requires the full 8 seconds to close. For standard engages, plan around 1-second stun duration rather than the theoretical maximum.
💡 Terrain Wall Angle Trick: Intentionally steering Unstoppable Onslaught at a slight angle into a terrain wall can be used to aim the slam in a specific direction. When Sion collides with terrain, the 0.5-second self-stun is applied but the slam still impacts enemies around the collision point. Near thin jungle walls, Sion can slam an enemy group by hitting the wall adjacent to them. The terrain collision stun on Sion is a known acceptable cost in some situations where the slam position against the wall is more valuable than the continued charge.
⚠️ Self-Stun on Terrain: Hitting terrain (walls, structures) during Unstoppable Onslaught stuns Sion for 0.5 seconds. In the jungle or near dragon/baron pit, unexpected terrain angles can create accidental self-stuns. Aim R in open lanes or toward wide corridors when possible. The steer speed (8.3°/s) provides limited course correction – R committed in the wrong direction is difficult to redirect quickly enough to avoid walls in tight jungle paths.
⚡ Glory in Death – Tactical Usage Guide
| Scenario | Glory in Death Strategy |
| Teamfight engage | Engage normally, die in frontline → Glory in Death with full HP + 1.75 AS to continue fighting |
| Assassin dive on Sion | Assassin bursts Sion → Glory in Death → 100% life steal + 10% max-HP on-hit kills the assassin who committed |
| Failed R engage | R into wrong target or terrain → death → Death Surge toward backline target missed by R |
| Baron/Dragon smite race | Sion can enter Glory in Death at objective and continue attacking it for 6–10 seconds |
| Backdoor pressure | Sion at tower (40% structure damage in Glory in Death) – limited but provides additional hits |
| Anti-dive tower fight | Sion under tower → takes lethal damage → Glory in Death with 100% life steal survives the dive |
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- Soul Furnace Kill Priority: Every large minion kill (15 HP) and champion takedown (15 HP) compounds over the game. At level 1–6, prioritize last-hitting large minions (cannon minions, catapult minions) since they grant 15 HP each. In the jungle, every large monster (Blue/Red buff, gromp, dragon, baron) grants 15 HP. In a standard laning phase, 2 cannon minions per wave + large monster kills add 30–75 HP every few minutes permanently beyond any item upgrade.
- Q Short-Charge Trading: In early lane, 1-second Q charges are safer than 2-second attempts. The 1-second charge produces 0.5-second knock-up + 1.25-second stun with significantly less exposure time during the wind-up. Against ranged opponents who attack during the charge animation, toggle W immediately before Q charge – W’s shield absorbs poke damage during the 1-second charge window. W active + 1-second Q release is the standard early trade pattern.
- E Minion Poke at Level 3: At level 3 with E unlocked, the minion knockback poke (2150 effective range) creates ranged pressure that most melee top laners cannot respond to. Fire E through the minion wave toward the enemy laner repeatedly. Each hit applies 25% armor reduction – if the armor reduction overlaps with the next trade (4-second duration), Sion’s Q physical damage during the stun deals approximately 20% more damage against the armor-reduced target.
Mid Game (Levels 7–13)
- Unstoppable Onslaught Across the Map: At rank 1, R costs 140 seconds – one of the longest ultimate cooldowns in the game. Each R use must deliver significant value. The cross-map R from top lane into a bot lane fight is Sion’s highest-value R usage: build charge for 4–6 seconds in open terrain, arrive at the enemy cluster at 800–950 MS for a 1–1.5 second stun slam. The enemy has 10–12 seconds to react from the R activation alert – coordinating with the team to engage when R is mid-flight creates a simultaneous pressure scenario.
- W Recast Timing in Teamfights: Cast W at engage initiation → wait 3 seconds while tanking hits (shield absorbs damage) → recast W for 14% max-HP AoE burst to all nearby enemies. The 3-second window aligns with Q’s charge-and-land timing: W cast → R arrive → Q charge 2 seconds → Q land stun → W recast during the 2.25-second stun. The enemy cluster is stationary during Q’s full stun, maximizing W recast’s 525-radius AoE coverage.
- E Setup for Q Combo: Roar of the Slayer’s 25% armor reduction lasts 4 seconds. The optimal sequence: E hit (armor reduction applied) → Q charge 2 seconds (armor reduction still active) → Q slam with stun (physical damage amplified 20% from armor reduction). E then Q requires the E to hit the same target as Q – use E as an approach ability to slow the enemy into Q range, then begin charging Q immediately after E lands.
Late Game (Level 14+)
- Glory in Death in Late Teamfights: In late-game teamfights, Sion’s death is not a loss state – it is a transition into a second combat form. A Sion who dies at the center of the enemy team enters Glory in Death at 5000+ HP with 1.75 AS and 100% life steal. The enemy team must immediately pivot from fighting the rest of Sion’s team to eliminating the Glory in Death form, or face 10% max-HP on-hit autos against their highest-HP targets. The optimal late-game Sion play is dying in the middle of the enemy cluster intentionally
- Soul Furnace HP Total at 40 Minutes: A fully farmed Sion at 40 minutes can realistically achieve 2500+ bonus HP from W passive stacking, 3000+ HP from items (Warmog’s, Heartsteel), plus base 2365 HP = potentially 7000–8000 total HP. W’s 16% max-HP shield is then 1120–1280 HP per cast. W recast’s 14% max-HP damage deals 980–1120 AoE magic damage. Glory in Death revives at 7000–8000 HP. Sion’s late-game stats scale harder than any other champion in the game through this combination.
- R as Teamfight Initiator, Not Solo Engage: Unstoppable Onslaught’s 60-second cooldown at rank 3 means it can be used every meaningful teamfight. The R alarm sound is well-known to experienced players – enemies begin dispersing when they hear it. Use R toward the position the enemy carries are retreating to, not where they currently are. The 8-second charge duration allows Sion to correct course toward the retreating target’s new position. Coordinate with the team to commit engage as soon as R is activated so the enemy team faces a dilemma: focus Sion (who will just gloriously revive) or flee into the path of the incoming charge.
⚔️ Core Combo Guide
- Standard All-In: E (slow + 25% armor reduction on target) → Q charge (during E slow, target cannot close gap) → Q release at 1–2 seconds (knock-up + stun) → W cast during Q (shield up during stun follow-up) → autos during stun → W recast after 3 seconds (14% max-HP AoE blast)
- Cross-Map R Engage: R toward enemy cluster (charge 4–6 seconds, 800–950 MS impact) → slam stun (0.75–1.5 seconds) → E immediately after slam (25% armor reduction, slow to prevent escape) → Q charge 1–2 seconds → Q release stun → W recast during Q stun
- Anti-Dive Response: W cast (shield absorbs initial burst) → E on approaching assassin (slow + armor reduction) → Q release stun → autos during stun → if Sion reaches 0 HP: Glory in Death activates → Death Surge toward assassin → 100% life steal + 10% max-HP autos
- W Max-HP Burst Setup: W cast → Q charge 2 full seconds → Q release stun (2.25 seconds) → W recast during stun (enemies cannot dodge 525-radius AoE while stunned) → E follow-up for armor reduction on recovering targets → autos
❌ Common Mistakes and How to Avoid Them
- Releasing Q Under 1 Second: Decimating Smash under 1 second of charge produces only a 0.25-second slow – minimal CC value. In trades where Sion releases Q early from pressure, the 10-second cooldown is spent for a slow rather than a stun. Hold Q for at least 1 second minimum in every combat situation. If the target is about to escape the charge radius, release at 1 second for the minimum CC rather than releasing early for the non-CC version.
- Forgetting W Passive During Farming: Soul Furnace’s passive HP accumulation is permanent and irreversible. Every last-hit, every assist, every large monster kill during the entire game is 4 or 15 permanent HP. Players who ignore W passive in lane (farming efficiently) and jungle participation miss hundreds of HP over a game. Actively seek cannon minion last hits and large jungle monster participation specifically because they grant 15 HP instead of 4.
- R Into Walls Without Intent: Unstoppable Onslaught’s 8.3°/s steer is minimal. Once Sion is 1–2 seconds into the charge heading toward a terrain wall, course correction cannot prevent the collision. The 0.5-second self-stun from terrain is often the difference between winning or losing the engage. Aim R in open terrain and accept that steering toward a wall is rarely correctable during the charge.
- W Recast Before 3 Seconds: W’s recast is only available 3 seconds after the initial shield cast – if the shield breaks before 3 seconds, no recast. Conversely, if Sion presses W recast at exactly 3 seconds but the shield was broken at 2.9 seconds, the recast is unavailable. Track the shield health bar – if the shield is about to break before 3 seconds and Sion needs the recast, do not engage into heavy burst damage immediately after W cast.
- Not Utilising Glory in Death: The single most common Sion player mistake at lower levels is not pressing anything during Glory in Death. Upon entering Glory in Death, the reflex to stop playing (because the champion died) wastes 6–10 seconds of 1.75 AS + 100% life steal + 10% max-HP on-hit. Immediately upon entering Glory in Death: press any ability key for Death Surge (MS toward nearest priority target) and begin auto-attacking immediately.
⚙️ Recommended Build and Itemization
Core Items
- Heartsteel: The highest HP-scaling item available, designed specifically for champions with high base HP. Each Heartsteel proc deals bonus damage based on the target’s max HP and permanently increases Sion’s HP. Heartsteel stacks compound with W’s passive HP accumulation: Heartsteel procs add HP, which increases W’s 16% shield strength, which absorbs more damage, which enables more Heartsteel procs. Effective Sion HP at full Heartsteel + W passive: routinely exceeds 8000 HP.
- Warmog’s Armor: Maximum raw HP for immediate impact. Every 100 HP from Warmog’s adds 16 HP to W’s shield strength (16% scaling) and 14 HP to W recast damage per target. Warmog’s passive HP regen enables sustained in-lane durability that allows continued farming for W passive stacks between fights without recalling.
- Sunfire Aegis: HP + armor + Immolate passive damage. In Sion’s standard frontline engagement position (inside the enemy cluster during Q stun + W recast window), Immolate ticks on every enemy in range simultaneously. The HP amplifies W passive value. Sunfire also works in Glory in Death form – the Immolate continues ticking while Sion auto-attacks in the revived state.
Situational Items
- Gargoyle Stoneplate: Active HP amplification when attacked by 3+ champions. Sion’s role as the primary frontline target in teamfights means being hit by 3+ champions is standard, triggering Stoneplate’s resistance amplification. The Crystallize active gives a significant HP surge during the most dangerous moments. Effective against physical and magic split damage where both resistance types are needed.
- Jak’Sho, The Protean: Resistance stacking per second in combat. Sion’s extended fight windows (initial form + Glory in Death) mean fights naturally last long enough for Jak’Sho to reach high stack counts. The combined resistances at peak Jak’Sho + Sion’s base scaling create effective HP numbers significantly higher than raw HP suggests.
- Thornmail: Against life-steal-heavy compositions (Aatrox, Samira, Draven). The Grievous Wounds applied to attackers converts their incoming physical damage into healing reduction on themselves. In Glory in Death form with 100% life steal, Thornmail is not as relevant since Sion himself doesn’t rely on healing during the form – apply Thornmail to reduce the effectiveness of the enemies who burst Sion before Glory in Death triggers.
⚔️ Counter Picks & Matchups
✅ Sion Counters
1. Malphite – Malphite builds to maximum armor and relies on his R engage. Sion’s E 25% armor reduction applies before Q’s physical damage, amplifying Sion’s Q damage against Malphite’s otherwise high armor values. Glory in Death’s 10% max-HP on-hit applies regardless of armor. Sion’s W shield absorbs Malphite’s Q poke reliably.
2. Nasus – Nasus’s Q farming creates predictable stationary positions that Sion can E + Q consistently throughout laning. Sion’s W passive HP accumulation outpaces Nasus’s Q stack scaling in the early game. E’s minion knockback poke harasses Nasus during Q last-hit attempts without direct engagement.
3. Cho’Gath – Cho’s HP builds amplify Sion’s Q damage (large target = more time within Q range during charge), W recast AoE (14% × Cho’s 5000+ HP = 700+ damage), and Glory in Death’s 10% max-HP on-hit. R’s knockback provides range control against Cho’s Rupture (Q) approach pattern.
❌ Sion is Countered By
1. Fiora – Riposte (W) parries Sion’s Q charge at 1-second minimum threshold, converting the stun into a Fiora parry stun on Sion. Grand Challenge Vitals deal true damage bypassing Sion’s armor and W shield’s mitigation. Fiora’s mobility makes landing full 2-second Q charges nearly impossible.
2. Vayne – Silver Bolts true damage bypasses Sion’s armor scaling and W shield’s effective HP. Against Sion’s high HP (5000+), Vayne’s true damage at 14% max HP every third auto = 700 true damage every three autos – anti-scales with Sion’s HP stacking. Tumble repositions Vayne to dodge E and dodge Q charge angles.
3. Garen – Garen’s Q silence prevents Sion from casting W or E immediately upon close range, forcing Sion to trade with basic attacks only during the silence window. Garen’s passive health regen sustains through W passive stack losses from Sion’s auto-attacks. Decisive Strike removes Sion’s slows, preventing E’s slow from holding Garen in Q range.
FAQ
Q: How long does Glory in Death last?
A: Glory in Death lasts until Sion’s HP decays to 0. The HP loss starts at 2–21 (level-based) per 0.264 seconds and increases by 70% of the base value per subsequent tick (accelerating decay). In the early game (low level decay rate), Glory in Death can last 8–12 seconds. At level 18 with maximum decay: approximately 6–8 seconds depending on how much 100% life steal’s healing extends survival. Life steal from auto-attacks in Glory in Death does heal and can extend the duration against targets where 10% max-HP life steal exceeds the decay rate.
Q: Does Heartsteel stack infinitely with Soul Furnace’s passive?
A: Yes – both stack indefinitely and compound each other. Soul Furnace grants HP per kill, Heartsteel grants HP per proc hit. Both accumulate to Sion’s total HP permanently. At full stacking in a 40-minute game: total HP can exceed 8000–9000 HP before the base stats. This total amplifies W’s shield (16% = 1440 HP), W’s recast damage (14% enemy max-HP), and Glory in Death’s revive HP pool.
Q: What is the maximum Q stun duration?
A: At full 2-second charge at rank 5: 1-second knock-up + 2.25-second stun = 3.25 seconds total CC. The stun begins after the knock-up lands, running consecutively. This 3.25-second CC window is among the longest single-ability CC chains in the game, matched only by Malzahar’s suppression and a few channeled abilities. During this window, the entire enemy team can freely attack the CC’d target.
Q: Can Sion be CC’d during Unstoppable Onslaught?
A: No – Unstoppable Onslaught provides full CC immunity during the charge. Stuns, suppressions, slows, knockups, and displacements all fail against Sion during R. The only thing that stops R is terrain collision (which self-stuns Sion for 0.5 seconds) or champion collision (which triggers the slam). An enemy team that uses CC to stop Sion’s R charge cannot do so – their CC abilities are wasted.
Q: Is W passive affected by champions Sion assists but does not kill?
A: Yes – Soul Furnace passive grants 15 HP per champion takedown, which includes assists as well as kills. Any champion death that Sion contributed to (dealt damage within the participation window) grants the 15 HP bonus. Sion does not need to land the killing blow – presence in fights that result in champion deaths all contribute to W passive stacking.