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{{ri |
{{ri |
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|map = Summoner's Rift |
|map = Summoner's Rift |
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+ | |s1 = Corrupting Potion|s2 = Warding Totem|e1 = Ninja Tabi|e2 = Sunfire Cape|e3 = Glacial Shroud|o1 = Iceborn Gauntlet|o2 = Titanic Hydra|o3 = Sterak's Gage|d1 = Frozen Heart|d2 = Spirit Visage|d3 = Thornmail|c1 = Health Potion|c2 = Vision Ward|c3 = Elixir of Iron}} |
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− | |s1 = Corrupting Potion |
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− | |s2 = Warding Totem |
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− | |e1 = Ninja Tabi |
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− | |e2 = Sunfire Cape |
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− | |e3 = Glacial Shroud |
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− | |o1 = Iceborn Gauntlet |
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− | |o2 = Titanic Hydra |
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− | |o3 = Sterak's Gage |
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− | |d1 = Frozen Heart |
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− | |d2 = Spirit Visage |
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− | |d3 = Thornmail |
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− | |c1 = Health Potion |
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− | |c2 = Vision Ward |
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− | |c3 = Elixir of Iron}} |
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{{ri |
{{ri |
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|map = Summoner's Rift (Jungler) |
|map = Summoner's Rift (Jungler) |
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+ | |s1 = Hunter's Talisman|s2 = Health Potion|s2# = 3|s3 = Warding Totem|e1 = Tracker's Knife (Cinderhulk)|e2 = Ninja Tabi|e3 = Glacial Shroud|o1 = Iceborn Gauntlet|o2 = Titanic Hydra|o3 = Sterak's Gage|d1 = Frozen Heart|d2 = Spirit Visage|d3 = Thornmail|c1 = Health Potion|c2 = Vision Ward|c3 = Elixir of Iron}} |
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− | |s1 = Hunter's Talisman |
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− | |s2 = Health Potion |
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− | |s2# = 3 |
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− | |s3 = Warding Totem |
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− | |e1 = Tracker's Knife (Cinderhulk) |
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− | |e2 = Ninja Tabi |
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− | |e3 = Glacial Shroud |
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− | |o1 = Iceborn Gauntlet |
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− | |o2 = Titanic Hydra |
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− | |o3 = Sterak's Gage |
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− | |d1 = Frozen Heart |
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− | |d2 = Spirit Visage |
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− | |d3 = Thornmail |
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− | |c1 = Health Potion |
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− | |c2 = Vision Ward |
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− | |c3 = Elixir of Iron}} |
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{{ri |
{{ri |
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|map = Twisted Treeline |
|map = Twisted Treeline |
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+ | |s1 = Boots of Speed|s2 = Doran's Blade|s3 = Health Potion|s3# = 2|e1 = Mercury's Treads|e2 = Titanic Hydra|e3 = Sunfire Cape|o1 = The Black Cleaver|o2 = Maw of Malmortius|d1 = Banshee's Veil|d2 = Randuin's Omen|d3 = Frozen Heart|c1 = Health Potion|c2 = Elixir of Iron}} |
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− | |s1 = Boots of Speed |
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− | |s2 = Doran's Blade |
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− | |s3 = Health Potion |
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− | |s3# = 2 |
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− | |e1 = Mercury's Treads |
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− | |e2 = Titanic Hydra |
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− | |e3 = Sunfire Cape |
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− | |o1 = The Black Cleaver |
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− | |o2 = Maw of Malmortius |
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− | |d1 = Banshee's Veil |
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− | |d2 = Randuin's Omen |
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− | |d3 = Frozen Heart |
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− | |c1 = Health Potion |
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− | |c2 = Elixir of Iron}} |
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{{ri |
{{ri |
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|map = Twisted Treeline (Jungler) |
|map = Twisted Treeline (Jungler) |
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+ | |s1 = Hunter's Talisman|s2 = Doran's Shield|s3 = Health Potion|e1 = Mercury's Treads|e2 = Titanic Hydra|e3 = Sunfire Cape|o1 = The Black Cleaver|o2 = Maw of Malmortius|d1 = Banshee's Veil|d2 = Randuin's Omen|d3 = Frozen Heart|c1 = Health Potion|c2 = Elixir of Iron}} |
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− | |s1 = Hunter's Talisman |
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− | |s2 = Doran's Shield |
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− | |s3 = Health Potion |
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− | |e1 = Mercury's Treads |
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− | |e2 = Titanic Hydra |
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− | |e3 = Sunfire Cape |
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− | |o1 = The Black Cleaver |
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− | |o2 = Maw of Malmortius |
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− | |d1 = Banshee's Veil |
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− | |d2 = Randuin's Omen |
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− | |d3 = Frozen Heart |
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− | |c1 = Health Potion |
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− | |c2 = Elixir of Iron}} |
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{{ri |
{{ri |
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|map = Howling Abyss |
|map = Howling Abyss |
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+ | |s1 = Boots of Speed|s2 = Giant's Belt|s3 = Health Potion|s3# = 2|e1 = Mercury's Treads|e2 = Sunfire Cape|e3 = Sterak's Gage|o1 = The Black Cleaver|o2 = Titanic Hydra|d1 = Banshee's Veil|d2 = Randuin's Omen|d3 = Warmog's Armor|c1 = Oracle's Extract|c2 = Health Potion|c3 = Elixir of Iron}} |
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− | |s1 = Boots of Speed |
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− | |s2 = Giant's Belt |
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− | |s3 = Health Potion |
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− | |s3# = 2 |
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− | |e1 = Mercury's Treads |
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− | |e2 = Sunfire Cape |
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− | |e3 = Sterak's Gage |
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− | |o1 = The Black Cleaver |
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− | |o2 = Titanic Hydra |
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− | |d1 = Banshee's Veil |
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− | |d2 = Randuin's Omen |
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− | |d3 = Warmog's Armor |
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− | |c1 = Oracle's Extract |
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− | |c2 = Health Potion |
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− | |c3 = Elixir of Iron}} |
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==Tips== |
==Tips== |
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;Playing As {{ci|Sion}} |
;Playing As {{ci|Sion}} |
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− | * |
+ | * |
;Playing Against {{ci|Sion}} |
;Playing Against {{ci|Sion}} |
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− | * |
+ | * |
==Tricks== |
==Tricks== |
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;Ability Usage |
;Ability Usage |
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+ | * {{ci|Sion}} relies heavily on good skill timing and placement in order to be useful - the majority of his kit is unreliable in terms of hitting abilities, but they synergize well with each other to result in incredible sustained damage. |
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− | * |
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+ | * His passive, {{ai|Glory in Death|Sion}}, is useful for revenge kills but is most prominent in teamfights where enemies will be under threat by the extra DPS he'll have while reanimated. |
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+ | ** Do not underestimate the damage he deals with {{ai|Glory in Death|Sion}}. With each hit dealing an additional 10% of the target's max HP, {{ci|Sion}} can decimate squishy/slow targets. |
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+ | * {{ai|Decimating Smash|Sion}} deals AoE damage and, when charged enough, can knock up multiple enemies. Fully charged and well placed, this ability can singlehandedly turn teamfights. While the potential threat of {{Ai|Decimating Smash|Sion}} is huge, getting it to apply the brief slow can be enough to pick off a target. |
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+ | ** To more reliably hit opponents, try to hinder the their movement before charging; having your teammates apply stuns or slows beforehand or hitting first with {{Ai|Roar of the Slayer|Sion}} or {{ai|Unstoppable Onslaught|Sion}} will make this considerably easier. |
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+ | ** Alternatively, {{Ai|Decimating Smash|Sion}} can be an effective tool to zone opponents. For example, charging it on an area to cut off an enemy's escape route or protect an endangered ally can be well worth it due to its decently low cooldown. |
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+ | ** A fast cancellation of {{Ai|Decimating Smash|Sion}} will still deal one third of the maximum damage and slow the opponent briefly. |
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+ | * {{Ai|Soul Furnace|Sion}} makes {{ci|Sion}} very durable with both components, as he can gain quite a bit of health from the passive and a large shield that scales off his max health to compliment it. |
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+ | ** Though the shield may not persist for very long in early teamfights, it is still a powerful damage tool due to its AoE % max health damage. |
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+ | * {{Ai|Roar of the Slayer|Sion}} grants {{ci|Sion}} a ranged AoE damage slow with armor shred, and an effective tool for initiation. |
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+ | ** Maxing {{Ai|Roar of the Slayer|Sion}} first while pushing minions in lane grants {{ci|Sion}} serious long ranged damage poke and wave clear. |
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+ | *** Since the damage is also magic, it is effective against early armor stacking. |
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+ | ** Slowing opponents with {{Ai|Roar of the Slayer|Sion}} will make it easier to engage on them or follow up with {{Ai|Decimating Smash|Sion}}. |
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+ | ** Though the armor reduction only applies to the main target, it is still a shred and will make any enemy that much more vulnerable to physical damage bursts from you and your teammates. |
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+ | * His ultimate {{ai|Unstoppable Onslaught|Sion}} allows him to move a long distance while also dealing high AoE damage and providing a significant knockup. |
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+ | ** Canceling {{ai|Unstoppable Onslaught|Sion}} briefly before hitting the intended target will let you stop and deal damage at that position - even if the opponent gets away. This way {{ci|Sion}} will hopefully be placed right where he belongs - in the middle of the fight. |
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+ | ** A well used melee range {{ai|Unstoppable Onslaught|Sion}} is your most reliable tool to save teammates from any instant engage such as a {{cai|Infinite Duress|Warwick}}, dealing a fair amount of damage and the knockup. |
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+ | ** Due to the CC immunity it gives and the long distance {{ai|Unstoppable Onslaught|Sion}} covers, it can be used to escape or to join a fight. |
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;Mastery Usage |
;Mastery Usage |
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;Item Usage |
;Item Usage |
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+ | * Many tank and fighter items work well with {{ci|Sion}}, but generally some good options support the hard-to-kill, sustained threat that he can be. |
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− | * |
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+ | * Movement speed will improve {{cis|Sion}} potential to engage a fight without his ultimate and slows will make it easier to land his abilities. Both make chasing and {{ai|Glory in Death|Sion}} even more threatening. |
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+ | ** {{ii|Boots of Swiftness|}} can be incredibly effective against teams lacking in hard CC but with lots of slows. |
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+ | ** {{ii|Righteous Glory|}} can be an excellent item for {{ci|Sion}}, giving him some extra durability and an active AoE speed up and slow to boot. It can even be cast during {{ai|Unstoppable Onslaught|Sion}}, meaning a well timed activation can allow your team to follow up and collapse on the enemy quickly. |
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+ | *** Note that it may be better to opt for other defensive items, as {{ci|Sion}} already benefits from theoretically infinite health scaling and already has several tools to engage. |
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+ | *** {{ii|Dead Man's Plate}} could be a considerable alternative for {{ii|Righteous Glory}} if Sion needs more mobility for himself, tank and damage mainly coming from his {{ai|Unstoppable Onslaught|Sion}}. As Sion is using {{ai|Unstoppable Onslaught|Sion}}, he builds up stacks for {{ii|Dead Man's Plate}} to make more damage for his next auto attack when hitting somebody but if he hits a terrain or wall, the stacks of {{ii|Dead Man's Plate}} still apply as he's waiting to hit someone with his next auto attack which will still do the same damage unless Sion is stacking it after he used his ultimate. |
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+ | ** {{ii|Trinity Force|}} grants the most movement speed possible from a single item along with an abundance of stats that {{ci|Sion}} can use, but is primarily offensive and is still expensive. |
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+ | ** {{ii|Iceborn Gauntlet}} is a decent item as it provides mana and cooldown reduction, while also granting {{ci|Sion}} armor and a slow field, making it easier to chase down opponents, though it lacks the higher defensive stats of {{ii|Frozen Heart}}. |
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+ | ** {{ii|Frozen Mallet}} grants HP and some AD paired with a strong single target slow resulting in a potentially devastating {{ai|Glory in Death|Sion}}. Combined with {{ii|Furor}} enchanted boots, you will be difficult to kite without hard CC. |
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+ | *** Similarly to {{ii|Righteous Glory}}, you sacrifice armor or magic resist for utility, which {{ci|Sion}} has quite a bit of already. Keep in mind what you need more as the game goes on. |
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+ | * {{ci|Sion}} can make good use of any AD because of his scaling with {{ai|Decimating Smash|Sion}} and {{ai|Unstoppable Onslaught|Sion}} along with his auto attacks during {{ai|Glory in Death|Sion}}, but can make him an easy target to focus down without some tank stats. |
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+ | ** {{ii|Ravenous Hydra}} can be a decent item, adding to his waveclear, granting him more sustain, and some more AoE damage in teamfights, though is purely offensive. |
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+ | *** Alternatively, {{ii|Titanic Hydra}} is more defensive but gives similar AoE damage that scales off max health. |
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+ | ** Another strong offensive pick is the {{ii|Maw of Malmortius}}. {{ii|Hexdrinker}} will make for a good defensive tool against mages early, granting resistances and a shield, and once upgraded, will make him more of a threat at low health, especially when considering his passive. |
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+ | ** A {{ii|Liandry's Torment|}} is decent if you have to deal with a fair amount of tanks and are frequently using {{Ai|Roar of the Slayer|Sion}}. With all the CC and AoE damage in his kit, he can make good use of the burn passive along with a slight boost to his shield. |
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+ | *** An early {{ii|Haunting Guise|}} works well against armor stacking opponents in lane with {{Ai|Roar of the Slayer|Sion}} and {{Ai|Soul Furnace|Sion}}. |
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+ | ** {{ii|Youmuu's Ghostblade}} can be a decent item for snowballing a lane in your favor as {{ci|Sion}} has respectable base damage on his abilities. It also possesses an active that allows you to chase well, both alive and reanimated. |
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+ | ** {{ii|Blade of the Ruined King}} is a decent niche item for dealing with champions that can interrupt and kite fairly easily. While decent as dueling item, he does not benefit from the attack speed as much since his attack speed is fixed during {{ai|Glory in Death|Sion}}. |
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+ | * {{ci|Sion}} gets tons of HP with the passive of {{ai|Soul Furnace|Sion}} and has a shield that scales with maximum health, making defensive items exceptional on him. Though health is fairly appealing, it is often better to get armor and magic resist to compliment the extra health unless the enemy has an unusually large amount of true damage. |
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+ | ** {{ii|Mercury's Treads}} are an excellent item for the Tenacity, and can be combined with {{ii|Elixir of Iron}} to make even harder to lock you down. |
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+ | ** {{ii|Guardian Angel}} can be a powerful defensive item, giving him a significant amount of armor and magic resist and allowing him to be even more of a threat with another revive. |
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+ | *** As enemy teams may ignore you because of this item, {{ii|Guardian Angel}} is effective on offensive Fighter builds. In tandem with a {{ii|Maw of Malmortius|Maw}}, {{ci|Sion}} will become a threat that is difficult to bring down but can't leave along. |
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+ | ** {{ii|Warmog's Armor}} carries a large amount of health and sustain that scales with max HP. Its passive will force enemy teams to commit to killing {{ci|Sion}} or risk him returning fully healed, either situation being unfavorable for them. |
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+ | ** {{ii|Frozen Heart}} is probably the best choice for armor, because the high amount of cooldown reduction supports {{cis|Sion}} sustained ability damage and CC. Furthermore, the attack speed slow works well just by staying in the middle of the enemy team. The lack of health on {{ii|Frozen Heart}} hurts {{ci|Sion}} less than most other tanks. |
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+ | *** The build path via {{ii|Glacial Shroud}} is quite helpful early against an AD lane. |
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+ | ** {{ii|Banshee's Veil}} is a solid item for tanks and its Spell Shield may also prevent your {{Ai|Decimating Smash|Sion}} from being interrupted. |
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+ | ** {{ii|Sunfire Cape}} is a good item as it provides favorable defensive stats along with even more sustained damage as you'll often be in the middle of a fight regardless. |
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+ | ** {{ii|Randuin's Omen}}, while a staple on nearly every tank or bruiser, synergizes very well with {{ci|Sion}}, granting him yet another AoE slow along with a high amount of defensive stats. |
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;Countering |
;Countering |
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+ | * As {{cis|Sion}} strength lies in his amazing late game with infinite HP scaling, playing an early game champion like {{ci|Renekton}}, {{ci|Riven}}, or {{ci|Garen}} can hinder him from reaching his full potential. |
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− | * |
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+ | ** In short, anyone who can interrupt his {{ai|Decimating Smash|Sion}} and burn through his {{ai|Soul Furnace|Sion}} shield quickly and early will be able to push him out of lane as well as deny his usefulness during teamfights. |
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+ | * {{ais|Soul Furnace|Sion}} shield can deal a large amount of damage to your team if you don't break through it fast enough. If you cannot destroy it within the three second period before it can be detonated, consider disengaging and letting it expire, as it has a fairly significant cooldown. |
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+ | * Pay attention to the game's audio as you can hear the noise {{cai|Unstoppable Onslaught|Sion}} makes globally, and position yourself to dodge out of the way. |
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+ | ** While the engage potential of {{ai|Unstoppable Onslaught|Sion}} is significant, the cooldown is very high at early levels. Keep this in mind if he uses it defensively. |
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+ | ** Without {{ai|Unstoppable Onslaught|Sion}}, {{ci|Sion}} is very vulnerable to kiting. Try to engage or force an objective while it is down. |
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+ | * {{ci|Sion}} does a large amount of mixed damage, especially in the laning plase. Avoiding his abilities early is important in securing the early game against him. |
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+ | * {{ai|Roar of the Slayer|Sion}} is relatively fast compared to the rest of his skills, but its high base damage and slow makes it important to dodge to avoid follow up. |
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+ | ** The empowered damage only applies if you are hit by a minion or monster. Try not to give {{ci|Sion}} the opportunity to hit you with one. |
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+ | * {{ci|Sion}} excels at zoning low mobility opponents with his abilities. {{ci|Ryze}} and {{ci|Teemo}} can be effective against him, provided they do not get too close. |
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+ | * A well timed {{ii|Zhonya's Hourglass}} can prevent {{ci|Sion}} from landing {{ai|Unstoppable Onslaught|Sion}} on you. |
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+ | * Much of {{cis|Sion}} initiation damage is physical, so building armor will be effective for teamfights or if he manages to land his ultimate. |
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+ | * {{ii|Banshee's Veil}} can be effective in reducing his magic damage against you and prevent any kind of initiation from him. |
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==References== |
==References== |
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{{C-bot}} |
{{C-bot}} |
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[[Category:Champion strategies]] |
[[Category:Champion strategies]] |
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− | [[Category:Sion]] |
Revision as of 03:13, 23 April 2016
Template:C-top
Gameplay
’s a stubborn and tanky behemoth capable in both the solo lanes and jungle of Summoner’s Rift. With slow and telegraphed attacks, Sion thrives when he chains his assault together, and revels in the thick of battle.- Laning
Sion’s early game power lies in the brute strength and implied threat of his abilities. Smart positioning allows Sion to aim
– which deals plenty of damage along with a hefty knock-up when fully charged – over both his and the enemy’s minion frontline, forcing Sion’s opponent to choose between securing valuable last hits and staying healthy in lane. But as he levels up, Sion’s able to start asserting his dominance with increasing confidence. Using to slow his rival and shred their armor, Sion can line up and reliably deliver more meaningful damage with . Meanwhile, gives him a shield strong enough to negate a meaningful chunk of the enemy’s retaliation should his opponent go toe-to-stump with Noxus’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 turret’s range, Sion can take advantage of
’s shield to tank minion damage as he winds up , which is broad enough to pummel an entire minion wave. And with the enemy laner far from their tower, Sion’s perfectly positioned to call on his jungler and take a kill. He’s a beast during friendly ganks thanks to and , 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, Sion’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 – albeit briefly – once Sion hits level six.
is a monstrous ability, capable of charging Sion halfway across Summoner’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 . Though he’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.- Jungle
With his sturdy frame and area of effect abilities, Sion’s also well-placed to make his presence felt in the jungle. All of his basic abilities give him tremendous clear speed, and while he can attempt ganks before he unlocks his
, he needs to either approach his overextended victim from the direction of their own turret, or work with crowd control-centric allies to deal his full damage salvo. Once he earns access to though, things change significantly. The ability’s extreme range and tricky aim make Sion most effective when he ganks up the lane. By starting his charge well behind the action, Sion’s able to barrel into the thick of the fight with relative reliability, knocking his target into the air before butchering them with and .
- Teamfights
While Sion’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
before charging in with to initiate the bloodshed. Once in the enemy’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. Sion’s presence demands attention, but even after the enemy team finally cuts the great man down, their work’s not done. 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.- Synergy
Works well with: | Struggles against: |
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Ashe - the Frost Archer
, and all slow Sion’s enemies, allowing him to close distance and set up his punishing but slow attacks. |
Lucian - the Purifier
The movement speed boosts from and dashes from make Lucian a nimble and slippery target for Sion’s sluggish attacks. Death comes quickly to Sion’s enemies, but the Undead Juggernaut has to get his hands on his victim first. |
Nautilus - the Titan of the Depths
Sion and Nautilus combined form an unrelenting crowd control nightmare for the enemy team. Together, they have more than enough , and to disrupt multiple targets while their damage dealers take their toll. |
Azir - the Emperor of the Sands
Azir isn’t just nimble enough to away from Sion – he also has plenty of and of his own to hinder Sion’s already lumbering gait. And while is an immense engagement tool, blocks Sion’s charge and nullifies his immediate engagement potential. |
Zilean - the Chronokeeper
Though Sion’s a somewhat lumbering giant, Zilean’s gives him all the movement speed he needs to chase down targets and power into the enemy team. Zilean can also plant a on Sion to complement his staggering area of effect damage. |
Swain - the Master Tactician
and give Swain the tools he needs to keep Sion at bay, and while other mages meet a quick demise at Sion’s axe, Swain has the inherent tankiness – particularly when he activates – to withstand his damage output. |
- Champion Spotlight
- Recommended Items
Tips
- Playing As
- Playing Against
Tricks
- Ability Usage
- relies heavily on good skill timing and placement in order to be useful - the majority of his kit is unreliable in terms of hitting abilities, but they synergize well with each other to result in incredible sustained damage.
- His passive,
- Do not underestimate the damage he deals with . With each hit dealing an additional 10% of the target's max HP, can decimate squishy/slow targets.
, is useful for revenge kills but is most prominent in teamfights where enemies will be under threat by the extra DPS he'll have while reanimated.
- To more reliably hit opponents, try to hinder the their movement before charging; having your teammates apply stuns or slows beforehand or hitting first with or will make this considerably easier.
- Alternatively, can be an effective tool to zone opponents. For example, charging it on an area to cut off an enemy's escape route or protect an endangered ally can be well worth it due to its decently low cooldown.
- A fast cancellation of will still deal one third of the maximum damage and slow the opponent briefly.
deals AoE damage and, when charged enough, can knock up multiple enemies. Fully charged and well placed, this ability can singlehandedly turn teamfights. While the potential threat of is huge, getting it to apply the brief slow can be enough to pick off a target.
- Though the shield may not persist for very long in early teamfights, it is still a powerful damage tool due to its AoE % max health damage.
makes very durable with both components, as he can gain quite a bit of health from the passive and a large shield that scales off his max health to compliment it.
- Maxing
- Since the damage is also magic, it is effective against early armor stacking.
first while pushing minions in lane grants serious long ranged damage poke and wave clear.
- Slowing opponents with will make it easier to engage on them or follow up with .
- Though the armor reduction only applies to the main target, it is still a shred and will make any enemy that much more vulnerable to physical damage bursts from you and your teammates.
grants a ranged AoE damage slow with armor shred, and an effective tool for initiation.
- Maxing
- His ultimate
- Canceling briefly before hitting the intended target will let you stop and deal damage at that position - even if the opponent gets away. This way will hopefully be placed right where he belongs - in the middle of the fight.
- A well used melee range is your most reliable tool to save teammates from any instant engage such as a , dealing a fair amount of damage and the knockup.
- Due to the CC immunity it gives and the long distance covers, it can be used to escape or to join a fight.
allows him to move a long distance while also dealing high AoE damage and providing a significant knockup.
- Mastery Usage
- Item Usage
- Many tank and fighter items work well with , but generally some good options support the hard-to-kill, sustained threat that he can be.
- Movement speed will improve
- can be incredibly effective against teams lacking in hard CC but with lots of slows.
- Note that it may be better to opt for other defensive items, as already benefits from theoretically infinite health scaling and already has several tools to engage.
- could be a considerable alternative for if Sion needs more mobility for himself, tank and damage mainly coming from his . As Sion is using , he builds up stacks for to make more damage for his next auto attack when hitting somebody but if he hits a terrain or wall, the stacks of still apply as he's waiting to hit someone with his next auto attack which will still do the same damage unless Sion is stacking it after he used his ultimate.
can be an excellent item for , giving him some extra durability and an active AoE speed up and slow to boot. It can even be cast during , meaning a well timed activation can allow your team to follow up and collapse on the enemy quickly.
- grants the most movement speed possible from a single item along with an abundance of stats that can use, but is primarily offensive and is still expensive.
- is a decent item as it provides mana and cooldown reduction, while also granting armor and a slow field, making it easier to chase down opponents, though it lacks the higher defensive stats of .
- Similarly to , you sacrifice armor or magic resist for utility, which has quite a bit of already. Keep in mind what you need more as the game goes on.
grants HP and some AD paired with a strong single target slow resulting in a potentially devastating . Combined with enchanted boots, you will be difficult to kite without hard CC.
potential to engage a fight without his ultimate and slows will make it easier to land his abilities. Both make chasing and even more threatening.
- Alternatively, is more defensive but gives similar AoE damage that scales off max health.
can be a decent item, adding to his waveclear, granting him more sustain, and some more AoE damage in teamfights, though is purely offensive.
- Another strong offensive pick is the . will make for a good defensive tool against mages early, granting resistances and a shield, and once upgraded, will make him more of a threat at low health, especially when considering his passive.
- A
- An early works well against armor stacking opponents in lane with and .
is decent if you have to deal with a fair amount of tanks and are frequently using . With all the CC and AoE damage in his kit, he can make good use of the burn passive along with a slight boost to his shield.
- can be a decent item for snowballing a lane in your favor as has respectable base damage on his abilities. It also possesses an active that allows you to chase well, both alive and reanimated.
- is a decent niche item for dealing with champions that can interrupt and kite fairly easily. While decent as dueling item, he does not benefit from the attack speed as much since his attack speed is fixed during .
can make good use of any AD because of his scaling with and along with his auto attacks during , but can make him an easy target to focus down without some tank stats.
- are an excellent item for the Tenacity, and can be combined with to make even harder to lock you down.
- As enemy teams may ignore you because of this item, is effective on offensive Fighter builds. In tandem with a , will become a threat that is difficult to bring down but can't leave along.
can be a powerful defensive item, giving him a significant amount of armor and magic resist and allowing him to be even more of a threat with another revive.
- carries a large amount of health and sustain that scales with max HP. Its passive will force enemy teams to commit to killing or risk him returning fully healed, either situation being unfavorable for them.
- The build path via is quite helpful early against an AD lane.
is probably the best choice for armor, because the high amount of cooldown reduction supports sustained ability damage and CC. Furthermore, the attack speed slow works well just by staying in the middle of the enemy team. The lack of health on hurts less than most other tanks.
- is a solid item for tanks and its Spell Shield may also prevent your from being interrupted.
- is a good item as it provides favorable defensive stats along with even more sustained damage as you'll often be in the middle of a fight regardless.
- , while a staple on nearly every tank or bruiser, synergizes very well with , granting him yet another AoE slow along with a high amount of defensive stats.
gets tons of HP with the passive of and has a shield that scales with maximum health, making defensive items exceptional on him. Though health is fairly appealing, it is often better to get armor and magic resist to compliment the extra health unless the enemy has an unusually large amount of true damage.
- Countering
- As
- In short, anyone who can interrupt his and burn through his shield quickly and early will be able to push him out of lane as well as deny his usefulness during teamfights.
strength lies in his amazing late game with infinite HP scaling, playing an early game champion like , , or can hinder him from reaching his full potential.
- shield can deal a large amount of damage to your team if you don't break through it fast enough. If you cannot destroy it within the three second period before it can be detonated, consider disengaging and letting it expire, as it has a fairly significant cooldown.
- Pay attention to the game's audio as you can hear the noise
- While the engage potential of is significant, the cooldown is very high at early levels. Keep this in mind if he uses it defensively.
- Without , is very vulnerable to kiting. Try to engage or force an objective while it is down.
makes globally, and position yourself to dodge out of the way.
- does a large amount of mixed damage, especially in the laning plase. Avoiding his abilities early is important in securing the early game against him.
- The empowered damage only applies if you are hit by a minion or monster. Try not to give the opportunity to hit you with one.
is relatively fast compared to the rest of his skills, but its high base damage and slow makes it important to dodge to avoid follow up.
- excels at zoning low mobility opponents with his abilities. and can be effective against him, provided they do not get too close.
- A well timed can prevent from landing on you.
- Much of initiation damage is physical, so building armor will be effective for teamfights or if he manages to land his ultimate.
- can be effective in reducing his magic damage against you and prevent any kind of initiation from him.
References
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