Sion

The Undead Champion

How this differs from the live game

  • The Abilities are completely different. Read the descriptions
  • Sion has Ability Power and Attack Damage builds
  • Damage dealer not a Juggernaut

Build

Top lane
Summoners
FlashTeleport
Start475g
Doran's BladeYellow Trinket
Core14,725g
Warmog's Armor1Atma's Impaler2Frozen Mallet3The Black Cleaver4Randuin's Omen5
Full build15,925g
Mercury's TreadsWarmog's ArmorAtma's ImpalerFrozen MalletThe Black CleaverRanduin's Omen
Situational
Ninja TabiSpirit VisageMaw of MalmortiusMadred's BloodrazorExecutioner's CallingTrinity Force

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of HealthQuint
  • Attack Damage +9.00
  • Health +78.00
  • Armor +9.00
  • Magic Resist +12.60

Flat attack damage marks for the early trades, when Enrage's bonus is still small and there is no Atma's yet. Health quintessences rather than more attack damage because Atma's Impaler converts 1.5% of maximum health back into attack damage later — the same slot pays twice. Armor seals and magic resist glyphs are the standard top-lane defence.

Rune page

Top lane

Statistics

  • Attack Damage+9.00
  • Health+78.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
0/1
4/4
0/4
2/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
1/2
0/3
0/1
0/1
3/3
0/4
1/1
Defense9
1/1
0/3
4/4
0/2
3/3
0/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

A 21/9/0 page. Fury's attack speed matters more here than flat attack damage, because Enrage, Atma's and Frozen Mallet all pay out per basic attack, and Lethality is taken over more Brute Force because Atma's Impaler brings 15% critical strike chance with it. The nine defensive points are the health rows this build converts into damage anyway.

Skill order

ultimate at 6, 11 and 16

Feel No Pain

Cryptic GazeQ
Death's CaressW
EnrageE
CannibalismR
  • Cryptic Gaze (Q) takes points at levels 4, 14, 15, 17, 18.
  • Death's Caress (W) takes points at levels 2, 9, 10, 12, 13.
  • Enrage (E) takes points at levels 1, 3, 5, 7, 8.
  • Cannibalism (R) takes points at levels 6, 11, 16.

Max Enrage first, unlike every other Sion build: each rank is more attack damage while it is toggled on and more permanent maximum health per kill, and this build spends the whole game converting one into the other. Death's Caress second so the shield covers the health Enrage is spending. Cryptic Gaze last — the stun duration is fixed, only the cooldown shortens.

Alternative — One early point in Death's Caress before the second Enrage point when the lane trades hard at level 2; the shield is worth more than the toggle when you are the one taking the damage.

Why these items

Openingsall within the 475 starting gold

  • Doran's BladeYellow Trinket

    Doran's Blade startDefault start: Enrage pays health per attack and Doran's Blade heals 5 back on hit, which is exactly the cost of running the toggle in lane.

  • Doran's ShieldHealth PotionYellow Trinket

    Doran's Shield startUse against basic-attack harass, where blocking damage matters more than the attack damage — Enrage's own health cost is enough to worry about without a lane bullying you too.

  • Long SwordHealth Potion2Yellow Trinket

    Long Sword startUse into a lane you expect to farm rather than fight; the Long Sword is the first piece of The Black Cleaver and the potions cover the health Enrage spends.

Corein buy order

  • 1

    Warmog's Armor3,000gWarmog's Armor first: it is the number Atma's Impaler reads from, so every point of health bought before it is bought twice.

  • 2

    Atma's Impaler2,300gAtma's Impaler is the conversion — 1.5% of maximum health as attack damage, plus the armor and critical strike chance a bruiser wants anyway.

  • 3

    Frozen Mallet3,300gFrozen Mallet adds 700 more health to that conversion and an on-hit slow, which is the only way a champion with no dash keeps a target in range.

  • 4

    The Black Cleaver3,000gThe Black Cleaver shreds the armor of the target you stunned and brings health and cooldown reduction with it, so nothing on it is wasted.

  • 5

    Randuin's Omen3,125gRanduin's Omen is the health item you buy when the enemy carry is fed — more of the stat Atma's converts, and an attack speed slow on whoever is hitting you.

Situationalonly when the game asks for it

  • Ninja Tabi1,000gNinja Tabi instead of Mercury's Treads against basic-attack lanes and teams with little crowd control.

  • Spirit Visage2,750gSpirit Visage when the enemy is magic damage: its self-healing bonus multiplies Cannibalism, which is this build's only sustain in a fight.

  • Maw of Malmortius3,200gMaw of Malmortius against a single heavy AP threat — the missing-health attack damage suits a champion who spends his own health to deal damage.

  • Madred's Bloodrazor3,800gMadred's Bloodrazor against a health-stacking front line, when your armor penetration is hitting nothing worth penetrating.

  • Executioner's Calling1,900gExecutioner's Calling against heavy healing; every basic attack applies it and this build throws a lot of them.

  • Trinity Force3,628gTrinity Force when the game is about split pushing rather than teamfighting — the on-hit slow and the spell proc suit a Sion who is alone in a side lane.

Build

Top lane
Summoners
FlashIgnite
Start475g
Doran's BladeYellow Trinket
Core8,200g
The Brutalizer1Youmuu's Ghostblade2Last Whisper3The Bloodthirster4
Full build16,200g
Berserker's GreavesYoumuu's GhostbladeLast WhisperThe BloodthirsterInfinity EdgeRavenous Hydra
Situational
Mercury's TreadsNinja TabiMaw of MalmortiusMercurial ScimitarExecutioner's Calling

Runes and masteries

Runes
  • x9Mark of LethalityMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +6.75
  • Lethality +11.25
  • Armor +9.00
  • Magic Resist +12.60

Marks are armor penetration because this page is built for Enrage-boosted basic attacks and physical burst, not Q/W AP scaling. Compared to an ordinary safer top page, this gives up early flat AD marks or sustain quints and is much easier to punish before items.

Rune page

Top lane

Statistics

  • Attack Damage+6.75
  • Lethality+11.25
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
1/1
4/4
0/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
0/1
3/3
0/4
1/1
Defense9
1/1
0/3
4/4
0/2
3/3
0/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is 21/9/0: deep offense for attack speed, AD, percentage armor penetration, lethality, crit burst, and Executioner. It costs the ordinary top-lane durability and utility comforts; the defense points are only the minimum needed to survive lane contact.

Skill order

ultimate at 6, 11 and 16

Feel No Pain

Cryptic GazeQ
Death's CaressW
EnrageE
CannibalismR
  • Cryptic Gaze (Q) takes points at levels 2, 8, 10, 12, 13.
  • Death's Caress (W) takes points at levels 3, 14, 15, 17, 18.
  • Enrage (E) takes points at levels 1, 4, 5, 7, 9.
  • Cannibalism (R) takes points at levels 6, 11, 16.

Max E first because this build is about raw AD autos; Q second lowers the stun cooldown and adds single-target burst. W is taken early for a shield but maxed last because this page is not buying AP.

Alternative — W max before Q was used when lane survival and wave shielding mattered more than pick damage, especially into heavy poke.

Why these items

Openingsall within the 475 starting gold

  • Doran's BladeYellow Trinket

    Doran's Blade startDefault aggressive top start when you can trade autos and threaten level 2-3 all-ins.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startTake this into poke or attrition lanes where you need repeated health and mana refills before your first AD buy.

  • Long SwordHealth Potion2Yellow Trinket

    Long Sword startUse when you want the fastest Brutalizer path and expect short, decisive trades instead of long sustain wars.

Corein buy order

  • 1

    The Brutalizer1,337gThe Brutalizer is the early spike: AD, cooldown reduction for more Q picks, and flat armor penetration for Enrage autos.

  • 2

    Youmuu's Ghostblade2,700gYoumuu's Ghostblade turns the lane cheese into burst, adding lethality, crit, and an active that lets melee Sion stick to targets.

  • 3

    Last Whisper2,300gLast Whisper keeps the glass-cannon plan relevant once top laners and bruisers buy armor.

  • 4

    The Bloodthirster3,200gThe Bloodthirster gives the biggest sustained AD payoff and lifesteal to keep attacking during Cannibalism windows.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Berserker's Greaves when CC prevents you from reaching auto range.

  • Ninja Tabi1,000gBuy Ninja Tabi instead of Berserker's Greaves into basic-attack top laners who can kill you before your burst lands.

  • Maw of Malmortius3,200gBuy Maw of Malmortius when an AP lane or double-AP comp can burst you before lifesteal matters.

  • Mercurial Scimitar3,700gBuy Mercurial Scimitar when suppressions or single-target lockdown are the only thing stopping your all-in.

  • Executioner's Calling1,900gBuy Executioner's Calling when healing champions beat your burst and you need Grievous Wounds without abandoning AD/crit.

Build

Top lane
Summoners
FlashTeleport
Start475g
Cloth ArmorHealth Potion5Yellow Trinket
Core14,425g
Sunfire Cape1Randuin's Omen2Spirit Visage3Warmog's Armor4Frozen Heart5
Full build15,625g
Mercury's TreadsSunfire CapeRanduin's OmenSpirit VisageWarmog's ArmorFrozen Heart
Situational
Ninja TabiThornmailBanshee's VeilRunic BulwarkGuardian AngelLocket of the Iron Solari

Runes and masteries

Runes
  • x9Minor Mark of ArmorMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of HealthQuint
  • Health +78.00
  • Armor +16.20
  • Magic Resist +12.60

A full defensive page: armor marks on top of armor seals for the physical damage top lane is made of, magic resist glyphs, health quintessences. There is no penetration on this page on purpose — the build's damage comes from Sunfire Cape and the shield explosion, and neither is improved by a mark.

Rune page

Top lane

Statistics

  • Health+78.00
  • Armor+16.20
  • Magic Resist+12.60
Masteries30 points0 / 21 / 9
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
3/3
4/4
0/2
3/3
3/3
0/1
2/2
0/2
1/1
0/1
0/1
0/3
3/3
0/1
1/3
0/1
0/1
1/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
2/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

A 0/21/9 page. The defensive tree is taken to the bottom for Honor Guard's flat 3% reduction from everything, with Juggernaut and Legendary Armor multiplying the health and resistances the items already buy. Nine utility points cover Cryptic Gaze's flat 100 mana cost and shorten Flash and Teleport — note there is no cooldown reduction anywhere on this page, because Spirit Visage and Frozen Heart already reach the 40% cap on their own.

Skill order

ultimate at 6, 11 and 16

Feel No Pain

Cryptic GazeQ
Death's CaressW
EnrageE
CannibalismR
  • Cryptic Gaze (Q) takes points at levels 4, 14, 15, 17, 18.
  • Death's Caress (W) takes points at levels 1, 3, 5, 7, 8.
  • Enrage (E) takes points at levels 2, 9, 10, 12, 13.
  • Cannibalism (R) takes points at levels 6, 11, 16.

Max Death's Caress first: every rank is 50 more shield, which is what this build is actually buying, and the explosion clears the wave without buying a single damage item. Enrage second for the permanent maximum health per kill — it is the only stat on the champion that compounds over a game. Cryptic Gaze last, since the 1.5 second stun does not change with rank, only its cooldown.

Alternative — Take Cryptic Gaze second instead of Enrage when the lane is decided by ganks, where the shorter stun cooldown is worth more than the health that farming accumulates.

Why these items

Openingsall within the 475 starting gold

  • Cloth ArmorHealth Potion5Yellow Trinket

    Cloth Armor startDefault into an AD top: five potions plus Feel No Pain means you win the health war in lane even while losing individual trades, and the Cloth Armor is the first piece of every armor item this build finishes.

  • Doran's ShieldHealth PotionYellow Trinket

    Doran's Shield startUse against basic-attack harass — the 8 damage blocked per attack stacks with Feel No Pain, and the health regeneration keeps you at a level you can still fight from.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots and potions startUse into a lane whose damage is skillshots, or when the enemy jungler is an early ganker and being able to walk out is worth more than the armor.

Corein buy order

  • 1

    Sunfire Cape2,650gSunfire Cape is how a build with no damage items still clears waves and takes towers — the aura ticks while you stand where you were going to stand anyway.

  • 2

    Randuin's Omen3,125gRanduin's Omen is the anti-carry item: it slows the attack speed of whoever is hitting you, and the active slows the whole fight so your team catches up to the target you stunned.

  • 3

    Spirit Visage2,750gSpirit Visage brings magic resist, health and 20% cooldown reduction, and its self-healing bonus is what makes Cannibalism's lifesteal actually keep you alive.

  • 4

    Warmog's Armor3,000gWarmog's Armor is the raw health the resistances multiply against, and it keeps growing on its own for the rest of the game.

  • 5

    Frozen Heart2,900gFrozen Heart completes the cooldown reduction to the 40% cap and its attack speed aura shuts down the same carries Randuin's is slowing.

Situationalonly when the game asks for it

  • Ninja Tabi1,000gNinja Tabi instead of Mercury's Treads when the lane and the enemy team are basic-attack damage rather than crowd control.

  • Thornmail2,200gThornmail against an attack-damage carry who is winning the game — it also feeds Atma's-style scaling on nobody, so buy it purely as a counter.

  • Banshee's Veil2,750gBanshee's Veil when a single spell — a hook, a snare, a long-range ultimate — is what starts every fight you lose.

  • Runic Bulwark2,950gRunic Bulwark when your team groups permanently: the aura is worth more spread across five champions than the same gold spent on your own resistances.

  • Guardian Angel2,750gGuardian Angel when you are the engage and dying first is the plan — coming back up mid-fight is a second engage.

  • Locket of the Iron Solari2,225gLocket of the Iron Solari against poke or an area-of-effect teamfight comp, where the shield covers the whole team through the opening exchange.

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core10,500g
Deathfire Grasp1Sorcerer's Shoes2Rabadon's Deathcap3Lich Bane4
Full build16,055g
Sorcerer's ShoesDeathfire GraspRabadon's DeathcapLich BaneZhonya's HourglassVoid Staff
Situational
Abyssal ScepterRod of AgesRylai's Crystal ScepterMorellonomiconQuicksilver Sash

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are for Cryptic Gaze and Death's Caress, both of which deal magic damage and scale at 90% AP. Armor seals cover auto-attack harass and minions, MR glyphs cover mid lane trades, and AP quints make the early shield-pop combo threatening.

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
2/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the standard AP mid 21/0/9 page: offense gives AP, magic penetration, CDR and execute damage for the stun-shield burst. Utility supports Flash uptime, mana sustain, and Runic Affinity for longer blue buffs.

Skill order

ultimate at 6, 11 and 16

Feel No Pain

Cryptic GazeQ
Death's CaressW
EnrageE
CannibalismR
  • Cryptic Gaze (Q) takes points at levels 2, 8, 10, 12, 13.
  • Death's Caress (W) takes points at levels 1, 3, 5, 7, 9.
  • Enrage (E) takes points at levels 4, 14, 15, 17, 18.
  • Cannibalism (R) takes points at levels 6, 11, 16.

Max W first because Death's Caress is both the waveclear and the main AP nuke; Q is maxed second for lower cooldown and higher point-click burst. One early E point helps last-hitting and starts stacking permanent health, but it is not the AP build's damage priority.

Alternative — Max Q before W only when you cannot reliably walk shield into the wave or enemy champion and need safer single-target stun damage instead.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault mid start when you expect to lane normally; it gives AP, health, and mana on last-hits for repeated W farming.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into poke or lanes where you will spend health walking up to shield-pop waves.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots startUse against skillshot-heavy lanes where dodging and positioning for W detonation are more important than early AP.

Corein buy order

  • 1

    Deathfire Grasp3,100gDeathfire Grasp was the defining AP Sion burst item, amplifying the magic damage from Q and W after its active.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes stack early magic penetration with marks so the shield-pop and stun hit hard before enemies build MR.

  • 3

    Rabadon's Deathcap3,300gRabadon's Deathcap turns Sion's huge 90% AP ratios on both Q and W into one-combo kill pressure.

  • 4

    Lich Bane3,000gLich Bane adds burst after casting Q or W and gives mana and movement speed for reaching targets.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter when facing double AP or when you can consistently fight in aura range for the MR shred.

  • Rod of Ages2,800gBuy Rod of Ages early instead of rushing pure burst when the lane is rough and you need health and mana scaling.

  • Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when fights last longer and you need health plus extra sticking power after spells land.

  • Morellonomicon2,200gBuy Morellonomicon against heavy healing when you still need CDR and mana regeneration.

  • Quicksilver Sash1,550gBuy Quicksilver Sash against suppressions or single debuffs that Cleanse cannot cover well enough.

One build, written by a player. Newest first.

Write a Sion build
Sion APby Ilyas MarchoudeWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start435g
Doran's RingHealth Potion
Core7,300g
Boots of Mobility1Rabadon's Deathcap2Lich Bane3
Full build15,760g
Boots of MobilityRabadon's DeathcapLich BaneDeathfire GraspPhantom DancerAbyssal Scepter
Situational
Deathfire GraspAbyssal Scepter

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Ability PowerGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +25.80
  • Magic Penetration +9.00
  • Armor +9.00

Sion's kit hands him health for free, so the page spends everything on damage — armour seals are the only concession to the lane.

Rune page

Mid lane

Statistics

  • Ability Power+25.80
  • Magic Penetration+9.00
  • Armor+9.00
Masteries30 points0 / 0 / 0
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

The guide ships its mastery page as a screenshot and names none of the picks, so none are set here rather than guessed. Its caption reads "Sion AP Jungle" while the rest of the article builds a mid laner.

Skill order

ultimate at 6, 11 and 16

Feel No Pain

Cryptic GazeQ
Death's CaressW
EnrageE
CannibalismR
  • Cryptic Gaze (Q) takes points at levels 2, 8, 10, 12, 13.
  • Death's Caress (W) takes points at levels 1, 4, 5, 7, 9.
  • Enrage (E) takes points at levels 3, 14, 15, 17, 18.
  • Cannibalism (R) takes points at levels 6, 11, 16.

W first, then Q, then E — the guide's priority exactly.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion

    Doran's Ring startThe guide's own opening. Sion has no mana of his own to spare early.

Corein buy order

  • 1

    Boots of Mobility1,000gBoots of Mobility. Sion is point-and-click, so what he needs is to arrive.

  • 2

    Rabadon's Deathcap3,300gFirst, not last: the burst is one rotation and Deathcap multiplies all of it.

  • 3

    Lich Bane3,000gLich Bane off a Cryptic Gaze stun is most of the follow-up.

Situationalonly when the game asks for it

  • Deathfire Grasp3,100gWhen the target you want is a single carry rather than a group.

  • Abyssal Scepter2,560gAgainst magic damage, and for the aura when their mid is also AP.

Notes

the author's own words

Sion AP

Sion was originally played as an AP burst champion, and once he picked up a few items he could deal massive damage — the playstyle leaned entirely on farming to reach the spikes.

Sion Q — Cryptic Gaze is a point-and-click stun on a 1.0 AP ratio, so nothing here has to land a skillshot.

Build by Ilyas Marchoude for Sheep Esports.

Abilities

per rank
P

Feel No Pain

Sion has a 40% chance to ignore up to 30/40/50 damage each time he is attacked.

Q

Cryptic Gaze5 ranks

Sion's stare terrifies a single enemy, dealing damage and stunning them.

Damage
70 / 125 / 180 / 240 / 300 + 90% AP
Cooldown
12 / 11 / 10 / 9 / 8s
Cost
100 Mana
Range
550
W

Death's Caress5 ranks

Sion surrounds himself with a damage-absorbing shield. If the shield is not destroyed in 10 seconds then it will explode, dealing damage to surrounding enemies. Cast again after 4 seconds to manually detonate.

Shield
100 / 150 / 200 / 250 / 300 + 90% AP
Damage
100 / 150 / 200 / 250 / 300 + 90% AP
Cooldown
8s
Cost
70 / 80 / 90 / 100 / 110 Mana
Range
100
E

Enrage5 ranks

While active Sion gains Attack Damage at the cost of Health on each basic attack. Additonally, he permanently increases his maximum Health whenever he kills a unit.

Cooldown
0s
Cost
Health per Attack
Range
Self
R

Cannibalism3 ranks

Sion consumes some of his enemies' life force on each attack, leeching health to himself and nearby allies. The smell of flesh also renews Sion's fervor, increasing his Attack Speed.

Cooldown
90s
Cost
100 Mana
Range
100

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins the clean duel because Charm and Spirit Rush keep Sion from staying in melee long enough to make Cannibalism matter.

    Watch for Charm: it stops Sion's engage and sets up Orb of Deception's return damage before he can answer with autos.

    How to beat

    Hold just outside Charm range and do not walk straight through the minion wave toward her. Bait Charm first, then use Cryptic Gaze immediately and detonate Death's Caress while she has fewer Spirit Rush charges to create space. If she still has Spirit Rush, force a short trade and leave instead of chasing all three dashes.

    Later Ahri still controls side-lane spacing better, but she struggles to actually kill a magic-resist Sion through shield and lifesteal if she misses Charm. In teamfights, protect your backline from her dive path and stun her after the first Spirit Rush rather than starting on her front-on.

    • Stand to the side of Orb of Deception so the true-damage return is harder to line up.
    • Do not detonate Death's Caress before Charm lands unless it will actually hit her.
    • If Spirit Rush is down, she is one of the ranged champions Sion can punish with a point-click stun.
    • Banshee's Veil can turn Charm from a fight-ending spell into a wasted opener.
    BuyBanshee's VeilSpirit VisageMercury's TreadsHexdrinker
  • Akali

    AkaliEven

    Sion can survive and outheal Akali if he locks her down outside Twilight Shroud, but Akali wins if she controls vision and resets the fight around Mark of the Assassin.

    Watch for Twilight Shroud: it denies Sion's auto attacks during Cannibalism and buys time for Akali's cooldowns and Shadow Dance charges.

    How to beat

    Do not spend Cryptic Gaze until Akali has committed with Shadow Dance or steps out of Twilight Shroud. Fight near minions or revealed ground so she has fewer clean shroud angles, then stun and burst shield while Mark of the Assassin is not freshly primed. If she drops shroud during your ultimate, back out of its edge instead of swinging blindly.

    Later Finished Akali is more dangerous in picks and backline dives, while Sion is better in a front-to-back brawl where he can keep attacking. In side lane, the result depends heavily on reveal control and whether Sion can force her to fight outside shroud.

    • Do not let her Q mark sit on you for free; the follow-up hit is the trade she wants.
    • Save stun for after Shadow Dance, not before she has committed.
    • Cannibalism loses most of its value if you cast it inside Twilight Shroud with no target.
    • Magic resist plus self-healing is stronger here than pure armor.
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  • Alistar

    AlistarFavoured

    Alistar can interrupt and disengage, but he lacks the sustained damage to beat Sion in a straight equal-item duel after Unbreakable Will expires.

    Watch for Unbreakable Will: it removes Cryptic Gaze and heavily cuts the damage from Sion's all-in window.

    How to beat

    Do not dump Cryptic Gaze and Death's Caress into Unbreakable Will unless you are only forcing him away. Let him Headbutt-Pulverize first, walk back in after the knockback, and extend the fight with Cannibalism once his damage reduction is fading. If he refuses to fight, take the wave or objective instead of chasing a support tank.

    Later Sion wins the side lane because Alistar cannot clear or threaten him alone, but Alistar is often more useful as a teamfight disruptor. Save stun for his carry when he peels, or wait out Unbreakable Will before trying to kill him.

    • Cryptic Gaze before Unbreakable Will is usually wasted.
    • Headbutt can push you out of Cannibalism uptime, so restart the fight instead of chasing immediately.
    • Death's Caress blocks most of his short combo damage.
    • If he uses Pulverize on someone else, he is briefly vulnerable to being pinned.
  • Amumu

    AmumuEven

    Amumu's percent-health magic damage and repeated control can grind Sion down, but Sion wins if he avoids the first Bandage Toss and keeps attacking through the long fight.

    Watch for Despair: it drains Sion by maximum health and punishes him for standing in melee without actually landing autos.

    How to beat

    Sidestep Bandage Toss before committing, because getting pulled into Despair and Curse of the Sad Mummy gives Amumu the cleanest trade. Once his Q is down, stun him, trigger Death's Caress, and keep Cannibalism running while moving with him so your autos do not drop. If Curse is still available, expect your lifesteal window to be interrupted and hold enough health to survive it.

    Later Amumu is usually more valuable in full teamfights because Curse of the Sad Mummy can decide multiple targets. Sion can handle him in side lane with magic resist, but in 5v5 he should avoid clumping and punish Amumu after the engage lands.

    • Do not fight him while missing autos; Despair keeps ticking anyway.
    • His Tantrum makes small physical hits worse, so shield detonation matters in the trade.
    • Mercury's Treads shorten both Bandage Toss stun and Curse follow-up.
    • Spirit Visage directly improves the lifesteal plan into his magic damage.
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  • Anivia

    AniviaUnfavoured

    Anivia wins most equal duels because Flash Frost, Crystallize, Glacial Storm, and Rebirth make it very hard for melee Sion to finish the kill.

    Watch for Crystallize: it blocks Sion's path after he commits and can waste both Death's Caress timing and Cannibalism uptime.

    How to beat

    Stay outside her Flash Frost line and make her use it on the wave before walking forward. If Flash Frost misses, stun instantly and trade once, but do not chase through Glacial Storm or into a wall angle unless Rebirth is already down. To kill her egg, you need minions or enough saved cooldowns; otherwise treat the first health bar as a forced reset.

    Later Anivia dominates teamfight terrain and wave control, while Sion only wins side pressure if he catches her without Flash Frost or wall. Build to survive her magic burst, then play as a stun threat on whoever she walls off rather than trying to run through her zone alone.

    • Never chase in a straight corridor; Crystallize turns that into a trap.
    • Flash Frost missing is your real engage timer.
    • Death's Caress can absorb the Frostbite burst if you hold it for the chilled window.
    • Do not spend everything on her first form unless you can kill Rebirth too.
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  • Annie

    AnnieUnfavoured

    Annie's point-click stun burst beats Sion before he can sustain unless he absorbs the Tibbers window and forces a second rotation fight.

    Watch for Pyromania Tibbers: the stun plus summon burst stops Sion's engage and removes a huge chunk before Cannibalism can heal it back.

    How to beat

    Track her stun counter and do not walk into Disintegrate range when Pyromania is ready. If she uses stun to farm or poke, immediately close for Cryptic Gaze, shield detonation, and a short all-in before Tibbers can turn the trade. With stun ready, use Death's Caress defensively and wait rather than forcing into her best window.

    Later Annie is much stronger in grouped fights because her Tibbers stun can erase carries. Sion can beat her in a side lane only when he has enough magic resist or catches her without Pyromania, so his job later is to soak the engage or stun Annie before she flashes in.

    • Count Pyromania; this matchup changes completely at four stacks.
    • Do not auto Annie through Molten Shield longer than needed unless Cannibalism is active.
    • Banshee's Veil is excellent because it can block the stun opener.
    • If Tibbers is down, she is much easier to run at with point-click stun.
    BuyBanshee's VeilHexdrinkerMercury's TreadsSpirit Visage
  • Ashe

    AsheUnfavoured

    Ashe wins open-space duels by slowing Sion forever, but Sion destroys her if he reaches stun range without Enchanted Crystal Arrow available.

    Watch for Frost Shot: it keeps Sion outside melee range and denies Cannibalism healing while Ashe continues to auto.

    How to beat

    Do not start the duel in a long lane with no flank; she wants maximum distance for Frost Shot and Volley. Approach from brush or behind minions, force Enchanted Crystal Arrow, then commit with Cryptic Gaze once she has no hard stop. If she lands arrow at range, abandon the chase unless you can immediately resume with a movement item active.

    Later Ashe is far better in 5v5 initiation and kiting, while Sion is stronger only if he gets a side-lane flank or catches her without support. Your late-game role is to absorb or dodge arrow, then stun her when she steps into attack range.

    • Boots of Swiftness specifically help against her constant slows.
    • Do not cast Cannibalism until you are close enough to keep hitting her.
    • Volley is less important than Frost Shot; the slow chain is what beats you.
    • A brush angle matters more here than raw durability.
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  • Blitzcrank

    BlitzcrankFavoured

    Blitzcrank can disrupt Sion, but after the hook combo he lacks the sustained damage to beat Sion's shield and Cannibalism in melee.

    Watch for Rocket Grab: it decides whether Blitzcrank pulls Sion into a bad position before Sion can choose the trade.

    How to beat

    In the pure duel, being grabbed is not always bad, but only accept it when it does not pull you under turret or into minions you cannot use. After Rocket Grab and Power Fist are spent, stun him, detonate shield, and keep attacking through Mana Barrier. Do not overcommit cooldowns into the barrier if you can wait a second and finish after it decays.

    Later Sion wins the side-lane duel, but Blitzcrank's real value is picks before fights. Stand behind minions when protecting carries, and punish him hard when Rocket Grab misses because he has little left for the next few seconds.

    • Rocket Grab can deliver you into melee, but only on Blitzcrank's chosen ground.
    • Power Fist interrupts your first lifesteal swings, so restart autos after the knockup.
    • Mana Barrier makes his last 20% health deceptive.
    • Your stun is better used after he uses Overdrive to run or commit.
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  • Brand

    BrandUnfavoured

    Brand's percent-health burn and long-range spell chain punish Sion's low mobility before Sion can force sustained melee.

    Watch for Blaze: every landed spell adds maximum-health burn, making Sion's tank stats and long trade plan less reliable.

    How to beat

    Keep moving diagonally and do not walk through minions in a predictable line where Pillar of Flame and Conflagration can tag you. If Sear misses or is blocked, that is the window to stun and burst with Death's Caress before he creates distance. Avoid dueling near extra units when Pyroclasm is ready, since bounces can make an otherwise close all-in unwinnable.

    Later Brand is much stronger in grouped fights if Sion's team clumps, but he remains vulnerable to point-click stun if caught. In side lane, Sion can force him off waves with enough magic resist, while in teamfights Sion should split spacing and engage after Brand spends Sear.

    • Do not fight beside a full minion wave when Pyroclasm is ready.
    • Sear is the spell that protects him from your all-in.
    • Death's Caress should absorb the spell combo, not random poke.
    • Force of Nature and Spirit Visage both matter because Blaze keeps reapplying magic damage.
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  • Cho'Gath

    Cho'GathUnfavoured

    Cho'Gath wins the extended duel because Rupture, Feral Scream, and Feast interrupt Sion's damage windows while his bulk outlasts Sion's burst.

    Watch for Feast: its true damage cuts through Sion's shield-and-lifesteal plan and finishes him before Cannibalism can recover.

    How to beat

    Do not walk straight into Rupture; make Cho'Gath cast it first, then step in for Cryptic Gaze while it is down. Hold Death's Caress until after Feral Scream if possible, because silence can prevent you from detonating it on time. Back out before Feast range becomes lethal unless you have already forced him low enough to finish during stun.

    Later Cho'Gath is usually stronger as a finished frontline and objective anchor, while Sion can still pressure him if Feast is down and waves are isolated. In teamfights, avoid tunneling the tank; stun Cho'Gath only to stop a Feast threat or peel him off your carries.

    • Feral Scream can deny your shield recast or stun timing.
    • Do not judge his kill range by health alone; Feast is true damage.
    • Rupture missed means you can trade, not necessarily all-in.
    • Health stacking alone is weaker into Feast than mixed durability and sustain.
    BuySpirit VisageBanshee's VeilMercury's TreadsForce of Nature
  • Corki

    CorkiUnfavoured

    Corki kites Sion with Valkyrie while Gatling Gun and mixed damage shred him before he can maintain melee contact.

    Watch for Valkyrie: it resets the distance after Sion commits, wasting Cryptic Gaze follow-up and Cannibalism uptime.

    How to beat

    Hold stun until Corki is within guaranteed range and do not use it while he can instantly Valkyrie away from the shield detonation. Force Valkyrie first with a short approach or flank, then commit during its cooldown and stay out of the fire trail. If Gatling Gun is running, sidestep out of the cone before extending the auto trade.

    Later Corki scales into a strong mixed-damage carry and is much better in teamfights if protected. Sion can threaten him from fog with point-click stun, but in open side lanes Corki usually wins unless Valkyrie is already down.

    • Never chase along the Valkyrie trail; it adds free damage while he escapes.
    • Gatling Gun makes your armor worse during the trade.
    • His true-damage autos reduce the value of only stacking resists.
    • A forced Valkyrie is the green light; a held Valkyrie is not.
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  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo wins the long duel because Sadism and Cleaver let him outlast and kite Sion unless Sion brings Grievous Wounds.

    Watch for Sadism: it gives Mundo a huge healing window that beats Sion's Cannibalism unless it is reduced or he is already trapped low.

    How to beat

    Avoid repeated Infected Cleavers before the all-in; each slow lets Mundo choose whether the fight continues. Commit only after he misses Cleaver or uses it on the wave, then stun and force him to cast Sadism early. If you have Executioner's Calling, keep autoing through his ultimate; without it, disengage during Sadism and re-enter after the healing falls off.

    Later Mundo is usually the stronger side-lane health stacker if Grievous Wounds is absent, while Sion offers more point-click lockdown in teamfights. Late, your team needs healing reduction or Mundo will ignore your damage and walk past you.

    • Executioner's Calling is the matchup item; buy it if you must answer him alone.
    • Do not chase through repeated Cleavers while your ultimate timer runs out.
    • Stun after he overextends, not while he can simply ult and walk away.
    • His Burning Agony makes standing near him costly even when he is not autoing.
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  • Evelynn

    EvelynnEven

    Evelynn can choose the opening with stealth and burst Sion down, but Sion wins if he survives the first combo and locks her in melee.

    Watch for Shadow Walk: it lets Evelynn start the duel on her terms and makes Sion waste shield timing if he guesses wrong.

    How to beat

    Keep Death's Caress ready when she is missing and do not push into dark paths without vision. When she appears, absorb the Ravage and Hate Spike burst, then immediately Cryptic Gaze before she can use Dark Frenzy speed to disengage. If Agony's Embrace lands cleanly, wait out the slow before chasing unless you have a slow item active.

    Later Evelynn is better at picks and flanks, while Sion is better if the fight becomes visible and front-to-back. In side lane, wards and health buffers decide the matchup more than raw mechanics; in teamfights, stun her after she commits to a carry.

    • A ward item changes the duel because Shadow Walk is her biggest advantage.
    • Do not detonate shield before she shows unless you know she is in range.
    • Her slow from Agony's Embrace can waste Cannibalism if you cast too early.
    • Once she is stunned in melee, she is much less durable than Sion.
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  • Ezreal

    EzrealUnfavoured

    Ezreal wins most clean duels by poking with Mystic Shot and escaping Sion's engage with Arcane Shift.

    Watch for Arcane Shift: it breaks Sion's only real catch window after Cryptic Gaze range is threatened.

    How to beat

    Use minions to block Mystic Shot and approach from angles where Arcane Shift has limited space. Do not cast Cryptic Gaze until he has used Arcane Shift or is close enough that your team terrain traps him after it. If Essence Flux hits, wait out the attack-speed debuff before trying to win with Cannibalism autos.

    Later Ezreal remains safer in teamfights and side lanes because he can kite while contributing damage at range. Sion's late value is catching him after Arcane Shift or forcing him away from objectives, not walking through poke in a straight line.

    • Minions are your shield against Mystic Shot cooldown cycling.
    • Essence Flux directly weakens your lifesteal duel by cutting attack speed.
    • Arcane Shift down is the only honest all-in timer.
    • Do not chase after Trueshot Barrage damage if your shield and ultimate are already gone.
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  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks wins if he chains fear, silence, and Drain, but Sion can punish him hard if Cryptic Gaze interrupts Drain or Crowstorm channel timing.

    Watch for Drain: it turns the duel into Fiddlesticks' sustain fight unless Sion saves Cryptic Gaze to stop it.

    How to beat

    Never spend stun just to start the fight if Drain is available; walk in with shield, let him begin Drain, then interrupt it with Cryptic Gaze. If Terrify is ready, expect your first Cannibalism seconds to be wasted and use Mercury's Treads or Quicksilver Sash to shorten the control. When he channels Crowstorm from fog, leave the area first, then re-engage after the initial burst.

    Later Fiddlesticks is much stronger around fog-of-war teamfight engages, while Sion is better in visible, direct fights where Drain can be interrupted. Late game, ward flanks and hold stun for Drain or Crowstorm follow-up instead of using it on tanks.

    • Cryptic Gaze is your Drain cancel; wasting it often loses the duel.
    • Dark Wind silence can stop shield detonation, so cast Death's Caress before entering.
    • Do not stand in Crowstorm trying to lifesteal unless he is already stunned.
    • Quicksilver Sash is a real answer to the fear window.
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  • Gangplank

    GangplankEven

    Gangplank's Remove Scurvy can erase Sion's stun, but Sion wins extended melee if he forces the cleanse before committing Cannibalism.

    Watch for Remove Scurvy: it clears Cryptic Gaze and denies the guaranteed shield detonation that Sion needs to control the trade.

    How to beat

    Open with pressure and shield rather than relying on stun as your first real damage. If he uses Remove Scurvy on Cryptic Gaze, back up briefly, then re-enter while it is down and force a longer Cannibalism trade. Avoid fighting inside Cannon Barrage unless he is already locked in melee and cannot kite through the slow.

    Later Gangplank brings stronger global teamfight impact with Cannon Barrage, while Sion is better in direct melee if Remove Scurvy is unavailable. In side lane, track his cleanse and punish the cooldown; in teamfights, stun after he oranges or target someone who cannot cleanse it.

    • Do not assume Cryptic Gaze sticks; Remove Scurvy is the matchup.
    • Parrrley poke adds up before you ever touch him, so use brush to shorten the lane.
    • Cannon Barrage can waste Cannibalism by slowing your chase.
    • Armor is useful, but the real win condition is forcing his cleanse early.
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  • Garen

    GarenEven

    Sion can win extended trades with stun, shield, and Cannibalism, but Garen's silence-to-spin trades and execute punish him hard if he lets the fight reset on Garen's terms.

    Watch for Demacian Justice executes you after Garen has forced you low, cutting through the sustain plan from Cannibalism.

    How to beat

    Keep trades short until his Decisive Strike is down, because the silence can stop your shield timing or delay Cannibalism. Stun him as Judgment starts or as he exits it, detonate Death's Caress before the shield is fully chewed through, then back off so Perseverance cannot freely reset. Commit only when you are healthy enough that Demacian Justice is not lethal after one spin.

    Later In side lane, finished Sion can match Garen if he keeps him in melee during Cannibalism, but Garen remains better at punishing low-health greed. In teamfights, Sion should stun Garen before he reaches carries and avoid being the low-health execute target.

    • Hit Garen periodically so Perseverance does not undo every trade.
    • Do not activate Cannibalism after he has already silenced you and started Judgment unless you can survive the full sequence.
    • Death's Caress is strongest before Judgment connects, not after your health is already missing.
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  • Gragas

    GragasUnfavoured

    Gragas controls the spacing with Barrel Roll, Body Slam, and Explosive Cask, so Sion struggles to force the clean melee uptime his kit needs.

    Watch for Explosive Cask knocks you out of Cannibalism range and can reset the fight after you spend stun and shield.

    How to beat

    Stand outside minion clumps so Barrel Roll does not poke you while he farms, and do not walk straight through the barrel slow. Bait Body Slam first; if he misses or uses it forward, stun immediately and trade before Explosive Cask can peel you away. If he still has Cask, save your shield detonation until after the displacement rather than wasting it while being knocked out.

    Later Gragas usually wins side-lane control because he clears and disengages before Sion can drain-tank him. In teamfights, Sion should threaten whichever carry Gragas is protecting and make him spend Explosive Cask defensively instead of starting a fight.

    • A missed Body Slam is your best real engage window.
    • Do not chase through Barrel Roll's Attack Speed slow if your kill plan depends on Cannibalism autos.
    • If Gragas knocks you away during Cannibalism, stop chasing unless Cryptic Gaze is almost back up.
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  • Heimerdinger

    HeimerdingerUnfavoured

    Heimerdinger's turrets and blind zone make walking into him costly, and Sion cannot reliably drain-tank when his attacks are denied or split across summons.

    Watch for CH-1 Concussion Grenade stuns on the center hit and blinds around it, taking away the basic attacks Sion needs for Cannibalism.

    How to beat

    Do not duel inside a prepared turret nest unless you can kill him in one stun window. Clear or pull the wave first, walk at an angle rather than straight through the turrets, and wait for Grenade to miss before committing. If the blind lands, disengage until you can actually attack again.

    Later Heimerdinger is still awkward in side lanes because he fortifies space better than he duels in open ground. In teamfights, Sion should avoid charging through turrets and instead stun Heimer when he steps forward to rocket or grenade.

    • Your shield can absorb turret setup damage, but it will not solve the blind.
    • Fight him in river or lane gaps, not inside two placed H-28G Evolution Turrets.
    • Cryptic Gaze after Grenade misses is much more valuable than using it to start through his full setup.
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  • Janna

    JannaFavoured

    In a forced duel Janna lacks the damage to kill Sion, but her knock-up, shield, slow, and Monsoon make actually sticking to her difficult.

    Watch for Monsoon knocks you out of melee and resets the Cannibalism window.

    How to beat

    Walk her down patiently rather than spending everything into Eye Of The Storm. Hold Cryptic Gaze until she has used Howling Gale or Zephyr, then stun and start Cannibalism while she has no easy disengage. If she uses Monsoon, re-enter only if your stun or slow item is available.

    Later Janna should almost never take the side-lane duel; Sion wins if she is caught alone. In teamfights, she is dangerous because she denies your engage, so force Monsoon with your first threat and look to re-engage after it ends.

    • Do not waste your full burst into Eye Of The Storm if she can immediately Monsoon you away.
    • A charged Howling Gale is easier to dodge if you approach from the side instead of directly down lane.
    • If Janna has no Monsoon, she cannot stand in melee through Cannibalism.
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  • Jarvan IV

    Jarvan IVEven

    Jarvan's armor shred and Cataclysm force a brawl, but Sion is comfortable in locked melee if he times shield and Cannibalism well.

    Watch for Dragon Strike lowers your Armor before the all-in, making his passive hit and Cataclysm trade much harder.

    How to beat

    Do not let him open with a free Demacian Standard into Dragon Strike knock-up and armor shred. If he misses the flag combo or uses it to farm, stun and fight immediately with Death's Caress already running. Inside Cataclysm, turn instead of panicking; Sion often wins if Cannibalism is active before Jarvan's burst finishes.

    Later Side lane stays close: Jarvan has stronger engage and armor shred, while Sion has better sustained healing if he is allowed to attack. In teamfights, Sion should punish Jarvan after Cataclysm commits him, but avoid being trapped away from priority targets.

    • Shield before his flag-drag connects so the burst lands into absorption.
    • If he uses Cataclysm while your Cannibalism is ready, the arena can help you keep contact.
    • Respect Martial Cadence at the start of each trade; repeated short trades favor Jarvan more than one sustained fight.
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  • Jax

    JaxUnfavoured

    Jax is built to beat auto-attack duelists, and Counter Strike denies the Cannibalism attacks Sion needs to survive.

    Watch for Counter Strike dodges your basic attacks and then stuns, wasting Cannibalism and stopping your melee trade.

    How to beat

    Never start Cannibalism into active Counter Strike. Bait it with movement or a short stun-shield trade, back away during the dodge, then re-engage after the stun has passed. Your best window is when Counter Strike is down and Leap Strike has been used forward, because Jax cannot both dodge and reset spacing.

    Later Jax outscales Sion in the pure side-lane duel once he has attack speed and mixed damage. In teamfights, Sion should stun Jax for allies and avoid treating him like a target he can drain-tank alone.

    • Cryptic Gaze can buy time during Counter Strike, but do not keep autoing into the dodge.
    • If Jax leaps in without Counter Strike, that is your real all-in window.
    • Frozen Heart effects are especially valuable because Jax depends on repeated attacks after Grandmaster's Might stacks.
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  • Karthus

    KarthusEven

    Sion can kill Karthus if he reaches him, but Wall of Pain and Defile make every second of melee expensive and Death Defied keeps damage coming after the kill.

    Watch for Wall of Pain slows and shreds your resistances, making it much harder to reach him or survive Defile once you do.

    How to beat

    Approach from outside the minion wave so Lay Waste has fewer predictable spots to hit. Wait for Wall of Pain or step around it before using Cryptic Gaze, then commit hard because half-engages let Karthus kite and keep Defile running. After killing him, leave Death Defied range immediately unless you need one last attack for survival.

    Later Sion can win a side-lane catch, but Karthus contributes more global pressure and teamfight damage. In teamfights, stun him before he settles into Defile range, then leave his passive zone after he dies.

    • Do not stand still inside Defile to finish extra attacks after Karthus dies.
    • Your shield is best used before crossing Wall of Pain, not once you are already slowed in Defile.
    • If Karthus misses isolated Lay Waste repeatedly, you can force the duel before he has chipped you low.
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  • Kassadin

    KassadinEven

    Sion wins if Kassadin is forced to stand and trade, but Kassadin's silence and Riftwalk make clean uptime unreliable.

    Watch for Null Sphere silences you, delaying Cryptic Gaze, Death's Caress detonation, or Cannibalism at the moment you need them.

    How to beat

    Do not telegraph your shield walk-up into his silence; make him spend Null Sphere first, then activate Death's Caress and close. Save Cryptic Gaze for after Riftwalk if possible, because stunning before he blinks often just lets him leave afterward. Commit only when he has spent Riftwalk aggressively or is low on mana.

    Later Kassadin becomes harder to pin down in side lane, but he still cannot stand toe-to-toe with Cannibalism if caught. In teamfights, Sion should protect backliners from Kassadin's entry or stun him after Riftwalk rather than chasing him blindly.

    • A silence right before your shield detonation can ruin the trade timing.
    • Do not chase repeated Riftwalks through fog; make him come back into stun range.
    • Magic resist matters more than armor here because his damage pattern is spell-driven.
    BuyMercury's TreadsBanshee's VeilSpirit Visage
  • Katarina

    KatarinaFavoured

    Sion's point-and-click stun cleanly interrupts Death Lotus, and Katarina has trouble killing him through shield and lifesteal without a reset.

    Watch for Death Lotus deals heavy channel damage if Cryptic Gaze is unavailable to stop it.

    How to beat

    Hold Cryptic Gaze for Death Lotus unless you are certain the stun will kill her first. Let her Shunpo in, absorb the first burst with Death's Caress, then stun the channel and turn on Cannibalism. Do not fight around low-health allies or minions if champion resets are possible in the real game context.

    Later Sion wins the isolated duel if he saves stun, while Katarina is more threatening in messy teamfights with resets. Your job late is to keep Cryptic Gaze for her ultimate or Shunpo entry, not to start on the first target you see.

    • Using Cryptic Gaze too early is the main way Katarina gets a full Death Lotus.
    • Her Shunpo damage reduction makes immediate burst less reliable; wait it out if she is not channeling.
    • Cannibalism after interrupting Death Lotus usually wins the remaining melee fight.
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  • Kayle

    KayleUnfavoured

    Kayle kites Sion with Reckoning and ranged Righteous Fury, then uses Intervention to deny his stun-burst or Cannibalism kill window.

    Watch for Intervention makes Kayle immune during your commit, wasting the window where Sion needs attacks to heal or finish her.

    How to beat

    Stay out of extended Righteous Fury poke until you can force her cooldowns. Bait Intervention with a shield-stun trade, then disengage instead of continuing to hit an invulnerable target. Recommit when Righteous Fury or Reckoning slow is down, using Cryptic Gaze to keep her in melee long enough for Cannibalism.

    Later Kayle usually wins the finished side-lane duel because she can kite and deny the decisive moment with Intervention. In teamfights, Sion should force Kayle's ultimate onto herself or a frontliner, then switch targets until the immunity ends.

    • Do not spend Cannibalism into Intervention unless you are using it only to survive.
    • Reckoning's slow is the start of her kite pattern; respect it before Righteous Fury is active.
    • If Righteous Fury ends while she is near you, that is your best chase window.
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  • Kennen

    KennenUnfavoured

    Kennen's range, mobility, and repeated Mark of the Storm stuns make it difficult for Sion to maintain the melee contact his duel requires.

    Watch for Slicing Maelstrom rapidly adds Mark of the Storm stacks and stuns you during the all-in.

    How to beat

    Do not walk through free Thundering Shuriken and empowered Electrical Surge poke just to start a bad fight. Wait for Lightning Rush to be used defensively or for Kennen to step close without three-mark threat, then stun and trade quickly. If he activates Slicing Maelstrom while you are not already winning, back out and re-enter after the storm rather than feeding him a full stun chain.

    Later Kennen is better in teamfights and can often avoid the side-lane duel with Lightning Rush. Sion should hold stun for Kennen's ultimate entry and build enough magic resistance to survive the first storm cycle.

    • Count Mark of the Storm stacks before committing; two marks means the next spell can stop your drain window.
    • Lightning Rush being down matters more than Thundering Shuriken being down.
    • Do not group tightly around your carries if Kennen is waiting to ult; peel him with Cryptic Gaze.
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  • Kog'Maw

    Kog'MawUnfavoured

    Kog'Maw's Bio-Arcane Barrage gives him the range and percent-health damage to burn Sion down before Sion can sustain in melee.

    Watch for Bio-Arcane Barrage extends Kog'Maw's range and deals percent maximum health magic damage, punishing Sion's tanky sustain build.

    How to beat

    Do not chase while Bio-Arcane Barrage is active unless Cryptic Gaze will immediately lock him down. Approach from fog or after Void Ooze is used, stun first, and force the shortest possible melee kill window. If he dies, move away from Icathian Surprise instead of trying to lifesteal through the explosion.

    Later Kog'Maw wins open side-lane spacing if he sees Sion coming, but he dies quickly to a clean flank stun. In teamfights, Sion should either peel him off with stun or force him to kite away from the fight rather than running straight through Ooze.

    • Void Ooze on the ground usually means the chase is over unless your stun is already in range.
    • Do not stack only health into Kog'Maw; his W specifically punishes it.
    • After killing him, leave the passive explosion radius immediately.
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  • Lee Sin

    Lee SinEven

    Lee Sin has stronger burst and mobility, but Sion can win if he survives the first combo and keeps Lee in melee during Cannibalism.

    Watch for Dragon's Rage kicks you out of melee range, interrupting your Cannibalism uptime and often setting up a disengage.

    How to beat

    Stand behind minions when possible so Sonic Wave cannot start the fight for free. If Lee takes Resonating Strike in, shield before impact, stun after his burst lands, and use Cannibalism once he has committed. Save movement or a slow item for after Dragon's Rage, because that is when he tries to leave the drain fight.

    Later Lee Sin falls off in a straight sustained duel compared with Sion, but he remains better at picks and displacement in teamfights. Sion should absorb his entry, stun him after the kick or safeguard, and turn the fight once Lee's cooldown cycle is spent.

    • Do not panic-stun before Resonating Strike connects if Lee can simply wait it out and follow later.
    • Your best trades happen after Lee has spent both parts of a spell cycle and needs Flurry autos.
    • Dragon's Rage can deny most of your ultimate duration if you activate too early.
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  • Leona

    LeonaFavoured

    Leona can lock Sion down but usually lacks the solo damage to beat his shield and Cannibalism without an ally triggering Sunlight.

    Watch for Shield of Daybreak starts a stun chain that delays your shield detonation and Cannibalism attacks.

    How to beat

    Accept that she will engage first, but do not waste damage into Eclipse if you can wait out the resistance window. Once her Q and Zenith Blade are used, stun her and start Cannibalism while she has no way to leave. In real games, respect her far more when an ally is nearby to consume Sunlight marks.

    Later Sion wins the isolated side-lane duel, while Leona's value is much higher in coordinated teamfights. Late, stun the carry she locks down for or counter-engage after she spends Solar Flare.

    • If Eclipse is active, delay your shield pop until her bonus resistances fall off when possible.
    • Leona alone is not the same champion as Leona with a damage dealer behind her.
    • Do not judge the fight by the first stun chain; judge it by what happens after her cooldowns are gone.
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  • Lulu

    LuluUnfavoured

    Lulu has enough slow, polymorph, shield, and Wild Growth disruption to deny Sion's melee uptime even if she does not want a fair duel.

    Watch for Whimsy disables or speeds repositioning, stopping Sion from attacking during his Cannibalism window.

    How to beat

    Do not spend Cryptic Gaze into Help, Pix! shield unless you can force Wild Growth too. Walk her down after Glitterlance misses, then stun once Whimsy is unavailable or already used for speed. If Wild Growth knocks you up during the all-in, reset and re-engage after the bonus health falls off.

    Later Lulu should not side-lane duel Sion, but she can still kite him long enough to escape or stall. In teamfights, Sion should force her defensive cooldowns and then swap targets rather than tunneling through polymorph and Wild Growth.

    • Whimsy is more important than Glitterlance; it directly steals your attack window.
    • Wild Growth can turn your stun target into a bad focus, so be ready to switch.
    • Help, Pix! reveals and shields, making brush cheese less reliable against her.
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  • Lux

    LuxEven

    Lux wins if she keeps Sion at spell range, but Sion can kill her quickly if Light Binding misses or is blocked before he reaches melee.

    Watch for Light Binding roots you in place, letting Lux land Lucent Singularity and Finales Funkeln before you can use Cannibalism.

    How to beat

    Approach through minions or from angles that make Light Binding hard to line up. If Binding is down, immediately stun and shield-walk into melee before she can reset spacing with Lucent Singularity. Do not continue a chase through Singularity slow unless you still have Cryptic Gaze or an item slow to guarantee contact.

    Later Lux does not want the side-lane duel, but she can clear waves and punish predictable approaches. In teamfights, Sion should threaten her after Binding is used, or bodyguard allies by stunning anyone she roots for burst.

    • Banshee's Veil is especially strong because it can eat Light Binding before the fight starts.
    • Do not let Illumination procs bait you into straight-line chasing through E slow.
    • If Lux uses Finales Funkeln on the wave, her duel threat drops sharply until Binding comes back.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Malphite

    MalphiteEven

    Malphite can blunt Sion's attack-based healing with Ground Slam, but he usually lacks the sustained damage to kill Sion if Sion saves shield and stun for the extended trade.

    Watch for Ground Slam reduces your Attack Speed, cutting Enrage damage and Cannibalism healing during the part of the duel you need most.

    How to beat

    Do not let him refresh Granite Shield for free; tag him with a basic attack or Cryptic Gaze before committing. Bait Ground Slam, back off for its debuff, then re-enter with Death's Caress already running and Cannibalism for the longer exchange.

    Later Finished builds make the side lane slow and hard for either tank to force, but Sion has better sustained punching if Malphite cannot disengage. Malphite is usually stronger in teamfights because Unstoppable Force starts fights, so Sion should peel after the engage or punish him in side lanes before grouping.

    • Break Granite Shield before using your full Q-W trade.
    • Do not activate Cannibalism into Ground Slam if you can wait it out.
    • Stand away from clustered allies so Unstoppable Force does not turn the duel setup into a teamfight.
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  • Malzahar

    MalzaharUnfavoured

    Malzahar wins if he keeps distance and chains Malefic Visions, Null Zone, and Nether Grasp before Sion can turn the fight into repeated attacks.

    Watch for Nether Grasp suppresses you in Null Zone, denying movement, attacks, Cannibalism healing, and Death's Caress detonation timing.

    How to beat

    Hold minion cover against Call of the Void and avoid standing in Null Zone just to finish a shield pop. Commit only when Nether Grasp is down or you have a cleanse item ready; stun him first so he cannot instantly suppress your engage.

    Later Malzahar remains dangerous in side lanes because suppression lets him kill or stall Sion under damage zones. In teamfights, Sion should threaten him only after Black Shield-like protection is absent and should prioritize breaking the channel with team crowd control or cleansing it himself.

    • Do not chase through Null Zone while suppressed cooldown is available.
    • Kill or avoid Voidlings before they chew through Death's Caress for free.
    • If Malefic Visions is on a dying minion near you, step away before it jumps.
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  • Master Yi

    Master YiEven

    Sion can stun and lifesteal through Yi in a committed brawl, but Yi's attack speed, Meditate stall, and Highlander uptime can outlast Sion if Cryptic Gaze is mistimed.

    Watch for Meditate can absorb your stun-window burst and reset the duel long enough for Yi's sustained damage to take over.

    How to beat

    Keep the fight short before Highlander runs unchecked; force Alpha Strike, then cast Cryptic Gaze after he reappears. If he uses Meditate, stop attacking during the heavy reduction unless your shield pop will break it, then re-engage with Cannibalism active.

    Later Finished Yi is a scarier side-lane duelist if he gets uninterrupted attacks, while Sion is more useful when his stun and ultimate healing affect allies. Grouping reduces Yi's clean 1v1 reset windows, but Sion still cannot waste Q before Yi commits.

    • Do not Q into Alpha Strike timing; wait for his landing point.
    • Save Death's Caress detonation for after Meditate if possible.
    • Highlander ignores slows, so rely on stun and body positioning instead of kiting tools.
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  • Miss Fortune

    Miss FortuneFavoured

    Miss Fortune can punish Sion before contact, but once he lands Cryptic Gaze she has no dash and struggles to escape his shield burst and Cannibalism attacks.

    Watch for Make It Rain slows your approach and can keep you just outside stun range while she stacks Impure Shots.

    How to beat

    Approach from brush or after she uses Make It Rain on the wave, then stun immediately before Strut lets her reset spacing. Walk out of Bullet Time's cone instead of attacking through the full channel, then re-enter when it is canceled or finished.

    Later In side lane Sion can kill her if he reaches melee, but Miss Fortune's teamfight damage is much higher when protected. Sion's job later is to flank or flash-stun her, not slowly walk through her front line into Bullet Time.

    • Do not stand behind low minions where Double Up can bounce onto you.
    • Any damage breaks Strut, so a small shield pop can make the next engage easier.
    • Move sideways out of Bullet Time before trying to finish her.
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  • Morgana

    MorganaUnfavoured

    Morgana denies Sion's single-target engage with Black Shield and punishes failed commits with Dark Binding, Tormented Soil, and Soul Shackles.

    Watch for Black Shield blocks Cryptic Gaze's stun and magic damage, removing Sion's clean entry into melee range.

    How to beat

    Do not spend Q into Black Shield unless the shield is already damaged enough to break. Bait Dark Binding from max range, walk out of Tormented Soil, and commit only after Black Shield or Binding is down so Death's Caress can absorb her return damage.

    Later Morgana is still awkward for Sion because she protects carries from his stun and punishes clumped melee champions with Soul Shackles. Sion should pressure side lanes when she is grouped, or in fights, force Black Shield on someone else before targeting the carry.

    • Auto or shield-pop Black Shield before relying on Cryptic Gaze.
    • If Soul Shackles connects, move out before the second hit stun lands.
    • Do not duel her while standing in Tormented Soil; it lets her spell vamp through your trade.
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  • Nasus

    NasusUnfavoured

    Nasus outscales the straight duel because Wither cripples Sion's attacks and Fury of the Sands punishes the melee range Sion must occupy.

    Watch for Wither slows your Movement and Attack Speed, cutting both your damage and Cannibalism healing while Nasus keeps stacking Siphoning Strike.

    How to beat

    Fight early around short Q-W trades and do not let him freely farm Siphoning Strike after you push. Once Wither is available, bait it and disengage; commit only after it falls or when you can burst before Fury of the Sands becomes decisive.

    Later Finished Nasus usually wins the side lane if his Siphoning Strike has been farmed, while Sion contributes more through point-and-click stun and team healing. Group before Nasus can force base trades, and use Cryptic Gaze to peel him during his ultimate instead of dueling inside it.

    • Do not activate Cannibalism right as Wither starts ramping.
    • Keep trades away from Spirit Fire so your armor is not shredded for Q hits.
    • Punish him when Siphoning Strike is used on a minion.
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  • Nidalee

    NidaleeUnfavoured

    Nidalee wins played well by poking from range, healing through chip damage, and using cougar mobility to avoid Sion's short engage range.

    Watch for Javelin Toss chunks Sion before the duel starts, forcing him to spend shield defensively and making any all-in unfavorable.

    How to beat

    Hold behind minions and do not chase through brush where Prowl and traps control spacing. Your real window is after a missed spear or cougar Pounce forward; stun instantly, pop Death's Caress, and force her to fight before Primal Surge resets the trade.

    Later Nidalee remains better at avoiding the side-lane duel than taking it, while Sion is stronger if he actually pins her down. In teamfights, dodge spears before engaging and use Cryptic Gaze on her only when she is in cougar range or has no safe retreat.

    • Do not step on Bushwhack before committing; the resist shred makes her burst real.
    • Minion cover matters more than shield timing against long spears.
    • If she uses Primal Surge before the all-in, her sustain window is weaker.
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  • Nunu & Willump

    Nunu & WillumpEven

    Nunu can kite and slow Sion with Ice Blast, but he lacks enough champion damage to reliably kill Sion if Sion interrupts or leaves Absolute Zero.

    Watch for Ice Blast slows your Movement and Attack Speed, making it hard to stay in range for Cannibalism attacks.

    How to beat

    Do not chase him endlessly after Ice Blast; let the slow decay, then re-engage with Cryptic Gaze. Save stun or movement to stop Absolute Zero, and avoid fighting near minions where Consume gives him extra sustain resets.

    Later Side-lane duels stay low-kill unless Sion can force Nunu away from minions and interrupt Absolute Zero. Nunu is usually more valuable enabling a carry with Blood Boil, so Sion should stun the carry or cancel Nunu's channel rather than tunnel on him.

    • Fight away from minion waves so Consume cannot swing the health race.
    • Hold Cryptic Gaze if Absolute Zero is available.
    • Boots of Swiftness help more than raw damage when Ice Blast is the problem.
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  • Olaf

    OlafUnfavoured

    Olaf is built to beat Sion in a fair melee duel because Ragnarok ignores Cryptic Gaze and Reckless Swing bypasses Sion's defensive stats.

    Watch for Ragnarok makes Olaf immune to Cryptic Gaze, removing Sion's main way to stop his lifesteal-backed all-in.

    How to beat

    Before six, trade only after he misses Undertow or spends Reckless Swing on the wave. After six, do not open with Q if Ragnarok is ready; kite out the ultimate, then stun and fight once his immunity and peak stats fade.

    Later Finished Olaf usually wins the side lane if he can stick, especially with repeated true damage. In teamfights, Sion should avoid being Olaf's drain target during Ragnarok and instead stun him after it ends or peel the backline while allies kite.

    • Never count on Cryptic Gaze while Ragnarok is active.
    • Do not match low-health all-ins; Berserker Rage makes Olaf stronger there.
    • Sidestep Undertow so he cannot chain axe pickups into a permanent chase.
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  • Pantheon

    PantheonEven

    Pantheon controls short trades with Spear Shot, Aegis Protection, and Heartseeker Strike, but Sion can win longer fights once Pantheon's burst is spent.

    Watch for Aegis Protection blocks a basic attack, often wasting one of Sion's Cannibalism hits or Enrage trades at the start of the fight.

    How to beat

    Do not trade into a fresh passive shield; remove Aegis Protection with a low-value attack before using your real damage. After he uses Aegis of Zeonia and Heartseeker Strike, turn on Cannibalism and force the extended melee fight where his cooldowns are weaker.

    Later Sion becomes harder for Pantheon to burst, and side-lane fights favor Sion if he survives the opener. Pantheon's global pressure matters more than the duel, so keep waves managed and be ready to answer Grand Skyfall with a push or grouped stun threat.

    • Step out of Heartseeker Strike's cone instead of standing still during the channel.
    • Break Aegis Protection before relying on a lifesteal hit.
    • His stun can interrupt your shield timing, so cast Death's Caress before he jumps.
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  • Rammus

    RammusUnfavoured

    Rammus punishes Sion's basic-attack duel pattern with taunt, armor stacking, and Defensive Ball Curl return damage.

    Watch for Defensive Ball Curl returns damage while massively increasing defenses, making Cannibalism attacks hurt Sion more than they heal if he keeps hitting.

    How to beat

    Do not attack through Defensive Ball Curl unless you are finishing him or have no choice during taunt. Wait out Powerball and Puncturing Taunt, then use Cryptic Gaze as his defensive window ends and detonate Death's Caress before committing to sustained attacks.

    Later Rammus remains a poor side-lane target for Sion because armor and Thornmail-style effects counter Sion's attack pattern. In teamfights, Sion should avoid being taunted into Ball Curl and instead stun Rammus after he dives or hit softer targets when his taunt is down.

    • Stop attacking the moment Defensive Ball Curl is active unless taunted.
    • Do not let Powerball force your shield before the real trade starts.
    • Magic-heavy Sion builds handle him better than pure attack damage ones.
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  • Ryze

    RyzeUnfavoured

    Ryze's targeted root and short-cooldown spell rotation keep Sion at arm's length while shredding through his shield with magic damage.

    Watch for Rune Prison roots you in place, letting Ryze unload Overload, Spell Flux, and Desperate Power before you can reach melee.

    How to beat

    Do not walk straight at him through an open lane; use brush, flank angles, or wait for Rune Prison to be used on something else. If you get close, stun before he roots you and force a fast shield detonation rather than a slow chase.

    Later Ryze scales into a stronger duelist once his mana and cooldowns are online, and Sion struggles to stick without cleanse or help. In teamfights, Sion should threaten him from fog or peel his root target rather than frontally entering Ryze's spell range.

    • Avoid standing near minions when Spell Flux can bounce value onto you.
    • Banshee's Veil can block the first Rune Prison and create your only clean entry.
    • If Desperate Power is active, disengage unless he is already stunned and low.
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  • Shaco

    ShacoEven

    Shaco can choose when the fight starts and disrupt Sion with boxes and clone confusion, but he is fragile if Sion identifies the real target and lands Cryptic Gaze.

    Watch for Jack In The Box fears you during the chase, breaking your attack uptime and letting Shaco reposition for Backstab damage.

    How to beat

    Do not chase through unwarded paths or obvious box setups; make him fight in lane space where Deceive has fewer angles. After Hallucinate, avoid dumping shield burst into the clone unless you can tell the real Shaco by damage taken and movement, then stun the real one when Deceive is down.

    Later Shaco usually avoids honest side-lane duels and plays picks, while Sion is better in direct grouped fights. Carry detection tools and wards matter more than extra duel stats; force objectives where Shaco cannot prepare boxes for every angle.

    • If he Deceives behind you, turn immediately to deny repeated Backstab hits.
    • Do not pop Death's Caress into Hallucinate clone unless it also hits the real Shaco.
    • Ward flanks because the duel is often decided before he appears.
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  • Shen

    ShenEven

    Shen's shields, taunt, and sustain make him hard to kill, but Sion has enough sustained damage and lifesteal to contest him if he avoids wasting attacks into Feint.

    Watch for Shadow Dash taunts you, forcing bad attacks and letting Shen control whether the trade continues or ends.

    How to beat

    Trade after Feint expires, not into the shield, and keep Death's Caress ready for his taunt entry. If he uses Shadow Dash aggressively and misses, immediately stun and extend the fight with Cannibalism before his defensive cooldowns return.

    Later Side-lane duels are often stalemates unless one side misuses cooldowns, but Shen can leave with Stand United while Sion cannot match the teleport. Sion should hard-push when Shen ults away or hold Cryptic Gaze to interrupt his channel if in range.

    • Cryptic Gaze can stop Stand United if you are close enough.
    • Do not spend your shield pop into Feint unless it breaks the shield and hits health.
    • Punish missed Shadow Dash; that is his clean escape and trade control.
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  • Singed

    SingedUnfavoured

    Singed wins by refusing a stationary melee fight, dragging Sion through Poison Trail and Flinging him away whenever Cannibalism needs uptime.

    Watch for Fling throws you back through Poison Trail, breaking your attack rhythm and making chasing cost more health than you heal.

    How to beat

    Do not chase directly behind him; cut off his path from the side and force him to walk toward your wave or tower. Bait Fling, then stun after it is down and use Death's Caress for a short burst instead of a long poison chase.

    Later Singed is usually stronger at side-lane disruption because he clears waves and escapes the duel, while Sion is more direct in grouped fights with point-and-click lockdown. Match his push only with vision, and save Q for when he runs at your carries during Insanity Potion.

    • Never follow the exact Poison Trail line for multiple seconds.
    • Mega Adhesive plus Fling can deny your entire ultimate window.
    • If Insanity Potion is running, treat it as a disengage signal unless he is already trapped.
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  • Sivir

    SivirEven

    Sivir can block Sion's stun and kite with On The Hunt, but her short range means Sion can punish hard if Spell Shield is baited first.

    Watch for Spell Shield blocks Cryptic Gaze, turning Sion's main engage into mana for Sivir and leaving him kiteable.

    How to beat

    Do not lead with Q into an obvious Spell Shield; fake forward, use Death's Caress timing, or wait for her to shield another spell before committing. Once Spell Shield is down, stun immediately and stay beside rather than behind minions so Boomerang Blade does not get clean double hits.

    Later Finished Sivir is more valuable in teamfights because On The Hunt and Ricochet amplify her whole team, while Sion can still win a side duel if he catches her without shield. In fights, force Spell Shield with another threat first, then use Cryptic Gaze to lock her down before she speeds the team away.

    • Track Spell Shield before every Q; it decides the matchup.
    • Avoid straight-line chases where Boomerang Blade hits both passes.
    • If On The Hunt is used defensively, stop chasing unless your stun is already in range.
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  • Skarner

    SkarnerEven

    Skarner can out-stick Sion with Crystalline Exoskeleton and repeated Crystal Slash, but Sion's stun, shield, and Cannibalism let him win if he controls the first all-in.

    Watch for Impale: suppresses Sion through Cannibalism's healing window and can drag him out of attack range before he can lifesteal back.

    How to beat

    Do not start the duel into Crystalline Exoskeleton; hit the shield, back off, and wait until the move speed and attack speed fall away. Open with Cryptic Gaze only when you can immediately detonate Death's Caress and keep attacking during Cannibalism. If Skarner holds Impale, keep the fight near your minion wave or tower side so the drag does not fully reset your damage.

    Later Finished builds make the side lane close: Skarner has better stick and pick setup, while Sion wins longer toe-to-toe fights if he is allowed to keep attacking. In teamfights, respect Impale as the real value and save Cryptic Gaze to stop his follow-up or punish him after he pulls someone in.

    • Break Crystalline Exoskeleton before committing; the duel changes sharply once the shield drops.
    • Cannibalism is weakest if Impale denies your first few attacks.
    • Skarner wants a long chase, so do not spend Cryptic Gaze just to start a fight you cannot finish.
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  • Sona

    SonaFavoured

    Sona's poke and Crescendo matter in teamfights, but in a straight duel she is too fragile to survive Sion's point-and-click stun into shield burst and attacks.

    Watch for Crescendo: stuns Sion long enough for Sona to create distance or let allies collapse.

    How to beat

    Hold enough health to ignore one Power Chord trade, then walk her down rather than burning Cryptic Gaze at max range into her speed aura. Once Crescendo is used or you are already in melee, stun her, pop Death's Caress, and keep attacking through Cannibalism. Do not chase deep through her team, because that is where Sona actually wins the matchup.

    Later Sion wins the isolated side lane, but Sona is far more valuable grouped if she can Crescendo multiple targets. Flank or threaten her after Crescendo is down; otherwise peel and avoid clumping into her ultimate.

    • Power Chord damage reduction can blunt your first Enrage hits, so do not judge the fight off one softened trade.
    • If she uses Song of Celerity to kite, wait for the aura timing before using Cryptic Gaze.
    • Her real threat is grouped Crescendo, not the 1v1.
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  • Soraka

    SorakaFavoured

    Soraka can silence and heal through short trades, but she lacks the damage and mobility to stop Sion once he reaches melee range.

    Watch for Infuse: silences Sion before Cryptic Gaze or Death's Caress, denying the burst window that starts the kill.

    How to beat

    Do not telegraph the engage while Infuse is ready; walk forward with Death's Caress already active if possible, then stun after the silence expires. Force Astral Blessing early with shield damage, then continue the fight during Cannibalism so Wish is not enough to reset it. If she only backs away and heals, take the space instead of chasing through her team.

    Later Sion wins any honest side-lane duel, but Soraka's value is keeping carries alive in grouped fights. In teamfights, do not waste everything into the first healed target; pressure Soraka or wait until Wish and Infuse are committed.

    • Infuse can stop the shield detonation if you delay too long.
    • Astral Blessing's armor is best against your Enrage attacks, so try to force it before Cannibalism.
    • Wish makes close kills deceptive; keep one stun or item active for after the global heal if possible.
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  • Taric

    TaricEven

    Taric's armor aura, stun, and healing make him hard to burst, but Sion has stronger sustained damage and healing if the fight is not decided by Taric's first rotation.

    Watch for Dazzle: stuns Sion and gives Taric the clean window to Shatter, heal, and deny Sion's first melee sequence.

    How to beat

    Avoid short trades where Taric gets Dazzle into Shatter and then walks away with Imbue. Let him spend Dazzle defensively or engage when your shield is already absorbing damage, then stun him after Shatter so your attacks matter more. Cannibalism should be used once you are committed to a long melee fight, not while he can simply disengage.

    Later In the side lane, Sion eventually has the better kill threat unless Taric is extremely armor-heavy. In teamfights, Taric's aura and Dazzle are more reliable than his duel, so either force him to peel you or switch targets after his stun is down.

    • Shatter lowers the value of early Enrage trades; wait out the armor swing when possible.
    • If Taric uses Imbue on someone else, the 1v1 becomes much easier.
    • Do not blow Cryptic Gaze into a trade where Dazzle immediately cancels your follow-up.
    BuyThe Black CleaverExecutioner's Calling
  • Teemo

    TeemoUnfavoured

    Teemo's blind, poison, speed, and mushrooms attack exactly what Sion needs: repeated melee attacks during Cannibalism.

    Watch for Blinding Dart: denies Sion's basic attacks, cutting off Enrage damage and Cannibalism healing during the key trade.

    How to beat

    Do not chase blindly through brush or lane edges; assume Noxious Trap is placed where your melee path begins. Bait Blinding Dart with a short walk-up, back off while blind, then use Cryptic Gaze after it expires so your shield burst and attacks actually land. If Teemo keeps Move Quick available, commit only when you have stun range or a slow item to keep him there.

    Later Teemo controls side-lane terrain with mushrooms and can make Sion waste time, but he still dies if caught cleanly. In teamfights, Sion should not tunnel through traps for Teemo; sweep paths with the team and punish him when Blinding Dart is unavailable.

    • Cannibalism does almost nothing while you are blinded.
    • Death's Caress can absorb poison ticks, but mushrooms still ruin the chase path.
    • Move Quick drops when you damage him, so shield detonation before the chase matters.
    BuyMercury's TreadsBoots of SwiftnessQuicksilver Sash
  • Tristana

    TristanaUnfavoured

    Tristana has too many disengage tools for Sion to keep melee contact, and her range scaling makes the duel worse over time.

    Watch for Buster Shot: knocks Sion out of Cannibalism range and resets the fight after he spends stun or shield.

    How to beat

    Do not use Cryptic Gaze just to make her Rocket Jump; you need a way to stay on her after the jump or she wins the reset. Approach from brush or fog, force Rocket Jump first, then stun and burst before Buster Shot creates a second gap. If she has both jump and ultimate, take the wave or objective instead of forcing a low-odds chase.

    Later Tristana wins the finished-build side lane if she has room to kite, while Sion only wins from a flank or confined space. In teamfights, Sion should threaten her cooldowns for his team rather than expect to solo carry through Rocket Jump and Buster Shot.

    • Rocket Jump's landing slow can stop you from reaching her even after she uses it aggressively.
    • Buster Shot is strongest after your Cryptic Gaze, so track which disengage she still has.
    • Her passive range scaling turns even trades into losing chases later.
    BuyRanduin's OmenNinja TabiFrozen Mallet
  • Tryndamere

    TryndamereUnfavoured

    Tryndamere's critical damage and Undying Rage let him outlast Sion's burst and ignore the kill window Sion normally creates with stun.

    Watch for Undying Rage: prevents the lethal finish during Sion's best Cannibalism window and lets Tryndamere keep attacking at low health.

    How to beat

    Fight before he has full Fury; if he enters with high Fury, back off until he spends time or health. Use Cryptic Gaze to delay his damage, not to burst him at the start of Undying Rage, and kite backward with Death's Caress while the ultimate runs. Re-engage only as Undying Rage ends, ideally with a slow or enough health to survive one more crit.

    Later Tryndamere is the stronger dedicated side-lane duelist and split-push threat when finished. Sion contributes more by grouping, forcing Tryndamere's ultimate early, and using crowd control so his team can finish the last seconds safely.

    • Do not pop everything when Undying Rage is available unless you can disengage afterward.
    • Mocking Shout lowers your Enrage damage and can swing a close melee trade.
    • Low-health Tryndamere is more dangerous, not less, because of Fury and his ultimate.
    BuyRanduin's OmenThornmailNinja Tabi
  • Twisted Fate

    Twisted FateFavoured

    Twisted Fate can kite and stun once, but in an isolated duel he is too fragile if Sion gets through Pick A Card's first control window.

    Watch for Gold Card: stuns Sion before he reaches melee, buying time for Wild Cards and a disengage path.

    How to beat

    Watch Pick A Card and do not walk straight in while Gold Card is locked unless Death's Caress is already absorbing the trade. Once Gold Card is spent, Cryptic Gaze him and commit immediately; he has no real duel tool after the stun. Respect Gate and Destiny as map tools, not duel damage, and punish him if he uses them near you without backup.

    Later Sion wins the side-lane duel, but Twisted Fate can avoid it and create numbers advantages elsewhere. Keep lanes pushed enough that he cannot freely Gate away, and in teamfights save stun for him only if he steps into range after Gold Card.

    • Gold Card is the whole 1v1; once it is down, he is vulnerable.
    • Do not let Wild Cards break your shield for free before you enter stun range.
    • Destiny's slow can make chasing awkward, but it does not save him if you are already on top of him.
    BuyMercury's TreadsHexdrinker
  • Twitch

    TwitchUnfavoured

    Twitch can choose the opening with Ambush, stack poison while kiting, and finish with Expunge before Sion gets enough lifesteal attacks.

    Watch for Ambush: lets Twitch start the duel on his terms and enter with attack speed before Sion can stun or shield correctly.

    How to beat

    Do not stand in open lane without vision when Twitch is missing; if he opens first, use Death's Caress immediately and save Cryptic Gaze until he commits inside range. After Venom Cask, avoid chasing in a straight line during Spray and Pray unless he is already stunned. If you survive the first poison stack burst, Cannibalism can turn the fight, but only while you are actually hitting him.

    Later Twitch wins isolated fights from stealth and is far stronger in grouped fights if he opens with Spray and Pray from fog. Sion should force vision, bodyguard carries, and stun Twitch after he reveals rather than searching blindly for him.

    • Expunge is most dangerous after you already think the trade is over.
    • Venom Cask's slow can deny every Cannibalism attack if you spend stun too early.
    • Ambush makes equal-item duels unfair unless you control vision.
    BuyQuicksilver SashNinja TabiRanduin's Omen
  • Vayne

    VayneUnfavoured

    Vayne is one of Sion's worst duels because Condemn, Tumble, Final Hour stealth, and Silver Bolts all punish a slow melee health-stacker.

    Watch for Condemn: knocks Sion out of melee and can stun him against terrain, deleting his Cannibalism uptime.

    How to beat

    Never fight her near walls if Condemn is available; angle toward open space even if it means giving ground. Bait Tumble or Condemn with shielded steps, then Cryptic Gaze only when you can immediately stay in melee through her next movement. If Final Hour is active and you cannot reveal or predict her Tumble, disengage until the stealth windows end.

    Later Vayne wins the finished-build side lane in almost any open space and shreds Sion in front-to-back fights. Sion's job is to force her defensive cooldowns, deny wall angles, and let teammates finish her after Condemn or Final Hour Tumble is spent.

    • Do not stack health as your only answer; Silver Bolts punishes that directly.
    • A wall Condemn usually means the duel is over.
    • Cryptic Gaze after Tumble is far better than before it.
    BuyRanduin's OmenNinja TabiThornmail
  • Veigar

    VeigarEven

    Veigar can delete Sion if Event Horizon controls the approach, but he is fragile enough to die quickly when Sion reaches him with shield and stun.

    Watch for Event Horizon: blocks Sion's path and stuns him if he crosses the edge, setting up Dark Matter and Primordial Burst.

    How to beat

    Do not walk through the Event Horizon wall; wait inside or outside the cage and force Veigar to spend Dark Matter without the stun guarantee. Once Event Horizon is down, use Cryptic Gaze first and close with Death's Caress already primed. Build enough magic resistance that Primordial Burst does not end the fight before Cannibalism attacks matter.

    Later Veigar becomes more dangerous as his burst scales, so the side lane depends on whether Sion can dodge or wait out Event Horizon. In teamfights, Sion should not be the first isolated target in the cage; threaten Veigar after he uses Event Horizon on someone else.

    • Event Horizon is a zoning spell before it is a stun; patience beats forcing through it.
    • Dark Matter is avoidable unless the cage pins your movement.
    • Primordial Burst is less punishing to AD Sion than to AP users, but the base burst is still real.
    BuyBanshee's VeilHexdrinkerMercury's Treads
  • Warwick

    WarwickUnfavoured

    Warwick matches Sion's sustain while adding percent-health damage, attack speed, and a suppression that interrupts Sion's lifesteal timing.

    Watch for Infinite Duress: suppresses Sion during the crucial sustain race and applies damage while Warwick's team or his own follow-up catches up.

    How to beat

    Avoid extended trades when Warwick's passive and Hungering Strike are both available; he is comfortable in the same kind of melee fight Sion wants. Try to bait Hungering Strike on a shielded health bar, then stun and trade while it is on cooldown. If Infinite Duress is ready, keep enough health that you do not exit the suppression already below his Blood Scent chase threshold.

    Later Warwick is usually the better finished duelist because his sustain is less dependent on uninterrupted basic attacks. Sion should group, force Warwick to ult a bad target, and punish him with Cryptic Gaze after Infinite Duress ends.

    • Both champions heal, but Warwick keeps healing even while denying your attacks with suppression.
    • Blood Scent makes low-health disengages unreliable.
    • Do not judge the fight by the first shield trade; the sustain race favors Warwick if it keeps going.
    BuyQuicksilver SashSpirit VisageExecutioner's Calling
  • Wukong

    WukongEven

    Wukong has stronger burst and disruption, but Sion wins if he does not waste stun into Decoy and can keep the fight extended.

    Watch for Decoy: makes Sion waste Cryptic Gaze or shield burst and lets Wukong reset the trade on his terms.

    How to beat

    Do not instantly stun after Nimbus Strike; wait a beat to see whether he uses Decoy, then target the real Wukong when he reappears. Absorb the Crushing Blow trade with Death's Caress and answer with Cannibalism only once Cyclone or Decoy cannot simply interrupt your follow-up. If he ults, step out of the spin if possible and re-enter when the knockup is gone.

    Later Wukong brings the better teamfight engage with Cyclone, while Sion is more threatening in a straight side-lane brawl if he tracks Decoy. In grouped fights, save Cryptic Gaze for Wukong after he dives, or bypass him if Cyclone is already spent.

    • Stunning the clone loses the matchup outright.
    • Crushing Blow's armor reduction makes the next few attacks hurt more than the first hit suggests.
    • Cyclone interrupts your attack rhythm, so Cannibalism is better after the knockup than before it.
    BuyNinja TabiRanduin's Omen
  • Zilean

    ZileanEven

    Zilean can kite Sion almost forever with Time Warp and revive himself with Chronoshift, but he struggles to actually kill Sion if Sion avoids repeated bomb trades.

    Watch for Time Warp: slows Sion or speeds Zilean, denying the melee contact Sion needs to turn on Cannibalism.

    How to beat

    Do not chase through every slow; let Time Bomb expire away from your wave and wait for Time Warp before using Cryptic Gaze. If you force Chronoshift, stop spending burst into the revive and reposition to kill him after it triggers. The duel is less about damage and more about whether you can ever make him stand still.

    Later Zilean rarely wants the side-lane duel, but he can waste Sion's time and then win teamfights by reviving a carry. Sion should pressure objectives and force Chronoshift on a poor target instead of tunnel chasing Zilean through slows.

    • Time Bomb punishes standing near your own minions during the chase.
    • Chronoshift means the first kill is not the kill; save something for after the revive.
    • If Time Warp is down, Zilean is much easier to stun than his range suggests.
    BuyMercury's TreadsBoots of Swiftness
18
Attack damage
287.51
Ability power
0
Armor
210.25
Magic resist
90.1
Attack speed
0.823
Cooldown reduction
10%
Critical strike chance
15%
Move speed
390
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
4,811
Health regen
35 / 5s
Mana
920
Resource regen
13.5 / 5s

Offense

Attack range
125
Crit chance
15%
Crit damage
210%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
8%
Lethality
6
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Cryptic Gazerank 5/5

    Damage
    306
  • W

    Death's Caressrank 5/5

    Shield
    300
    Damage
    306

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second281.2
Attacks per second
0.823
Average hit
341.7
Normal hit
293.3
Critical hit
615.9
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
3.6s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
419.6
Ability power
0
Armor
95.25
Magic resist
65.1
Attack speed
0.948
Cooldown reduction
10%
Critical strike chance
40%
Move speed
390
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,413
Health regen
40 / 5s
Mana
920
Resource regen
13.5 / 5s

Offense

Attack range
125
Crit chance
40%
Crit damage
250%
Life steal
24%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
43%
Lethality
17.25
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Cryptic Gazerank 5/5

    Damage
    306
  • W

    Death's Caressrank 5/5

    Shield
    300
    Damage
    306

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second649.3
Attacks per second
0.948
Average hit
684.8
Normal hit
428
Critical hit
1,070
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Life steal healing
155.8 / s
Time to kill
1.5s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
112.9
Ability power
0
Armor
317.09
Magic resist
153.07
Attack speed
0.798
Cooldown reduction
40%
Critical strike chance
0%
Move speed
390
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
4,951.44
Health regen
39 / 5s
Mana
1,446
Resource regen
16.5 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Cryptic Gazerank 5/5

    Damage
    300
  • W

    Death's Caressrank 5/5

    Shield
    300
    Damage
    300

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second90.1
Attacks per second
0.798
Average hit
112.9
Normal hit
112.9
Critical hit
225.8
Armor after penetration
0
Magic resist after penetration
0
Time to kill
11.1s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
112.9
Ability power
749.39
Armor
139.25
Magic resist
65.1
Attack speed
0.798
Cooldown reduction
14%
Critical strike chance
0%
Move speed
409.5
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,275
Health regen
25 / 5s
Mana
1,242
Resource regen
16.5 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Cryptic Gazerank 5/5

    Damage
    987
  • W

    Death's Caressrank 5/5

    Shield
    974
    Damage
    987

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second121.6
Attacks per second
0.798
Average hit
152.4
Normal hit
152.4
Critical hit
266.8
On-hit damage
38
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+1.3%
Time to kill
8.2s

On-hit

  • Spellsword38

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
112.9
Ability power
0
Armor
80.25
Magic resist
52.5
Attack speed
0.798
Cooldown reduction
0%
Critical strike chance
0%
Move speed
345
18

Resources

Health
2,275
Health regen
25 / 5s
Mana
920
Resource regen
13.5 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Cryptic Gazerank 5/5

    Damage
    300
  • W

    Death's Caressrank 5/5

    Shield
    300
    Damage
    300

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second90.1
Attacks per second
0.798
Average hit
112.9
Normal hit
112.9
Critical hit
225.8
Armor after penetration
0
Magic resist after penetration
0
Time to kill
11.1s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
112.9
Ability power
540.54
Armor
89.25
Magic resist
97.5
Attack speed
1.111
Cooldown reduction
10%
Critical strike chance
30%
Move speed
426.2
18

Click an item to leave it out of the numbers.

Resources

Health
2,275
Health regen
25 / 5s
Mana
1,170
Resource regen
13.5 / 5s

Offense

Attack range
125
Crit chance
30%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Cryptic Gazerank 5/5

    Damage
    786
  • W

    Death's Caressrank 5/5

    Shield
    786
    Damage
    786

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second163
Attacks per second
1.111
Average hit
146.8
Normal hit
112.9
Critical hit
225.8
Armor after penetration
0
Magic resist after penetration
0
Time to kill
6.1s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.