- Tier
- T2
- Peringkat
- #27
- Rasio menang
- 51.92%
- Rasio pilih
- 0.41%
Akshan saat ini masuk kategori T2 dalam data ARAM Mayhem. Lihat panduan champion

Sion saat ini masuk kategori T1 dalam data ARAM Mayhem.
Sion The Undead Juggernaut
Sion is mainly a front-line engager who wins by forcing messy fights and making enemies spend time on him. If your team already has reliable damage, build and play to start fights, block space, and soak cooldowns. If your team lacks threat, you can lean more aggressive, but the tradeoff is that missed engages leave you stranded and easy to kite.
Start fights when your team is close enough to follow and at least one enemy damage dealer has stepped forward. Your engage is strongest when it cuts off retreat, not when it simply travels in a straight line down the lane. If you go too early, the enemy can walk back, burn your health, and then punish your team while you are down.
Use it from brush, behind minions, after an ally crowd control lands, or when enemies are already dodging another threat. If you charge in full view against champions with easy interrupts, expect to get stopped before it matters. A shorter, faster cast is often better than greedily holding it and losing the whole window.
No. Use ultimate when the enemy formation is narrow, distracted, or forced to stand near a choke point. If the enemy team has plenty of dashes, walls of control, or room to sidestep, hold it for a counter-engage or to punish someone already slowed or trapped. The tradeoff is simple: a missed ultimate usually gives up your best threat and can leave your backline exposed.
After death, chase targets that are already low, slowed, or cut off rather than sprinting at a full-health carry with escape tools ready. Your passive pressure can finish kills, force flashes, or buy time for your team to reset. If you tunnel too far, you give the enemy free spacing and your team loses the value of the disruption.
Sion likes augments that help him reach targets, survive focus, punish clumped enemies, or convert crowd control into team damage. If your team needs a true front line, choose durability and engage consistency over flashy damage. If you already have another tank, you can take more offensive options, but only if they still help you connect instead of just making you bigger when ignored.
Against poke, prioritize staying healthy enough to threaten an engage instead of trying to win every small trade. Use minions, brush, and shield timing to absorb damage only when your team can answer. If you walk forward alone to “tank poke,” the enemy gets exactly what they want: your health bar gone before the real fight starts.
Build to survive their main damage type and force them to hit you while your team hits back. Your job is not just to be hard to kill; it is to make carries choose between backing up, attacking you, or getting hit by your follow-up crowd control. If you build too greedily, they will burn you down before your disruption creates value.
Stop walking straight at them from max range. Wait for waves, brush control, Snowball pressure, allied crowd control, or a bad enemy step before committing. If they have better spacing than you have reach, forcing fights on cooldown only feeds them momentum and makes every next engage harder.
Yes, Snowball can be very useful because it gives Sion another way to enter the fight without relying only on a predictable straight-line ultimate. Land it on a target your team can actually collapse on, then decide whether to take it based on enemy cooldowns and ally position. Taking every Snowball is a common mistake; sometimes the mark is just pressure, not permission to int.
Stand between your carries and the enemy engage, then use your crowd control to punish anyone who dives too deep. If an assassin or bruiser commits onto your backline, turn and disrupt them instead of chasing the enemy carry across the map. The tradeoff is giving up a flashy engage, but saving your damage dealers usually wins the fight more reliably.
Sion struggles into teams with easy disengage, repeated slows, strong percent-health damage, or multiple ways to interrupt his setup. In those games, play more patiently and force enemies to use tools on the wave or on your allies before you commit. If you charge first into all five ready opponents, they do not have to outplay you; they just press their answers in order.
Sion feels best with allies who can follow his engage immediately: area damage, long-range follow-up, shields, speed boosts, or extra crowd control. If your team can punish enemies grouped around you, even a messy engage can become a winning fight. If your team is all poke and no follow-up, you need to engage only after enemies are softened or trapped.
When behind, stop trying to solo-carry through damage and focus on reliable disruption. Clear waves safely, body block when it protects a carry, and save your engage for enemies who overstep into your team’s range. The tradeoff is lower personal impact on the scoreboard, but one clean knock-up or ultimate angle can still decide a fight.
The biggest mistake is confusing “being tanky” with “being allowed to start any fight.” Sion still needs ally range, enemy cooldowns, and a real target before he commits. If you engage with no follow-up, you become a delay button; if you engage when your team is ready, you become the reason the enemy cannot play the fight.