The living archive of LoL Classic
Sion

Champion guide

Patch 26.16

Sion

The Undead Champion

  • Fighter
  • Top
  • Mana

A targeted stun, a shield that detonates, and a lifesteal aura that keeps a whole team standing. The Sion of LoL Classic has nothing to do with the charging colossus you know.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
507+104
HP regen (per 5s)
8.85+0.95
Mana
240+40
Mana regen (per 5s)
6.7+0.4
Attack damage
58.71+3.19
Attack speed
0.625+1.63 %
Armor
25+3.25
Magic resist
31.25+1.25
Attack range
125
Move speed
345

Abilities

Sion, Feel No Pain

Passive

Feel No Pain

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

  • Sion Q, Cryptic GazeQ

    Cryptic Gaze

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

    Blasts a single enemy, dealing 70/125/180/240/300 (+90 % AP) magic damage and Stunning for 1.5 seconds.

  • Sion W, Death's CaressW

    Death's Caress

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

    Sion surrounds himself with a shield which absorbs 100/150/200/250/300 (+90 % AP) damage. If the shield is not destroyed in 10 seconds, it will explode, dealing 100/150/200/250/300 (+90 % AP) magic damage to surrounding enemies. Recast after 4 seconds to manually detonate.

  • Sion E, EnrageE

    Enrage

    5 ranks
    Cooldown
    0 s
    Cost
    No cost
    Range
    Self

    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.

  • Sion R, CannibalismR

    Cannibalism

    3 ranks
    Cooldown
    90 s
    Cost
    100 Mana
    Range
    100

    Grants Sion 50/75/100% Lifesteal and 50% Attack Speed for 20 seconds. Additionally, Sion's basic attacks heal surrounding allies for 25/37.5/50% of the damage dealt.

In short

Read this carefully: this is not the modern Sion. No map-wide charge, no undead second life. What you get is a melee fighter built on two buttons: Cryptic Gaze, a targeted stun that never misses because it never has to be aimed, and Death's Caress, a shield that soaks damage and then explodes onto everything around him.

Around those sit two very old mechanics. Enrage is a toggle that trades your health for attack damage and permanently grows your health pool every time you land the killing blow on a unit yourself. Cannibalism returns health on every attack you make, and heals nearby allies too. It's a support ultimate bolted onto a melee bruiser, and that's exactly what makes the kit as strange as it is playable.

Strengths and weaknesses

The stun is his best card: targeted, so dashes and blinks don't dodge it. An opponent who relies on a leap to avoid skillshots has no answer to a spell that simply names him. Chain it into the shield detonation and you get a burst that kills squishy targets far earlier than anyone expects. Feel No Pain also eats a share of small repeated hits, which makes enemy poke less profitable than it looks on paper.

Then there's everything else. Sion is slow, has no escape and no gap closer: any ranged opponent who refuses the melee exchange turns him into a spectator. Cryptic Gaze costs a fortune in mana and leaves him empty after two casts. His shield has to survive to explode on time, which makes his burst predictable. And Enrage bills him health on every swing, so leaving it on without thinking is an excellent way to die to a minion wave.

Laning phase

Max Death's Caress first: it's your protection against poke, your wave push and your damage all at once. The rhythm never changes. Shield up, walk forward under it, detonate on contact, walk back. Never stand in front of your opponent waiting for it to pop on its own.

Hold Cryptic Gaze to finish or to survive, never to harass: the cost alone takes your next spell away. Put an early point in Enrage and leave it switched off most of the time. You only flip it on to take a minion whose permanent health you want, or for a trade you know you'll win on swings. Every last hit you take yourself with Enrage active is an investment that pays for the rest of the game.

Power spikes

The first spike is the level where stun into shield detonation comes online. From there you stop poking and start naming targets: an enemy carry who lets you reach stun range inside that window is already dead.

The second is Cannibalism, which changes your job in a grouped fight. Your front line becomes very hard to grind down, because every swing you take repairs the allies standing next to you. The third spike is your first large ability power item: the Death's Caress detonation scales hard on ratios, and early magic penetration stops your one real damage source from bouncing off the first magic resist item they buy.

Teamfights and positioning

You don't get to choose where the fight starts, so make sure you're already standing in the right place. Put the shield up before contact, never during: you need the explosion to land at the moment you're surrounded. Save the stun for one job, the enemy threatening your carry, because it's targeted crowd control no movement ability can dodge.

In a long fight, flip Cannibalism on from the first exchange and stay glued to one target rather than chasing several: the area heal does nothing if you aren't attacking. Enrage is judged purely on your health bar. It pays when you're hitting things that don't hit back, it kills you when you're already low and surrounded. Know when to switch it off.