Arrr, good patterns
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
- Arrr, creates space through durability, control or a reliable front-line threat.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
The Undead Juggernaut
Sion be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Ye only have very slight turning trick during Unstoppable Onslaught, so make sure to use it in straight paths.
Roar of the Slayer be a great setup trick to land a very powerful Decimating Smash.
Th' Soul Furnace buff displays how much shield strength be remaining, use this ship's intelligence to time its explosion perfectly.
Even if Sion still hits a Decimating Smash, making him release th' charge earlier reduces its impact.
Use th' time after Sion has died to reposition and prepare fer his return.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Sion has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.
Old chart, matey. Recommendations await inspection. Sion be normally played Top and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Sion be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Sion be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Sion be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishAfter being killed, Sion will temporarily reanimate with rapidly decaying Health. His attacks become very rapid, heal him, and deal bonus damage based on his target's maximum Health.

Arrr, what it doesEnglishSion charges a powerful swing in an area in front of himself that will deal damage to enemies when released. If he charges for enough time, enemies hit by the swing will also be knocked up and stunned.

Arrr, what it doesEnglishSion shields himself and can reactivate after 3 seconds to deal Magic Damage to enemies nearby. When Sion kills enemies, he passively gains maximum Health.

Arrr, what it doesEnglishSion fires a short range shockwave that damages and slows and reduces the Armor of the first enemy hit. If the shockwave hits a minion or monster, it will be knocked back, damaging, slowing, and reducing the Armor of all enemies that it passes through.

Arrr, what it doesEnglishSion charges in a direction, ramping up speed over time. He can steer his charge slightly with the mouse cursor location. When he collides with an enemy he deals damage and knocks them up based on the distance he has charged.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 655 | 400 Mana, arr | Pick th' first aboard basic trick |
| 2 | 718 | 437 Mana, arr | Stow another basic trick or rank |
| 3 | 783 | 477 Mana, arr | Stow another basic trick or rank |
| 4 | 852 | 518 Mana, arr | Spend one trick point |
| 5 | 924 | 561 Mana, arr | Spend one trick point |
| 6 | 999 | 605 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,077 | 652 Mana, arr | Spend one trick point |
| 8 | 1,157 | 700 Mana, arr | Spend one trick point |
| 9 | 1,241 | 750 Mana, arr | Spend one trick point |
| 10 | 1,328 | 802 Mana, arr | Spend one trick point |
| 11 | 1,418 | 856 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,512 | 912 Mana, arr | Spend one trick point |
| 13 | 1,608 | 969 Mana, arr | Spend one trick point |
| 14 | 1,707 | 1,029 Mana, arr | Spend one trick point |
| 15 | 1,809 | 1,090 Mana, arr | Spend one trick point |
| 16 | 1,914 | 1,153 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,023 | 1,217 Mana, arr | Spend one trick point |
| 18 | 2,134 | 1,284 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.