
I’ll Pull You Apart!

Glacial Augment
Immobilizing an enemy champion will cause 3 glacial rays to emanate from them towards you and other nearby champions, creating frozen zones for 3 (+ the immobilizing effect's duration) seconds that slow enemies for 20% (+90% per 100% Heal and Shield Power) (+6% per 100 Ability Power) (+7% per 100 bonus Attack Damage) and reduce their damage by 15% against your allies (not including yourself).
Cooldown: 25sWhy?
Glacial Augment's slow is great for setting up a well-charged Q or follow-up damage while in passive form after dying.
Magical Footwear
You get free Slightly Magical Footwear at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Footwear grants you an additional10 Move Speed .Why?
Magical Footwear's raw gold value accelerates your tank items in the mid game so that you become an unkillable machine,.
Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 12% of your missing health. Consuming or selling a Biscuit permanently increases your max health by 30.Why?
Biscuit Delivery's missing health regen synergizes well with Sion's large health pool for massive sustain lane pressure.
Approach Velocity
Gain
7.5% Move Speed towards nearby enemy champions that are movement impaired. This bonus is increased to15% Move Speed for any enemy champion that you impair.
Activation Range for CC from allies: 1000Why?
The extra movement speed from Approach Velocity is great when paired with Glacial Augment, allowing you to chase and stick to targets slowed from autos, [Q], and [E].
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Why?
Conditioning is an incredibly strong scaling rune that can make you a late game monster tank, but if you're playing into a strong early laner take Iron Skin or Mirror Shell instead.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.Why?
Overgrowth synergizes incredibly well with Sion's [W] passive allowing you to hit massive health number in the mid to late game.






Death Had Its Chance

Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
- Deal bonus magic damage equal to 3.5% of your max health
- Heal you for 1.3% of your max health
- Permanently increase your health by 5
Ranged Champions: Damage, healing, and permanent health gained are 60% effective. Why?
Sion's natural **% health stacking on [W] synergizes with the oh-hit health stacking** on Grasp letting him hit massive health numbers in the late-game.
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.
Cooldown: 45sWhy?
With Demolish we can convert the **massive health stackng** on [W], Grasp, and Overgrowth to **big-time tower damage**. If you're looking to teamfight more often then Font of Life is a good alternative in healing your teammates.
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Why?
The Armor and Magic Resist you gain from Conditioning are even more effective because you are stacking so heavily on health. Alternatively you can take Iron Skin or Mirror Shell here instead, based on the enemy composition.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.Why?
Overgrowth's bonus health scaling synergizes incredibly well with Sion's [W] passive making you a huge front-line tank with massive amounts of health.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Ban's massive mana sustain allows you to use your large health pool to widdle away at your opponent's health bar in lane and out-sustian them. In difficult AP matchups (Rumble) or when the enemy team has a lot of magic damage (Kog'Maw), Nullifying Orb can be a great alternative to help you absorb even more damage in the front-line.
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Gathering Storm allows you to build completely defensively while still being relevant offensively in the late game.





