Sion vs Kassadin Statistics in North America

  • Game patch: 10.11
  • Game count: 3
  • Average match length: 29:25
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Sion

Sion

The Undead Juggernaut

  • P Glory in Death

    Glory in Death

    After being killed, Sion will reanimate with rapidly decaying Health. His attacks become very rapid, gain 100% Lifesteal and deal bonus damage equal to 10% of his target's maximum Health (max 75 to monsters).

    All his abilities are replaced with Death Surge, which grants a burst of Movement Speed.

  • Q Decimating Smash

    Decimating Smash

    Cooldown: 10/9/8/7/6Cost: 45 manaRange: 10000

    Sion charges up a heavy blow for up to 2 seconds. When released, he deals 30/50/70/90/110 (+45/52.5/60/67.5/75% Attack Damage) to 70/135/200/265/330 (+135/150/165/180/195% Attack Damage) physical damage to enemies hit and briefly slows them.

    If Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

  • W Soul Furnace

    Soul Furnace

    Cooldown: 15/14/13/12/11Cost: 65/70/75/80/85 manaRange: 500

    Passive: Sion gains 4 maximum Health when he kills a unit (15 for large monsters and champion kills or assists).

    Active: Sion shields himself for 30/55/80/105/130 (+40% bonus Ability Power) (+8/9/10/11/12% of maximum Health) for 6 seconds. After 3 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+40% bonus Ability Power) plus 10/11/12/13/14% of the target's maximum Health as magic damage to nearby enemies. Max 400 bonus damage to minions and monsters.

  • E Roar of the Slayer

    Roar of the Slayer

    Cooldown: 12/11/10/9/8Cost: 35/40/45/50/55 manaRange: 800

    Sion fires a shockwave, dealing 65/100/135/170/205 (+55% bonus Ability Power) magic damage to the first enemy hit and knocking it back if it is not a champion (significantly increasing its range).

    Targets hit by the shockwave or the knocked back unit take the same damage and are slowed by 40/45/50/55/60% for 2.5 seconds and have their Armor reduced by 20% for 4 seconds.

  • R Unstoppable Onslaught

    Unstoppable Onslaught

    Cooldown: 140/100/60Cost: 100 manaRange: 7500

    Sion charges in a direction for 8 seconds and can steer slowly towards the mouse cursor. While charging, Sion is immune to all Crowd Control. Reactivating will cancel Sion's charge early.

    When Sion collides with an enemy champion or wall, he deals 150/300/450 (+40% bonus Attack Damage) physical damage and knocks up enemies in a small area for 0.75 seconds. Enemies in a larger area take the same damage and are slowed by 40/45/50% for 3 seconds.

    The damage increases to 400/800/1200 (+80% bonus Attack Damage) and the stun increases to 1.75 seconds as Sion charges farther.

Statistics by Role

Core Items

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 420 - 240 (levels 1 - 18) seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward and grants a 30 - 50% Movement Speed (increased by 10% at levels 6 and 11) boost for 3 seconds.

Frequent Runes

Resolve

Live forever
Durability and crowd control

Sorcery
Unleash destruction
Empowered abilites and resources manipulation

Skills Order

Win Rate:0.00%
Ban Rate:0.16%
Pick Rate:66.67%
Kills: 3.50
Deaths: 6.50
Assists: 3.00
Minions Killed:132
Gold Earned:7,392
Gold Spent:7,087
Double Kills:0.50
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 1.00
Largest Killing Spree: 1.50
Largest Multi Kill: 1.00
Wards Killed: 1.00
Wards Placed: 9.00
Vision Wards Bought: 1.00
Tower Kills: 0.00
Win rate by Game Length
This graphic shows you the average Win Rate for Sion vs Kassadin based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Pick Rate: 100.00%

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

Trinkets

This statistic shows you the most frequent Trinkets that are found for this champion at the end of the game. This means that the Trinket that players use / buy at the early phases of the game may be different from the Trinket at the later phases.

First back items when ahead

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold advantage over their enemy laner.

This includes kills, assistances and objectives.

First back items when behind

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold disadvantage over their enemy laner.

This includes kills, assistances and objectives.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 420 - 240 (levels 1 - 18) seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward and grants a 30 - 50% Movement Speed (increased by 10% at levels 6 and 11) boost for 3 seconds.

Pick Rate

100.00%
Resolve

Live forever
Durability and crowd control

Sorcery
Unleash destruction
Empowered abilites and resources manipulation

Pick Rate

33.33%
Inspiration

Outwit mere mortals
Creative tools and rule bending

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

33.33%
Inspiration

Outwit mere mortals
Creative tools and rule bending

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

33.33%

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