Sion Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Sion Baron Lane

Sion Baron Lane Guide

Updated for Patch 7.3E
B Tier

Sion Baron Lane Wild Rift overview and best build snapshot

How to play

  • Farm steadily to build health Killing minions builds permanent health through your 2nd ability. Use its shield and your 1st ability to farm without losing too much health.

  • Slow enemies before charging your swing Use your 3rd ability to slow an enemy, then hold your 1st ability long enough to knock them up when you release it.

  • Use your ultimate from a clear route Start a fight when your team can follow, and avoid charging far beyond their reach.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Top-tier long-range engage: Unstoppable Onslaught (Ult) accelerates during its finite charge and can steer only at a slow turn rate, so it threatens distant fights without being an instant global cast.
  • Extremely durable scaler who keeps fighting even after dying, thanks to his zombie passive.
  • Strong lane sustain through his shield, hard to poke out or zone off farm.

Weaknesses

  • Slow and telegraphed: sidestepping the charged knockup removes most of his threat.
  • Kited hard by ranged and mobile champions outside his ultimate.
  • Low solo kill pressure, so bullies can farm against him with little fear.
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Sion Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Sion Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Early health, and his passive brings him back after death with a share of that same health bar.

BOOTS

Armored Advance

Armor and health for a lane he wins by refusing to die rather than by dealing damage.

CORE BUILD

Hollow Radiance

Clears the wave and gives magic durability, which is what lets him shove and still survive the collapse.

Thornmail

Build this when Sion needs armor and anti-heal. Entwine applies Grievous Wounds from his own damage as well as enemy attacks, so Decimating Smash (1st) and Soul Furnace (2nd) can tag several healers instead of waiting for each one to hit him.

Unending Despair

Damages nearby enemies and heals him for it. He is standing in the middle of them by design.

Warmog's Armor

Build fourth after Unending Despair. Health and regeneration help Sion recover between trades and keep shoving waves without recalling. Step away from incoming damage to let the regeneration activate. Warmog's Heart requires 1250 bonus Health before its out-of-combat regeneration activates.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. His ultimate charges him there.

SITUATIONAL ITEMS

Heartsteel

Stacks permanent health from trades, which is his durability and the size of the body that comes back after death.

Frozen Heart

Build this when the enemy team has several attack-speed carries. Sion's ultimate and charge force close contact, keeping Frozen Heart's aura on the enemies trying to cut through his health stack.

Randuin's Omen

Build this when the enemy team has multiple crit champions. Sion's ultimate delivers him into their firing line, and crit reduction makes his health stacking much harder for a marksman to cut through.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control. Unstoppable Onslaught (Ult) is already crowd-control immune during the charge; tenacity matters after it ends and while Sion is trying to begin a Decimating Smash (1st) channel.

RUNES

KEYSTONE

Grasp of the Undying

Permanent health growth, and his passive gives him a second life scaled off that same bar.

PRIMARY

Unshakeable

His charge lands him in the middle of the enemy team, which is when this gives the most.

Second Wind

He farms through everything thrown at him, and this covers the poke that would otherwise push him out.

Overgrowth

More maximum health makes Sion harder to kill and gives Glory in Death (Passive) a larger decaying health bar. Unstoppable Onslaught (Ult) itself does not scale from Sion's health.

SECONDARY

Transcendence

Ability haste means more charges and shields, which is how he controls space.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable helps Sion begin charging his knock-up before enemies can walk around his frontline position.

Legend: Haste

Take this over Transcendence against teams that allow prolonged frontline fights. Shorter Decimating Smash (1st) and Soul Furnace (2nd) cooldowns help Sion threaten another knockup and refresh his shield while holding space.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His charge is slow and easy to see, so Flash is how he lands the knock up at the end of it.

Teleport

Teleport

He is a tank who shoves waves and dies on purpose to keep pushing, and this is what puts him back on the map straight away instead of walking.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Sion Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Sion Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Sion Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Sion Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Farm behind the shield and let the lane come to you. Soul Furnace (2nd) cannot be detonated until two seconds have passed and loses its damage recast if enemies break the shield first. Kick a minion through the opponent with Roar of the Slayer (3rd) to slow them and reduce their armor, then charge Decimating Smash (1st) while their movement is restricted. Release after 0.75 seconds for the knockup and stun; a shorter tap only damages and briefly slows.

Mid / Late Game

Levels 9+
Crash the Baron wave before looking for a clear travel line into Herald or a river skirmish. Unstoppable Onslaught (Ult) accelerates during its finite charge and cannot turn sharply, so choose the route before leaving lane and ping the target for allied follow-up. After arriving, use Roar of the Slayer (3rd) to restrict movement before charging Decimating Smash (1st). If terrain blocks a reliable ultimate line, walk with the team instead of starting a long charge that cannot reach the fight. Push the side wave early and group before Baron or Elder so Unstoppable Onslaught (Ult) has a clear route into the setup. Hold the ultimate for a reachable carry or use it to counter-engage when the enemy dives your backline. Follow with a charged Decimating Smash (1st) only while allies can keep targets in the area, and detonate Soul Furnace (2nd) before the shield is broken. Do not treat the passive as permission to die before the objective is secured.

Teamfights

5v5 Combat
Pick the angle and charge. The dream is an R (Ult) that hits two or more of their backline, followed right away by the charged knockup and shield burst while they are still getting up. If no flank exists, frontline honestly: body-block, slow the divers with E (3rd), and charge Q (1st) under their carry's escape paths. Then die, stand back up, and keep swinging; few champions get to keep fighting after death.
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