Wild Rift Guides

Sion Baron Lane Wild Rift Guide

Sion Baron lane counters include Darius, Gwen, and Fiora. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

Build Snapshot

Rune Setup

Summoner Spells

Sion Baron Lane Counters

Who counters Sion Baron Lane in Wild Rift (WR)? These champions beat Sion in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Darius: Apprehend (3rd) can displace Sion during Decimating Smash (1st) and put the interrupted ability on its short cooldown, while Hemorrhage (Passive) grinds through his large health bar. The pull does not remove Soul Furnace's (2nd) shield, so detonate it before Darius breaks it and avoid telegraphing a full charge in open space.
  • Gwen: Every health item increases the value of Gwen's percentage-health damage, and the center of Snip Snip! (1st) deals true damage. Hallowed Mist (2nd) only makes her untargetable to enemies outside it, so step into the mist before releasing Decimating Smash (1st) or expect the cast to miss her.
  • Fiora: Your big health pool makes her vitals hit harder, and your charged Q (1st) is a free parry stun for her. The vitals also shred the shield and tank stats you scale into.
  • Yone: He dashes through the charged Q (1st) wind-up and out-skirmishes you at every turn, and his spirit-form trades chip your shield faster than it refreshes.
  • Vayne: Silver Bolts (2nd) punishes Sion's maximum-health stacking, and Vayne can kite Decimating Smash (1st) or use Condemn (3rd) to interrupt its channel. Condemn (3rd) cannot stop Unstoppable Onslaught (Ult) while Sion is crowd-control immune, but she can reposition before impact and resume kiting after the charge ends.

Champions Sion Is Strong Against

Sion's best matchups in Wild Rift. Sion holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.

  • Tryndamere: His whole champion is autos into a body built to ignore them. He cannot burst through your shield and health, you knock up his commits, and he brings less to teamfights.
  • Teemo: Blinding Dart (1st) affects Sion's basic attacks but does not stop Decimating Smash (1st), Roar of the Slayer (3rd), or Soul Furnace (2nd), whose shield absorbs much of Teemo's poison trade. Use Roar's (3rd) slow before charging the knockup, keep the shield for Toxic Shot (Passive) rather than the minion wave, and sweep the lane before committing Unstoppable Onslaught (Ult) through mushroom paths.
  • Malphite: Armor stacking does not stop your Q (1st) knockup and shield burst, which out-trade his shield poke, and your engage beats his at every stage of the game.
  • Kennen: Soul Furnace (2nd) absorbs the repeated Shuriken (1st) and Electrical Surge (2nd) poke that normally pushes a melee champion out, while Sion's wave clear prevents Kennen from freezing him away from farm. Slow Kennen with Roar (3rd) before charging Decimating Smash (1st), keep the shield for a marked stun trade, and scale through the lane instead of chasing Lightning Rush (3rd).
  • Camille: Her burst opener hits a shield instead of a health bar, and your charged knockup catches the hookshot she engages with. Her percent-health damage only becomes a problem in long duels.

Early Game

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 Game

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.

Late Game

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

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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