- The patch rewards top laners who remain useful even without dominating lane. Sion can lose some trades, still stack health, absorb pressure, and turn a simple pushed wave into tower threat with Demolish.
- His ultimate gives a clear answer to messy games: if the enemy team spreads before an objective, Sion can start a long-range engage and force an immediate decision instead of waiting for a perfect front-to-back.
- Heartsteel and Overgrowth make his scaling windows easy to read. The longer the game goes, the more every enemy mistake against his positioning becomes costly, especially if Sion saves his shield to absorb the first burst.
- He brings real macro safety: even when his team does not group well, Sion can push, force someone to answer, then rejoin the map with Teleport or ultimate depending on the timing.
Sion Wild Rift — Tier, Stats & Overview
Sion is a Baron Lane tank, an unstoppable colossus who absorbs enormous damage while delivering impactful crowd control.
Best build Sunfire Aegis › Heartsteel › Kaenic Rookern › Dawnshroud › Abyssal Mask Full build →
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The complete Sion breakdown, and the micro and macro skills that actually decide games on this champion.
Sion's win rate has climbed +0.17 pts over the last 30 days, now at 49.58%. See the full Wild Rift meta trends for more biggest movers.
Sion TOP keeps a solid place in the patch because he brings something many solo queue drafts underestimate: durable frontline, constant side-lane pressure, and long-range engage that forces the enemy team to respect the whole map.
Sion is a Baron Lane tank, an unstoppable colossus who absorbs enormous damage while delivering impactful crowd control. His charged shield smash and charging ultimate engage are among the most impactful initiation tools in the game. His passive allows him to keep fighting for a few seconds after death. In Wild Rift, Sion is a dominant frontliner in engage compositions, ideal for initiating teamfights and creating sustained pressure that protects his carries through prolonged melee exchanges.
Sion fits in mass engage compositions seeking to cluster enemies and destroy them in teamfights. He benefits from allies who can follow his knock-ups and slows with immediate damage. Massive AoE compositions get the maximum from his kit.
Sion is countered by compositions that can interrupt him during ability charges or escape his AoE zones. Long-range poke and mobile profiles reduce his combat impact. His predictable ultimate can be avoided by well-coordinated compositions.
With Sion, charge your Q from angles where enemies can't easily flee. Use your ultimate to join fights from long range or scatter enemy positions. In lane, your passive regeneration maximizes your ability to absorb poke.
§ 06 — The matchup wallSion Wild Rift counters and synergies
§ 02 — Strengths & weaknesses Sion Wild Rift strengths and weaknesses
- Avoid Sion if your team lacks reliable DPS. He can engage, soak damage, and control space, but if no one dies during his first rotation, the enemy team can simply kite back and cut him down.
- Avoid him against drafts full of mobility, percent-health damage, and champions able to interrupt or dodge his Q timings. In those games, every overcharged Q becomes an invitation to be punished.
- Do not pick him if your team wants to play only long-range poke without ever committing. Sion needs someone to convert the space he creates; otherwise his ultimate becomes an isolated engage and his body protects no one.
- Avoid Sion if you absolutely need to win the early 1v1. He can survive and neutralize, but against lane bullies or precise duelists, his plan is often to reduce damage before becoming useful elsewhere.
§ 03 — Game planSion Wild Rift game plan: early, mid and late game
Controlled push, R plates and shifts; avoids…
Controlled push, R plates and shifts; avoids unfavorable prolonged trades.
Frontline to objectives, force TP plays and side…
Frontline to objectives, force TP plays and side control.
Protects/engages according to compo; looks for…
Protects/engages according to compo; looks for wall angles for a decisive R.
§ 07b — Advanced MechanicsSion: combos & tips Wild Rift
Charge Q discreetly, Flash over the enemy and release for a guaranteed knock-up that’s impossible to avoid
Use your ult for an unstoppable engage, use ability 2 for the shield, ability 3 for the slow and armour reduction, Q for the knock-up, then recast ability 2 for AoE damage
Shield first, slow + armour reduction from ability 3, minimal Q for damage, recast ability 2 if the shield is still active
§ 08 — DialoguesSion Wild Rift FAQ
Q.01 Is Sion a good blind pick TOP? +
Sion can be a decent blind pick, but not an automatic one. He brings frontline, health scaling, and macro pressure that remain useful in many drafts. The issue comes from matchups that punish his slowness, dodge his Q, or shred him with percent-health damage. If your team already has enough damage and can follow your engage, the blind is much more comfortable. If you may become the only frontline and damage threat, the pick becomes more fragile.
Q.02 Should Sion play split push or teamfight? +
Sion often needs to alternate between both. His split push is strong when he can clear fast, threaten Demolish, and force an opponent to answer. But he should not stay side lane while a decisive dragon or Baron happens without him. The correct plan is to push the wave before the objective, then choose: stay if the enemy answers poorly, or join with Teleport or ultimate if the fight becomes winnable.
Q.03 Why does my Sion feel tanky but useless in fights? +
The most common reason is that you enter without a usable angle. Sion can absorb a lot of damage, but if he engages too far from his team or charges Q in an easy area to leave, the enemy simply moves around him. His tankiness must create a decision: either the enemy focuses you and wastes time, or ignores you and suffers your control. If neither happens, you probably entered too early or in the wrong place.
Q.04 Should Sion’s passive encourage you to die? +
No. The passive is compensation and sometimes a zoning weapon, not permission to give kills. It becomes useful if your death happens in the middle of an objective, inside a trapped backline, or near a tower that can be finished. It becomes bad if you die alone side lane without a wave, without useful Teleport, and without pressure behind you. A good Sion uses passive to extend an already valuable action, not to justify a bad entry.
Data — Stats per levelSion Wild Rift base stats per level (1-15)
Show stats per level
| Lvl | HP | AD | Armor | MR | Mana | HP regen | Res. regen |
|---|---|---|---|---|---|---|---|
| 1 | 630 | 64 | 46 | 38 | 345 | 7.5 | 9 |
| 2 | 734 | 68.6 | 49.5 | 40 | 394 | 8.4 | 9.7 |
| 3 | 838 | 73.1 | 53 | 42 | 443 | 9.4 | 10.4 |
| 4 | 942 | 77.7 | 56.5 | 44 | 492 | 10.3 | 11.1 |
| 5 | 1,046 | 82.2 | 60 | 46 | 541 | 11.3 | 11.8 |
| 6 | 1,150 | 86.8 | 63.5 | 48 | 590 | 12.2 | 12.5 |
| 7 | 1,254 | 91.3 | 67 | 50 | 639 | 13.1 | 13.2 |
| 8 | 1,358 | 95.9 | 70.5 | 52 | 688 | 14.1 | 13.9 |
| 9 | 1,462 | 100.4 | 74 | 54 | 737 | 15 | 14.6 |
| 10 | 1,566 | 105 | 77.5 | 56 | 786 | 16 | 15.3 |
| 11 | 1,670 | 109.5 | 81 | 58 | 835 | 16.9 | 16 |
| 12 | 1,774 | 114.1 | 84.5 | 60 | 884 | 17.8 | 16.7 |
| 13 | 1,878 | 118.6 | 88 | 62 | 933 | 18.8 | 17.4 |
| 14 | 1,982 | 123.2 | 91.5 | 64 | 982 | 19.7 | 18.1 |
| 15 | 2,086 | 127.7 | 95 | 66 | 1,031 | 20.7 | 18.8 |
Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09
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