How to play Sion — Wild Rift guide, combos & tips
Sion, Wild Rift's Undead Juggernaut, is one of the game's premier Tanks — a slow-looking bruiser who hits far harder than his low difficulty rating suggests. A meaningful share of his damage, from Soul Furnace's detonation to his post-revive auto-attacks, scales off max HP rather than raw AD, so the tankier he builds, the harder he actually hits. His signature tool is Unstoppable Onslaught, a long, steerable charge that turns him into a genuine pick threat and lets him force the fights his team wants, in lane or across the map.
Strengths
- Snowballing durability: Glory in Death permanently adds max HP off every kill, from small minions up to epic monsters and champion takedowns, so he naturally out-tanks the lane the longer the game runs.
- Long-range, steerable engage: Unstoppable Onslaught can curve around walls and vision, letting him start fights from angles the enemy isn't watching and stun on impact.
- A Decimating Smash held past roughly three-quarters of a second becomes one of the longest disables in the game — a knock-up into a stun worth up to two seconds — and only gets stronger the longer it charges.
- Doesn't fully die on the first kill: Glory in Death's revive window (rapid, lifesteal-heavy attacks followed by a burst of movement speed) can steal a kill, cover a retreat, or finish securing an objective.
Weaknesses
- Every threat is telegraphed: Decimating Smash needs a visible wind-up and Unstoppable Onslaught only turns at a slow rate while it charges, so good opponents can sidestep, flash, or body-block them.
- Very low mobility once his ultimate is down — outside Unstoppable Onslaught he's one of the slowest champions in the game and can't peel for himself if focused.
- Outside a fully charged Q, his flat damage numbers are modest, so he can't out-trade a fed lane opponent on stats alone — nearly everything he does runs through landing his crowd control first.
- Percent-max-HP damage turns his best stat into his worst enemy — champions like Vayne, Fiora, or Gwen punish exactly the HP stacking that makes him strong against everyone else.
Combos
- Roar of the Slayer → Decimating Smash (fully charged) → Auto-Attack — the E's slow keeps the target from walking out of range while your Q finishes charging, then the knock-up locks them down for free damage.
- Unstoppable Onslaught → Decimating Smash → Soul Furnace — dash in for the initial stun, squeeze in a snap Q if you have any charge banked, then pop your shield the instant they swing back.
- Soul Furnace (pre-cast) → Unstoppable Onslaught → Roar of the Slayer — shield up before you commit to a dive, land R's stun, then use E to slow and armor-shred whoever's left standing so your team can clean up.
Skill order: Q > E > W (max R whenever it's available)
Early game
Lane behind minions and poke at range with Roar of the Slayer rather than committing Soul Furnace's shield early. Hold Decimating Smash's charge as a standing threat instead of firing on reflex — a short tap barely slows, but a near-full charge punishes anyone who oversteps for a creep. Q actually deals reduced damage to minions but bonus damage to monsters, so lean on autos and E to shove waves and save your charged Q for camps or a real all-in. Stack every point of passive HP you can from kills, and treat level 5 as your first real power spike — look for a chance to Unstoppable Onslaught into a side lane or across the river for an unexpected pick before teamfights even start.
Mid & late game — teamfighting
From the mid game on, Sion's job is to start the fight on his terms, not deal the most damage. Steer Unstoppable Onslaught around vision to isolate a backline target or split the enemy team, then follow up with a fully charged Decimating Smash on whoever's grouped up. Use Roar of the Slayer at choke points or through a minion to slow and armor-shred anyone diving the backline, and position to soak damage rather than trade evenly. If you drop to zero, don't panic-retreat: Glory in Death's revive window can often net one more stun, one more body block, or one more objective secured before you actually go down.
Pro tips
- Never release Decimating Smash on reflex: under about 0.75 seconds of charge it only slows, but holding past that threshold adds a knock-up and stun worth up to two seconds, plus more than double the raw damage — that gap usually decides the trade.
- Steer Unstoppable Onslaught around terrain and fog instead of charging straight at what's already visible; the mid-flight turning is what makes the ultimate a real pick tool instead of a predictable engage everyone dodges.
- Build into your own HP on purpose: since Soul Furnace's detonation and your revive-state auto-attacks both scale off max HP, items like Heartsteel and Hollow Radiance push your damage up almost as much as your survivability, instead of feeling like pure defense.