Quick answer
Best for players who enjoy a short Shock-support turn followed by a clear handoff. Sion creates a relic with Divine Crash or Divine Smash, makes the resulting opening useful for a teammate, then recovers before the fight turns into a low-value solo chase.
Who should play Sion
Pick Sion if you like setting up a short, readable exchange rather than asking one hero to own the whole fight. His best turns create a relic and a Shock opening that a teammate can use before the target drifts away.
He is less satisfying when the target never settles or the team has no ready partner. In those situations, recovering the relic and resetting the next turn matters more than forcing Sion to stay on the field.
Quick playstyle
Use Divine Crash or Divine Smash when the target is readable, then decide whether a teammate can turn the resulting Shock and relic state into a useful follow-up. Sion's short active turn is valuable only while the team has a clear next job.
When the boss relocates, recover the relic instead of defending an empty position. Treat Sion as the player who rebuilds a useful handoff for the team, not as a stand-alone carry.
Core mechanics
Divine Crash and Divine Smash
Divine Crash and Divine Smash are Sion's short active tools. Use them when the target is readable instead of reaching for a long personal exchange.
Relic cycle
Sion can create relics and recover them for a later turn. If the target moves or the team's next handoff disappears, recover rather than chasing the old position.
Shock handoff
Shock gives the next teammate a reason to enter. Once the opening is ready, choose the partner with the useful follow-up instead of extending Sion's field time by default.
Recommended rotation
- Wait until the target is readable and a teammate is ready for a follow-up.
- Use Divine Crash or Divine Smash to create the relic-and-Shock opening.
- Take only the short action needed to make the handoff clear.
- Switch to the teammate that can use the opening instead of extending solo pressure.
- Recover the relic and rebuild the next turn if the target moves away.
Team roles
Sion-Tarte-Ornette Shock control
Sion opens with a relic-and-Shock turn, Tarte extends the ranged utility side of the exchange, and Ornette converts the clear opening into Knockdown before the team resets for the next cycle.
Sion-Tarte-Lute safer return
Sion creates the short opening, Tarte adds ranged utility from a safer lane, and Lute receives the recovery handoff when pressure rises. Sion returns only when the team has a fresh target and a ready follow-up.
Strengths
- Creates a short relic-and-Shock handoff for a ready teammate.
- Gives a control team a useful role before a Knockdown follow-up.
- Can reset a lost exchange instead of committing to a long solo chase.
Weaknesses
- A constantly moving target can make the relic turn miss its handoff.
- The setup has much less value without a ready partner to use the opening.
- Keeping Sion out after Shock is ready can delay the stronger follow-up.
Common mistakes
- Starting the relic turn when no teammate is ready for the follow-up.
- Continuing solo pressure after Shock has created the handoff.
- Chasing a moved target instead of recovering the relic and resetting.
- Treating Sion as the permanent damage driver in a control-focused team.
How to unlock Sion
If Sion is locked in your current roster, use the general Fate's Invitation and Exchange path. Check the current in-game Exchange list before spending, because this is general unlock guidance rather than a character-specific eligibility promise. The character unlock guide explains the flow.