Talk:Sion/@comment-30482738-20190817071241/@comment-36380620-20190817104554

It's...a bit too complicated to write out here in its entirety right now. Basically, Sion R uses normal pathing for its movement, all while also collision checking for walls in front of it. If the pathing is influenced by a wall, but collision detection does not actually find anything in front of Sion, pathing will turn you accordingly, and based on some iffy timing. There's an art to it, but right now it's mostly based on practice practice practice with 0CD Sion ults in Practice Tool.