Sun is a sustained-damage Fighter who turns one body into a crowd. His Doppelgangers apply attack effects, reduce Physical Defense through Simian God, threaten turrets, and make single-target reactions unreliable. He succeeds when he has time to stack attacks; he struggles when area control deletes every clone before that pressure develops.
Take Endless Variety at level 1 and prioritize that shared skill branch, leveling Clone Techniques whenever available. Corrosion Scythe is the clearest attack-speed core in the current build sample. Add Windtalker or Great Dragon Spear for tempo, Sea Halberd into healing, and a defensive item when Sun cannot stay in melee range. Use Assassin Emblem with Swift, Master Assassin, and Weakness Finder plus Petrify in lane; switch to the jungle route with Seasoned Hunter and Retribution only when assigned jungle.

| Role | Specialty | Best job | Main risk |
|---|---|---|---|
| Fighter | Push / Damage | Split pressure, objectives, and long front-to-back fights | Area damage, hard disengage, and burst before stacks |
Simian GodEnemies hit by Sun and his Doppelgangers will have their Physical Defense reduced by 5% (stacks up to 6 times). Sun recovers HP equal to 75 plus 25% of the Doppelganger's Physical Attack each time a Doppelganger deals damage.
Sun and his Doppelgangers' Basic Attacks deal 50 extra damage to Creeps.

let Sun and his clones keep hitting the same target
each hit removes 5% Physical Defense, up to six stacks, and clone damage restores Sun's HP
Do not spread every clone across different targets when one priority target can be stacked
Endless VarietySun hurls his Golden Staff in the target direction, dealing 200 (+40% Total Physical Attack) Physical Damage to enemies in its path. Upon hitting an enemy hero or Creep, or reaching the maximum range, the Golden Staff morphs into a Doppelganger that lasts 5s and inherits 40% of Sun's attributes (and a portion of his Attack Effects).
Endless Variety and Swift Exchange are learned and upgraded together and share the same cooldown.

you need ranged chip, a safe clone, or vision through a contested lane
the staff becomes a five-second Doppelganger after contact or maximum range; this branch shares levels and cooldown with Swift Exchange
Do not throw it into empty space if the shared cooldown is needed for escape
Swift ExchangeSun hurls his Golden Staff in the target direction, dealing 200 (+40% Total Physical Attack) Physical Damage to enemies in its path.
He conjures a Doppelganger at his location that lasts 5s and inherits 40% of his attributes (and a portion of Attack Effects). Meanwhile, Sun conceals himself and moves with the Golden Staff.

a disguise, short reposition, or bait clone can break the enemy's read
Sun leaves a clone, conceals himself, and travels with the staff; the expanded Note says Conceal prevents targeting by skills
Do not assume Conceal protects against area damage already covering the path
Instantaneous MoveSun commands his Doppelgangers to strike at the target enemy with him, dealing 270 (+40% Total Physical Attack) Physical Damage and slowing the target and enemies behind them by 20% (can be stacked) for 1.5s. This counts as Basic Attack damage and can trigger Attack Effects but cannot Crit.

Sun and at least one clone can converge on the same target
the strike counts as Basic Attack damage, triggers attack effects, and applies a stackable 20% slow, but it cannot Crit
Do not use it on a tank when the back-line target is safely reachable
Clone TechniquesSun summons a Doppelganger that lasts 8s and inherits 70% of his attributes and a portion of his Attack Effects. The Doppelganger takes increased damage.

an objective, turret, or committed duel will last long enough to exploit eight seconds of clone pressure
the extra Doppelganger inherits 70% of Sun's attributes at rank one, rising with Ultimate levels
Do not summon it only to watch the clone expire before contact
Take Endless Variety at level 1 and prioritize Skill 1. Swift Exchange is learned and upgraded with it and shares the same cooldown, so every level improves both the poke and conceal choices. Use Instantaneous Move as the backup upgrade and level Clone Techniques whenever available.
Clone Techniques →
Swift Exchange →
Instantaneous Move →
Basic AttackWhy: Summon first, converge after the enemy commits, then continue Basic Attacks while clones apply Simian God. Do not: force the sequence into ready area control; wait until the important clear or disengage tool is spent.
Endless Variety →
Swift Exchange →
Instantaneous Move →
Basic AttackWhy: Chip or create the first clone, close only after the target is low or isolated, then let the clone wave finish the trade. Do not: force the sequence into ready area control; wait until the important clear or disengage tool is spent.
Use Endless Variety to test space without exposing the real body. Last-hit cleanly, watch the shared cooldown, and avoid turning every clone into a forced trade. Against strong wave control, preserve HP until Corrosion Scythe or the first meaningful attack-speed component is online.
Pressure the lane opposite the next objective only when vision and travel time support the move. Sun burns turrets and neutral monsters quickly, but the correct split push ends before the enemy collapse arrives. Join through a flank after the first area-control skill is used.
Do not reveal the real Sun first. Let a clone test the choke, identify the spell that can erase the formation, and commit Clone Techniques after that cooldown. If the base is open, make the enemy answer side pressure instead of walking into a clean five-on-five.
Assassin Emblem: Swift, Master Assassin, Weakness Finder. Battle Spell: Petrify.
isolated fights and one short control window decide whether clones can connect
attack speed accelerates passive stacks, isolation damage rewards side-lane picks, and Weakness Finder plus Petrify extend contact
Do not Petrify before Sun and his clones are close enough to capitalize
Assassin Emblem: Swift, Seasoned Hunter, Concussive Blast. Battle Spell: Retribution.
Sun is the assigned jungler and must secure neutral objectives
Seasoned Hunter supports objective tempo while Retribution provides the required secure and jungle access
Do not take this route from a lane or without the assigned Retribution role
In-game Emblem slots were lock-obscured. Talent names and spell routes were cross-checked against current specialist guidance and system references accessed August 5, 2026.
The first five ranked rows in the current in-game snapshot split into three attack-speed builds and two durability hybrids. Corrosion Scythe appears in all three offensive rows. Thunder Belt and Dominance Ice define the defensive branch; these samples show options, not a six-item command for every match.
| Rank | Player and sample | Observed six-item order | In-game row | When to copy / avoid |
|---|---|---|---|---|
| 1 | Ram ar 72% WR | 606 matches | 12057 power | Rapid Boots → Windtalker → Corrosion Scythe → Great Dragon Spear → Endless Battle → Sea Halberd | ![]() | Copy the attack-speed core into targets Sun can stay on; replace a damage slot when burst or control prevents repeated attacks. |
| 2 | PENTUNGA... 66% WR | 570 matches | 10065 power | Windtalker → Rapid Boots → Corrosion Scythe → Great Dragon Spear → Endless Battle → Berserker's Fury | ![]() | Copy the attack-speed core into targets Sun can stay on; replace a damage slot when burst or control prevents repeated attacks. |
| 3 | karmauser 70% WR | 611 matches | 9791 power | Rapid Boots → Corrosion Scythe → Windtalker → Great Dragon Spear → Sea Halberd → Berserker's Fury | ![]() | Copy the attack-speed core into targets Sun can stay on; replace a damage slot when burst or control prevents repeated attacks. |
| 4 | Jinn Sun 77% WR | 297 matches | 9586 power | Rapid Boots → Thunder Belt → Dominance Ice → Chastise Pauldron → Radiant Armor → Antique Cuirass | ![]() | Copy the durability branch when front-line uptime matters more than fast crit scaling; avoid it when Sun must be the team's primary damage source. |
| 5 | 愛和 |OBITO 53% WR | 732 matches | 9576 power | Rapid Boots → Thunder Belt → Windtalker → Dominance Ice → Great Dragon Spear → Endless Battle | ![]() | Copy the durability branch when front-line uptime matters more than fast crit scaling; avoid it when Sun must be the team's primary damage source. |
| Item | Observed slots | When | Do not |
|---|---|---|---|
Rapid Boots | 1-5 | slow resistance and rotation are more valuable than a damage boot | Do not ignore Tough Boots when hard control, rather than slows, is the real problem. |
Windtalker | 1-3, 5 | wave tempo, attack speed, movement, and extra Basic Attack pressure fit the route | Do not buy it only for crit when durability is preventing contact. |
Corrosion Scythe | 1-3 | Sun needs attack speed and a stacking slow to keep clones attached | Do not delay a survival answer against lethal burst. |
Great Dragon Spear | 1-3, 5 | Ultimate use should lead into a chase or rotation window | Do not force crit scaling when the match demands anti-heal or defense first. |
Endless Battle | 1-2, 5 | skill-to-Basic-Attack weaving and sustain can be used reliably | Do not pay for its mixed stats if Sun cannot remain in melee range. |
Sea Halberd | 1, 3 | healing or shields need Lifebane and higher-HP enemies trigger Punish | Do not buy it as a generic damage slot when no sustain target exists. |
Berserker's Fury | 2-3 | the attack-speed core is stable and extra crit damage can be exploited | Do not rush it before Sun can stay on a target. |
Thunder Belt | 4-5 | repeated Basic Attacks can stack Hybrid Defense during durable skirmishes | Do not expect a low-stack Belt to replace all damage. |
Dominance Ice | 4-5 | nearby attack speed, shields, and healing must be reduced | Do not buy it only for anti-heal if Sea Halberd fits the damage role better. |
Chastise Pauldron | 4 | enemy Basic Attack speed is the main threat and the recovery passive can trigger | Do not choose it into spell-heavy burst with little attack-speed dependence. |
Radiant Armor | 4 | repeated Magic Damage builds Holy Blessing stacks | Do not use it as the default answer to one large Magic burst. |
Antique Cuirass | 4 | repeated Physical skill damage can be reduced through Deter stacks | Do not buy it against Basic Attack damage just because the attacker is Physical. |
Belerick and Tigreal hold enemies where clones can keep attacking. Their area control also discourages opponents from walking directly onto the real Sun.
Cici adds mobile sustained damage and another side-lane threat. The pairing works when the rest of the draft still supplies reliable engage or protection.
Ruby can hit multiple bodies and turn the clones into extra Lifesteal opportunities. Space her area control and avoid donating a full clone pack into an easy heal.
Franco and Gatotkaca can struggle to remove sustained clone pressure alone. Sun stacks Physical Defense reduction and attacks through them, but he must still respect their control around stronger damage teammates.
| HP | 2500 | HP Regen | 8.2 | Physical Attack | 114 |
|---|---|---|---|---|---|
| Physical Defense | 23 | Attack Speed | 1.14 | Attack Speed Ratio | 100% |
| Mana | 500 | Mana Regen | 4 | Magic Defense | 15 |
| Magic Power | 0 | Movement Speed | 260 | Role | Fighter |
Level-one values observed in-game on August 5, 2026, without equipment, Emblem, skin, or match modifiers.
Monkey King is Sun’s base appearance. Eight additional Sun cards were isolated from the Shop search; substring matches for Yi Sun-shin, Barats, Vexana, Xavier, Atlas, and Zetian were rejected. Diamond prices are listed only where Purchase was visible.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Rock Star | SPECIAL | 749 Diamonds / Purchase |
![]() | Battle Buddha | — | 599 Diamonds / Purchase |
![]() | Spring Blessings | — | Limited-time Event |
![]() | Street Legend | — | Limited-time Event |
![]() | Simian Curse | STARLIGHT | 07/2021 StarLight Member |
![]() | Celestial Outlaw | — | Check current Shop availability |
![]() | Wicked Flames | COLLECTOR | Collector; check current event availability |
![]() | Queller of Chaos | STARLIGHT | Limited-time Event |
Sun begins as an immortal spirit born from a mountain, powerful but without a name or a clear purpose. His friendship with the panda Li Li gives that endless existence a personal meaning. A dragon later names him Sun and entrusts him with guarding the mountain. The title “An Immortal Existence” fits the tension at the center of his story: limitless life matters less than the promise to protect a home and return to a friend.
Start from Corrosion Scythe for attack speed and sticking power, then choose Windtalker, Great Dragon Spear, Sea Halberd, or defense according to the match. The observed rows do not support one universal six-item list.
Assassin Emblem with Swift, Master Assassin, and Weakness Finder is the side-lane route. Junglers can replace the last two talents with Seasoned Hunter and Concussive Blast.
Petrify creates a contact window in lane. Retribution belongs to the assigned jungle route. Do not select the jungle route without the role.
Clone Techniques into Instantaneous Move and Basic Attacks is the teamfight pattern. In lane, begin with Endless Variety before committing.
Ruby is a clear mechanical threat because multiple clones give her area hits more Lifesteal opportunities. Broad area damage and instant disengage also limit Sun’s uptime.
His Basic Attack plan is readable, but good Sun play requires shared-cooldown discipline, clone targeting, map timers, and knowing when a split push is already over.
Yes for players who enjoy map pressure and sustained decision-making. Sun can force responses, damage objectives quickly, and punish front lines that cannot clear his clones. His real skill ceiling is not pressing every summon at once; it is choosing which body reveals first, which shared skill option solves the moment, and when side pressure has created enough value to leave. Compare the Tigreal guide, Franco guide, and Gord guide for team-composition context.
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