Yi Sun-shin is an Assassin/Marksman jungler who wins by alternating bow and glaive range, turning every weapon swap into two enhanced Basic Attacks. Pick him when your team has reliable initiation and needs global vision, objective damage, and a mobile finisher. Avoid him when the draft lacks frontline control or the enemy can lock him down before he completes the second enhanced attack.


Yi Sun-shin attacks with his longbow or glaive based on his distance from the target. Weapon Mastery: After each weapon swap, his next 2 Basic Attacks gain extra Attack Speed and deal 70% and 55% Crit Damage respectively. He also gains 15% Movement Speed for 1s.
Notes clarify: weapon swap, enhanced Basic Attacks.
When: Step across the bow/glaive distance boundary before the next attack so both enhanced hits stay active.
Do not: Do not spam from one range and waste Weapon Mastery.


Yi Sun-shin dashes forward and slashes with his glaive, dealing 150 (+40% Total Physical Attack) Physical Damage and gaining Control Immunity for 0.4s. Each Weapon Mastery triggered reduces the cooldown of Traceless by 1s.
Notes clarify: Blink, Control Immunity.
When: Dash through control timing, close for glaive hits, or exit after the second enhanced attack.
Do not: Do not treat 0.4 seconds of Control Immunity as immunity to Suppression.


Tap: Yi Sun-shin slashes swiftly with his glaive, dealing 240 (+80% Total Physical Attack) Physical Damage. Hold: Yi Sun-shin shoots a powerful arrow forward, dealing 240 (+80% Total Physical Attack) Physical Damage to the target (damage scales with hold time, up to 200%). Casting this skill immediately triggers Weapon Mastery.
Notes clarify: tap slash, held arrow.
When: Tap in melee for a quick slash; hold at range when a charged arrow can land safely.
Do not: Do not hold so long that the target leaves the line or the fight starts without you.


Yi Sun-shin summons a turtle ship and reveals the whole map for 2s. The turtle ship lasts up to 10s, during which he gains 70% burst Movement Speed (decays to 20% over 2s). Use Again: Yi Sun-shin commands the turtle ship to ram the target area, dealing 160 (+50% Total Physical Attack) Physical Damage to enemies in the center and stunning them for 0.8s. Meanwhile, he commands the naval fleet to launch 3 waves of cannon attacks over a larger area. Each wave deals 160 (+50% Total Physical Attack) Physical Damage and slows enemies by 30%. Casting this skill immediately triggers Weapon Mastery.
Notes clarify: map reveal, Stun, Slow.
When: Reveal the map before an objective or rotation, then ram a controlled target and follow the three cannon waves.
Do not: Do not spend the ram only for poke when Turtle, Lord, or a decisive chase is starting.

Level 1: Blood Floods. Upgrade: prioritize Traceless, keep Blood Floods as the backup upgrade, and level Mountain Shocker whenever available.
This matches the current skill-priority record: the dash cooldown controls how often Yi Sun-shin can change range, refresh Weapon Mastery, and survive the return path.







Why: Mountain Shocker reveal and ram → Traceless ship entry → ranged enhanced attacks → Traceless close → two melee enhanced attacks → tap Blood Floods → two more enhanced attacks.
Do not: Wait for allied control; starting alone exposes the ship path and wastes the stun window.





Why: Enhanced ranged attacks → Traceless close → two enhanced melee attacks → tap Blood Floods → two more enhanced attacks.
Do not: Break off when the weapon-switch angle pulls you beyond vision or Retribution objective range.
Clear while crossing weapon ranges so every camp receives both enhanced hits. Use Seasoned Hunter and Retribution to secure the first Turtle rather than forcing a low-information lane dive.
Use Mountain Shocker to reveal rotations before objectives. Follow Alpha, Khaleed, or another initiator, then enter after crowd control lands.
Attack from bow range until a carry spends mobility, then dash through the edge of the fight for the glaive cycle. Preserve a route back to range.
The passive rewards planned swaps, not repeated attacks from the same distance.
Traceless is the entry and the escape; spending it too early removes both options.
A predictable line is easy to sidestep or interrupt.
The map reveal and objective information can be more valuable than one low-probability hit.
Penetration and Rose Gold Meteor often deal more real damage when armor or burst prevents a second cycle.
Assassin Emblem: Thrill, Seasoned Hunter, and Killing Spree. Thrill improves early attack power, Seasoned Hunter accelerates jungle objectives, and Killing Spree restores health and movement speed after a takedown. Battle Spell: Retribution, with Ice Retribution when the movement-speed steal is needed to finish a chase.
Do not: use Retribution for a routine camp when Turtle or Lord is about to enter contest range.
Swift, Seasoned Hunter, and Quantum Charge is a safer attack-speed and sustain route when Yi Sun-shin needs smoother clears and recovery. Flicker or Purify belongs only to a non-jungle plan; losing Retribution also gives up secure objective control.
The July 2026 Yi Sun-shin build sample, ONE Esports Yi Sun-shin guide, and community Yi Sun-shin guide support these routes; accessed August 9, 2026.
These rows are a dated in-game build sample from August 8, 2026, not a permanent ranking. Flame Hunter's Magic Boots is shown as Magic Shoes in the normalized item list so the blessing does not create a duplicate Equipment Matrix row.
| Rank | Player shown | WR / Matches / Power | Six-item order | When to copy | When not to |
|---|---|---|---|---|---|
| 1 | when yh gw... | 67% / 671 / 12801 | War Axe → Magic Shoes → Endless Battle → Berserker's Fury → Malefic Roar → Blade of Despair | The enemy front line demands Malefic Roar and Yi Sun-shin can protect a full crit finish. | Magic burst prevents the second cycle. |
| 2 | ziiQQ. x RYU... | 81% / 582 / 12682 | Magic Shoes → War Axe → Endless Battle → Berserker's Fury → Malefic Roar → Rose Gold Meteor | A Rose Gold shield is more valuable than Blade of Despair's execute pressure. | The enemy is armor-heavy and Malefic Roar needs a later raw-damage finish. |
| 3 | Idoyy. | 66% / 795 / 12620 | War Axe → Magic Shoes → Endless Battle → Berserker's Fury → Rose Gold Meteor → Blade of Despair | Yi Sun-shin wants crit damage plus a mixed-defense safety net. | He cannot safely reach the second enhanced attack. |
| 4 | Stepwenn x ... | 81% / 584 / 12524 | Hunter Strike → Magic Shoes → War Axe → Endless Battle → Malefic Roar → Blade of Despair | Hunter Strike movement enables repeated chase contact against armored targets. | The draft rewards a dedicated crit scaling path instead. |
| 5 | SAVERAAA | 71% / 808 / 12446 | Hunter Strike → Magic Shoes → War Axe → Endless Battle → Blade of Despair → Rose Gold Meteor | Mixed burst calls for Rose Gold after a chase-oriented core. | Physical armor stacking demands earlier Malefic Roar. |





| Item | Observed effect | When to buy | When to skip | Observed ranks |
|---|---|---|---|---|
War Axe | +35 Physical Attack +400 HP +10% Cooldown Reduction +8% Hybrid Lifesteal Unique Passive - Fighting Spirit: Attacks grants 12 extra Physical Attack per second for 4 seconds, up to 6 stacks. Deals 10% extra True Damage based on the damage dealt (no damage reduction counted) at full stacks. (Marksmen, Mages, and Supports only receive 50% of these stacked effects.) | Keep contact long enough to stack Fighting Spirit during camps and extended fights. | Skip or delay if Yi Sun-shin cannot safely stay in range. | 1, 2, 3, 4, 5 |
Magic Shoes | +40 Movement Speed +10% Cooldown Reduction +150 HP | Use the Flame Hunter blessing for jungle damage and cooldown access. | Change the boot defense when control or Basic Attack pressure is the bigger risk. | 1, 2, 3, 4, 5 |
Endless Battle | +60 Physical Attack +250 HP +10% Cooldown Reduction +5% Movement Speed +5 Mana Regen Unique Passive - Divine Justice: After casting a skill, the next Basic Attack within 3 seconds deals (60% Total Physical Attack) extra True Damage and recovers 80 (+40% of Total Physical Attack) HP (1.5 seconds cooldown). | Weave an enhanced Basic Attack after each cast for Divine Justice damage and sustain. | Delay when a defensive answer is required before a third damage item. | 1, 2, 3, 4, 5 |
Berserker's Fury | +60 Physical Attack +25% Crit Chance Unique Attribute: +30% Crit Damage Unique Passive - Doom: When Basic Attacks Crit, they deal extra True Damage equal to 12% of the damage before reduction. | Use when clean weapon swaps let both enhanced attacks convert crit scaling. | Skip when armor penetration or survival gives more reliable damage. | 1, 2, 3 |
Malefic Roar | +60 Physical Attack Unique Passive - Armor Buster: Increase Physical Penetration by 30%. Unique Passive - Breaker: When attacking an enemy, gains 0.1% extra Physical Penetration for each point of the enemy's Physical Defense, capped at 30%. | Buy into high Physical Defense and late frontline targets. | Delay against low-armor drafts where raw attack or safety matters more. | 1, 2, 4 |
Blade of Despair | +160 Physical Attack +5% Movement Speed Unique Passive - Despair: Dealing damage to non-Minion enemies below 50% HP increases Physical Attack by 25% for 2 seconds (takes effect before the damage is dealt). | Finish low-health targets after Yi Sun-shin already has a stable core. | Do not rush it while behind or dying before the second weapon cycle. | 1, 3, 4, 5 |
Rose Gold Meteor | +30 Physical Attack +20% Attack Speed +10% Lifesteal Unique Passive - Dragon Scale: Every 4 extra Physical Attack increases Hybrid Defense by 1, up to 50 (effect is halved if Main Role is not Fighter). Unique Passive - Lifeline: When taking damage that reduces HP below 30%, gains a (120*Hero Level) shield (increases with level) and 50% Movement Speed that rapidly decays over 3 seconds. This effect has a 60 seconds cooldown. | Use the shield and Hybrid Defense against mixed or magic burst. | Skip when the threat is sustained armor-heavy damage rather than a burst threshold. | 2, 3, 5 |
Hunter Strike | +80 Physical Attack +10% Cooldown Reduction Unique Attribute: +15 Physical Penetration Unique Passive - Retribution: Dealing damage to the same enemy hero or creep 5 times in a row grants 50% extra Movement Speed that decays over 3 seconds (8 seconds cooldown). | Use for penetration and movement after repeated contact, especially for chase builds. | Skip when crit scaling is already the committed damage plan. | 4, 5 |
Alpha and Khaleed start fights and hold targets long enough for the turtle-ship ram and two weapon cycles. Follow their control instead of revealing the entry first.
Franco and Kaja can stop free weapon swaps with hard control. Track their engage skill, approach from a different angle, and keep Traceless for the response.
Yi Sun-shin can move between bow and glaive range against slower heroes who cannot lock him down. Do not stand inside their sustained damage after the second enhanced hit.
These are level-one in-game values without equipment, Emblem, skin, or match modifiers.
| Stat | Value |
|---|---|
| HP | 2320 |
| HP Regen | 7.2 |
| Physical ATK | 110 |
| Physical DEF | 22 |
| Attack Speed | 1.03 |
| Attack Speed Ratio | 40% |
| Mana | 500 |
| Mana Regen | 4 |
| Magic Power | 0 |
| Magic DEF | 10 |
| Movement SPD | 250 |
Eight exact Yi Sun-shin Shop cards were observed on August 8, 2026. Diamond values appear only where Purchase was visible; Collector, Starlight, season, and limited-event notes describe the observed availability rather than guaranteed permanent direct-sale offers. Paenlong Legend is the default appearance shown on the hero page.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Fleet Warden | Epic | 899 Diamonds; Purchase visible |
![]() | Apocalypse Agent | Elite | 599 Diamonds; Purchase visible |
![]() | Roguish Ranger | Elite | 599 Diamonds; Purchase visible |
![]() | Major General | Elite | 269 Diamonds; Purchase visible |
![]() | Lone Destructor | Collector | Limited-time Event |
![]() | Azure Sentry | Starlight | 05/2021 Starlight Member |
![]() | Surging Torrent | S31 | S31 |
![]() | Wavebreaker | Special | Limited-time Event |
Yi Sun-shin rose as the commander of the Paenlong Fleet, protected the City of the Dragon, and endured rumors that removed him from command. When pirates exploited the city's weakened defenses, he returned to fight for the harbor and the people he had sworn to protect. The turtle ship and global naval strike reflect that commander identity without changing the current gameplay rules.
Retribution is the default because Yi Sun-shin is played as a jungler and must secure camps, Turtle, and Lord. Ice Retribution also helps finish a chase.
Start Blood Floods, prioritize Traceless, keep Blood Floods as the backup upgrade, and level Mountain Shocker whenever available.
Crossing the distance boundary activates Weapon Mastery so the next two Basic Attacks gain speed and deal enhanced critical damage.
No. Three of the five observed rows use it, while Hunter Strike appears in chase builds and Rose Gold Meteor protects against burst.
Use the reveal before objectives or rotations, then ram a target after allied control lands. Do not spend it only for uncertain poke.
Yi Sun-shin rewards controlled rhythm: reveal first, let a teammate start, cross weapon range for both enhanced attacks, and keep Traceless available for the return path. Compare the Hayabusa guide, Saber guide, and Alucard guide.
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