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Meta verdict
Duration
Synergy
Counters
Yi Sun-shin counters heroes that lack CC like Uranus and Terizla who are at the mercy of his ability to jump in and out of melee range using his 2 weapons.
Deep dive
Source: In-client Hero Info (Attribute + Skill tabs), screenshotted 2026-04-22 by user. Client build: 2.1.61.1173.1 Specialty: Finisher / Chase Lore chapter: 3 Accuracy: Primary-source verified. Do not flag as
*[verify]*.
| Stat | Value |
|---|---|
| HP | 2320 |
| HP Regen | 7.2 |
| Physical Attack | 110 |
| Physical Defense | 22 |
| Magic Power | 0 |
| Magic Defense | 10 |
| Attack Speed | 1.03 |
| Attack Speed Ratio | 40% |
| Movement Speed | 250 |
| Mana | 500 |
| Mana Regen | 4 |
Yi Sun-shin attacks with his longbow or glaive based on distance from 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.
Cooldown: 12.0s base · Mana Cost: 50
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.
| Level | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Cooldown | 12.0 | 11.0 | 10.0 | 9.0 | 8.0 | 7.0 |
| Skill Cost | 50 | 55 | 60 | 65 | 70 | 75 |
| Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Mechanic notes: Blink — movement ability can pass through obstacles. Control Immunity grants immunity to enemy Control and Slow effects (excluding Suppression).
Cooldown: 11.0s base · Mana Cost: 60
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.
| Level | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Skill Cost | 60 | 65 | 70 | 75 | 80 | 85 |
| Slash Damage | 240 | 260 | 280 | 300 | 320 | 340 |
| Arrow Damage | 240 | 260 | 280 | 300 | 320 | 340 |
Cooldown: 60.0s base · Mana Cost: 150
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.
| Level | 1 | 2 | 3 |
|---|---|---|---|
| Skill Cost | 150 | 180 | 210 |
| Base Damage (ram) | 160 | 200 | 240 |
| Cannon Damage (per wave) | 160 | 200 | 240 |
⚠ Major patch confirmation (2026-04-22): Turtle Ship duration is 10s in-client. This confirms the 15s → 10s nerf (previously attributed to Advance Server 2.1.62) HAS SHIPPED to live. All docs updated — see
audit_log.md2026-04-22 YSS verification.
See heroes.md → Full Tier List / Fallen Heroes + lore/yi-sun-shin.md for in-client backstory.
Source: YouTube
vaSmBPygQF8(Desz, "Yi Sun-shin Jungle — Settings, Build, Solo Rank Walkthrough"), ingested 2026-04-29. Author note: 1000+ games on YSS over multiple seasons. Considered "probably the best jungler in the game right now" per Desz post-rebound.
"Most of the time go Swift. Sometimes Tough Boots if they have a lot of damage. A lot of people just go Cooldown Boots now so you can spam abilities."
YSS passive: bow at long range, glaive at melee. Each weapon swap → next 2 BAs gain extra AS + crit (70% / 55% damage boost respectively).
"The trick to keeping this is walking forward, hitting it, going back. You do that repetitively because the first attack always does 70%."
The "stutter step" — walk forward into glaive range → BA → walk back → bow BA → walk forward again. Each swap re-procs the passive.
Each Weapon Mastery proc reduces S1 cooldown by 1s. S1 has effectively no cooldown if you're stacking BAs. Use S1 freely as engage AND disengage — control immunity for 0.4s lets you immune-dash through stuns.
Either tap or hold version of S2 resets the Weapon Mastery passive. After 2 BAs (passive expended), tap S2 → next 2 BAs are enhanced again.
The Mountain Shocker reveal + 70% MS is huge. Two unintuitive details:
L1: always start red buff turtle-side — by the time the buff dies, turtle is up and your opposite-side buff is unrevealable to invaders.
"Save Retribution for Lethal now. People used to retri the first buff, but invasion is so common that retaining Retribution for Lethal is better."
"YSS is a scaling hero. You don't do that much in the early game. Don't waste time poking — keep farming. The quicker you scale, the better."
Default L1–L4: full-clear jungle, take both greens, take Lethal with Retribution, head to turtle. Avoid early skirmishes unless you have a free pick on an isolated target with no flicker.
"Always wait for the enemy's flicker before you ult. If you know you can chase them down, ult AFTER they flicker."
Concrete: vision a low-HP target, dash in, do NOT ult — let them burn flicker first. Then ult to stun on landing. Otherwise they flicker out of your ult and live.
In late-game Lord fights, scout from the opposite-side bushes of where the enemy is grouped. The enemy team has "vision tunnel" on the lord pit; flanking from a non-obvious bush angle gives you free backline access.
"You have a vision camp on your screen — like, you know what your normal vision arc is. The enemy does too. Bushes outside their normal vision arc let you waltz right onto their carry."