Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Official Ratings
Official ratings shown on the in-game hero detail screen.
Base Stats
Compare all heroes' base stats →Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Summoner Spells That Fit
The reasoning for each is on the summoner spells page. You may only bring one per match, and the best choice shifts with the enemy draft.
Arcana Build That Fits
A gank succeeds or fails on whether you arrive before you are seen.
This is a role-wide recommendation, not one tuned for this hero specifically.
See every build on the Arcana page →First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
Counters & Synergies
Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
Frequently Paired With
The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.
Popular Item Builds
The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.
Skills

Passive Skill: Quiet Whispers
After using the skill, Sima Yi condenses Shadow Force into a scythe, gaining an enhanced Basic Attack and 20 Movement Speed for 5s. Using the enhanced Basic Attack consumes all Shadow Force.
Each scythe strike deals 230 (230 + 46% magical attack) magical damage and true damage equal to Shadow Force. The first attack allows Sima Yi to dash behind the target and deals 300 (300 + 60% magical attack) magical damage (true damage is doubled).
For every 20 Shadow Force consumed, the enhanced Basic Attack's range increases by 3%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 230 | 460 |
First-Hit Damage | 300 | 600 |
Shadow Limit | 50 | 100 |
MSPD | 20 | 40 |

Skill 1: Shadow Stings
The spirit deals 115 (115 + 23% magical attack) magical damage to enemies it passes through. When Sima Yi uses a Basic Attack or when the spirit's duration ends, Sima Yi moves to the spirit's location, dealing 115 (115 + 23% magical attack) magical damage to enemies in his path and slowing them by 25% for 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 115 | 138 | 161 | 184 | 207 | 230 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 2: Barren Lands
Passive: When Sima Yi takes magical damage, 25% is converted into Health recovery for 3s (halved for physical damage).
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Recovery Boost | 10% | 12% | 14% | 16% | 18% | 20% |

Skill 3: Death Descends
If this skill is interrupted, 90% cooldown is returned.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 500 | 750 | 1,000 |
Cooldown | 30 | 27 | 24 |
Strategy Guide
A mid-range assassin who sees enemies whenever they cast skills, then dives with a silence attached. Mechanically normal-difficulty, but his real power is converting vision into aggression.
Best for: Players who build their plays from information rather than reflexes — winning with judgement, not APM.
Press Basic Attack and Sima Yi travels to wherever the spirit stands, with that first strike landing behind the target. True damage equals his Shadow Force, and only that opening hit doubles it. Shadow Force builds 10 at a time whenever an enemy casts a skill within 2,000 range, so he hits hardest right after they commit.
Skill 3 halves its damage against enemies caught along the path, so angle it to land directly on the one target you want. Once you are on top of them, the silence shuts down their answer, and casting the skill has already re-armed the scythe. An interrupted charge returns 90% of the cooldown, which makes showing the wind-up a cheap way to bait out a dodge.
The spirit moves fast, and Sima Yi holds crowd control immunity the whole time he is steering it. Silence the chasers with Skill 2, then press Basic Attack to snap back to wherever the spirit ended up. The same trip fires when its 2.5s runs out, so a missed input still gets him out.
These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.
- •Energy charged by enemy skill casts plus a behind-the-target teleport gives elite ambush power
- •Skill 2's silence and 25% magic-damage healing make him a nightmare for mages
- •Skill 1 grants him crowd control immunity and relocates him to the spirit, working as both gap-closer and escape
- •An interrupted Skill 3 refunds 90% of its cooldown, so he can always re-engage
- •Healing is halved against physical damage, so marksmen grind him down
- •Damage depends on passive energy — enemies who hold their skills starve him
- •A clear damage trough opens right after his empowered basics are spent
- •Low base durability; a failed kill attempt invites an instant counter
Sima Yi lives in the mid lane. Before level 4, keep an eye on your Passive: every skill an enemy hero casts nearby feeds you 10 energy, up to 50. When you are near the cap, harass with the empowered basic attack — its first hit teleports you behind the target, so even enemies hugging their minion wave can't hide from it. Into a mage matchup, Skill 2's passive heals you for 25% of magic damage taken, which means you can accept extended trades. One hard rule: never step forward while both your mana and your energy are empty.
Once the 4-minute Tyrant contest starts, shove mid and rotate for ambushes on the side lanes and jungle. Skill 1 sends out a fast-moving spirit, but the crowd control immunity belongs to Sima Yi himself, not to the spirit. For the 2.5 seconds you probe ahead with it, nothing can lock your body down. Coming in sideways through brush is ideal. A basic attack — or the spirit expiring — pulls you to its position, so the long way around still closes fast. Chip with the behind-the-back empowered basic, then land Skill 2's 0.75-second silence to lock out their blink or CC before finishing the job. Your Passive also grants vision of enemy heroes who cast skills, so anyone charging a skill in brush gives away their position and hands you the ambush.
Past 15 minutes, with Savant's Wrath and Void Staff complete, your one-shot threat is real — but you're as fragile as ever. Let teammates take the first hit in teamfights, and move only after the enemy has dumped skills, feeding you both energy and vision. Your Ultimate is a backstep into a long charged dash that works for offense or escape, and since an interrupted charge refunds 90% of the cooldown, deliberately showing the wind-up to bait enemy CC becomes more and more valuable as the game goes on.
Your spot in a brawl is second wave. Because enemy skill casts charge your energy, entering from the flank right after their engage beats opening with a full combo — better damage, better safety. Hunt the isolated mage or marksman: the instant the empowered basic teleports you behind them, layer Skill 2's silence so they physically can't press their escape while you shred them. Skill 1 is effectively a blink since you can relocate to the spirit's position, so keep one charge in reserve as an exit — it changes your survival rate completely.
#Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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