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Sun Bin

Sun Bin

RoamSupportMage

Latest Meta Stats

ROAM
C
Tier / Pop
49.48%
Win Rate
0.32%
Pick Rate
0.02%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Base Stats

Compare all heroes' base stats →
Max HP3348
Max MP620
Physical Attack177
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed360
Attack RangeRanged
HP Regen / s45
MP Regen / s15

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

Tank / Support
Red
Blue
or
Green
or

Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.

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

Official pickSkill 1: Time Bomb
1

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

2-hero team
3.82%
2.69%
2.25%
3-hero team

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

#1 most used56.71% win rate / 4,989 wins
Heal
#2 most used54.23% win rate / 3,988 wins
Heal

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: Hourglass of Time
Passive

Passive Skill: Hourglass of Time

Speed Up
Whenever Sun Bin uses a skill, he gains 65-130 Movement Speed for 2s.
DetailsLvl 1Lvl 15
MSPD
65130
Skill 1: Time Bomb
Skill 1

Skill 1: Time Bomb

CD: 7.5s | Mana: 40
DamageSlow
Sun Bin throws a bomb in the target direction that deals 200 (200 + 20% magical attack) magical damage to the first enemy it hits and latches onto them.
The bomb explodes 3s later or when the target dies, dealing 575 (575 + 60% magical attack) magical damage to enemies within range and slowing them by 15% for 2s.
Cleansing the bomb will cause it to detonate immediately.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Base Damage
200240280320360400
Phase 2 Damage
5756908059201,0351,150
Slow
15%18%21%24%27%30%
Skill 2: Time Flux
Skill 2

Skill 2: Time Flux

CD: 12.5s | Mana: 55
Speed UpRecoveryEnhance
Sun Bin manipulates time, increasing the Movement Speed of himself and nearby teammates by 130 for 2s. After the 2s, he recovers Health equal to 25% of the damage taken during this period.
Passive: He gains 7.5% Cooldown Reduction.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
12.51211.51110.510
Cooldown Reduction
7.5%9%10.5%12%13.5%15%
MSPD Increase
130156182208234260
Return %
25%30%35%40%45%50%
Skill 3: Time Lapse
Ultimate

Skill 3: Time Lapse

CD: 45s | Mana: 100
Crowd ControlSlowDamage
Sun Bin throws an enhanced bomb in the target direction. Upon hitting an enemy or reaching its max range, the bomb unfurls an energy field, dealing 500 (500 + 45% magical attack) magical damage to enemies within range and slowing them immensely for 1s. The field interrupts the enemy's skill and silences them for 1s.
The energy field explodes 5s later, dealing 1,500 (1,500 + 135% magical attack) magical damage to enemies within range.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
454035
Base Damage
500625750
Phase 2 Damage
1,5001,8752,250

Strategy Guide

Playstyle

A time-keeper who accelerates allies and converts damage they took into healing. His silencing ultimate directly answers enemy channels — an understated kit that touches every critical moment.

Best for: Players who appreciate distributing the invisible resource of speed — governing the match's tempo itself.

Recommended Combos
Close the Three Seconds
Skill 1 (attach the bomb) → Skill 2 (+130 Movement Speed for Sun Bin and allies) → chase with your team

The bomb's real payload is the blast 3 seconds later. Skill 2 is not an escape here — it is the speed that keeps your team on the target until the fuse ends. The blast damages an area and slows by 15% for 2s. It also detonates if the target dies first, so attach it to anyone you might finish off.

Cut the Cast, Seal the Exit
Skill 3 (field opens, immense 1s slow) → Skill 1 (bomb) → Skill 2 (speed)

The field lands 500 (Lvl 1) and an immense 1s slow the moment it unfurls. Interrupt an enemy skill with it and a 1s silence comes along. The best targets are heroes holding an escape or casting something long. The 1,500 (Lvl 1) explosion arrives 5 seconds later, so place it on their exit rather than their feet.

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.

Strengths
  • Skill 2 speeds up the entire team, winning rotations and chases before they start
  • 25% of damage taken during the boost returns as healing — a strong burst counter
  • Ultimate silences on interrupt, and its delayed blast dominates whole areas
Weaknesses
  • No stuns or hard CC, so he can't lock down a kill by himself
  • Both Skill 1 and the Ultimate have delayed payoffs, lacking instant stopping power
  • Personal damage and durability are below average — a misused speed boost leaves nothing
Early Game Strategy

Sun Bin is a roaming support built around time manipulation. Start by shadowing your marksman and holding the farm lane bushes; when the enemy commits, Skill 2's team-wide speed boost gets everyone out. The boost heals 25% of damage taken during its duration when it ends, so cast it just before enemy skills connect — not after you've started running — and the HP difference is plain to see. Skill 1's bomb is all about the 3-second detonation, so in skirmishes, sandwich the tagged target with an ally and chase until it pops.

Mid Game Strategy

From level 4, ganks built around your Ultimate start connecting at a much higher rate. The field applies a heavy 1-second slow on hit and even silences enemies caught mid-cast, making it the answer to targets holding escape skills. At the 4-minute Tyrant and mid-game rotations, ferrying your whole team with Skill 2's +130 move speed is a job only Sun Bin does. Walking speed converts directly into numbers advantages — arrive at objectives five-strong one beat before the enemy, over and over, and the map tilts your way.

Late Game Strategy

Late game, placing your Ultimate is map control in itself. The field detonates 5 seconds after deployment, so drop it in the narrow entrance to Shadow Tyrant or Overlord and the enemy must either fight inside the blast zone or concede the spawn. When fights break out, stick Skill 1 on their key hero and play for the detonation; when your team needs to reset, Skill 2's speed and refund heal rebuild the line. Your personal damage is modest, so operate from behind your team, out of enemy reach, and keep pulling the strings.

Teamfight Strategy

Open teamfights by placing your Ultimate on the enemy's escape path, not at their feet. The 1-second slow lets your team's follow-up land, and the 5-second delayed blast catches them on the retreat. Attach Skill 1 to a frontliner and the 3-second fuse plus AoE slow completes the trap. Skill 2 works as an engage tool too, but its best use is covering the exact moment enemy burst lands — with 25% of damage taken coming back a few seconds later, it feels like haggling the enemy mage's full combo down to three-quarters price.

#Patch History

Sun Bin
Sun BinJuly 2 Update
adjust
Sun Bin Passive (Hourglass of Time) • Movement speed 15%–30% (percentage) → 65–130 (flat) Skill 2 (Time Flux) • Cooldown 11s (-0.4s/lv) → 12.5s (-0.5s/lv) • Movement speed bonus 30% (+6%/lv, percentage) → 130 (+26/lv, flat) What this means The percentage-to-flat conversion is the real story. A percentage bonus grows the faster you already are, while a flat bonus gives everyone the same amount. Stacking boots and other speed effects therefore compounds less than it used to, which reins in the extreme team-wide speed spikes he could create. The cooldown is 1.5s longer, though the larger per-level reduction closes that gap as he levels. His job is unchanged: he is still the hero who makes his team move.

Other Roam Heroes

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

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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