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Ying

Ying

JungleFighterAssassinDifficulty: Hard

Latest Meta Stats

JUNGLE
B
Tier / Pop
53.41%
Win Rate
0.72%
Pick Rate
0.06%
Ban Rate

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

Official Ratings

Survival
4/10
Attack
7/10
Skill
6/10
Difficulty
6/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3394
Max MP580
Physical Attack173
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s49
MP Regen / s14

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

Fighter
Red
Blue
Green

This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.

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: Moonslash / Stalwart - Peacemaker
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
1.62%
1.60%
1.53%
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 used62.48% win rate / 28,781 wins
Smite
#2 most used61.43% win rate / 23,067 wins
Smite

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: Spear Will - Sweeping Fire
Passive

Passive Skill: Spear Will - Sweeping Fire

EnhanceCooldown
Ying is mentally linked with her spear, Sweeping Fire. Using skills grants 1 stack of Spear Will. Basic Attacks expend all Spear Will, use the corresponding Spear Will skill (Stalwart - Peacemaker, Zealous - Devastation, or Zenith - Wildfire), and reduce Moonslash and Cloudchaser Cooldown by 1.5s. Spear Will skills can crit and benefit from 50% of Attack Speed.
Skill 1: Moonslash
Skill 1

Skill 1: Moonslash

CD: 10s | Mana: 40
Crowd ControlDamage
Ying swings her spear upward, then slashes downward, executing 2 strikes that each deal 180 (180 + 60% extra physical attack) physical damage. The upward strike launches enemies for 0.5s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
180216252288324360
Cooldown
109.69.28.88.48
Skill 2: Cloudchaser
Skill 2

Skill 2: Cloudchaser

CD: 10s | Mana: 40
MovementSpeed UpDamage
Ying raises her spear and charges up, gaining up to 25% Movement Speed. After charging, she dashes forward and executes a horizontal sweep, dealing 180 (180 + 60% extra physical attack)-360 (360 + 120% extra physical attack) physical damage to enemies and slowing them by 15% for 1s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
180216252288324360
Max Damage
360432504576648720
Max MSPD Increase
25%30%35%40%45%50%
Cooldown
109.69.28.88.48
Slow
15%18%21%24%27%30%
Skill 3: Starburn
Ultimate

Skill 3: Starburn

CD: 40s | Mana: 80
DashCrowd ControlImmunity
Ying ignites Sweeping Fire's tip and dashes back and forth through the area before her. Each dash deals 180 (180 + 60% extra physical attack) physical damage and launches enemies. Upon dashing to maximum range, she launches a flurry of stabs. Each stab deals 90 (90 + 30% extra physical attack) physical damage, for a total of 4 stabs.
While using this skill, Ying gains crowd control immunity and 30% damage reduction.
Upon activating the second phase of the skill, Roaring Sun, she sweeps forward with Sweeping Fire, leaving a trail of fire behind. The sweep deals 180 (180 + 60% extra physical attack) physical damage, and the trail of fire deals 50 (50 + 16% extra physical attack) magical damage every 0.2s over 3s, for a total of 1 time.
While Starburn is active, the second phase of the skill can be used to sweep the area around her, interrupting subsequent dashes, dealing 120 (120 + 40% extra physical attack) physical damage, and leaving a circular trail of fire behind for 3s.
DetailsLvl 1Lvl 2Lvl 3
Dash Damage
180270360
Stab Damage
90135180
Burning Damage
5075100
Damage Reduction
30%45%60%
Cooldown
403632

Strategy Guide

Playstyle

A spear fighter who banks resonance through skills and spends it on basic attacks, triggering one of three arts depending on the count. Stack management is combo selection.

Best for: Players who want stack-counting to become second nature — the rhythm of loading and releasing.

Recommended Combos
Three-Stack Wildfire
Skill 2 (charged dash) → Skill 1 (0.5s launch) → Skill 3 (repeated launches) → Basic Attack (3 Spear Will stacks)

Each skill cast banks 1 Spear Will stack. Fire all three, then a Basic Attack spends them on the airborne charged strike, which ignores terrain while she is in the air. Spear Will skills can crit, so this also serves as the chase tool on a retreating target.

One-Stack Grind
Skill 1 (0.5s launch) → Basic Attack (1 Spear Will stack) → Skill 2 (15% slow) → Basic Attack (1 Spear Will stack)

Slot exactly one Basic Attack after each skill. The one-stack Spear Will skill flurries with a Movement Speed boost and a shield, and every trigger shaves 1.5s off Moonslash and Cloudchaser. Attack Speed items speed up the Spear Will cast itself at 50% efficiency.

Starburn Counter-Engage
Skill 3 (repeated launches + crowd control immunity) → Second phase, Roaring Sun (sweep + 3s trail of fire) → Skill 1 (0.5s launch)

Skill 3 grants crowd control immunity and 30% damage reduction at Lvl 1. Meet the enemy engage with the back-and-forth launches, then use the second phase to interrupt the remaining dashes and lay the fire trail. Time the sweep to where the launched enemies will land.

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
  • Resonance cooldown refunds make her output snowball the longer a fight runs
  • Multiple knock-ups from Skill 1 and the Ultimate dominate skirmishes and brawls
  • Super armor plus 30% damage reduction on the Ultimate makes her hard to stop
  • Attack speed also accelerates resonance skills, so her items never go to waste
Weaknesses
  • Demands constant skill-and-basic-attack weaving; the execution bar is high
  • Burst lags behind true assassins, letting targets slip away half-dead
  • Her teamfight presence drops sharply while the Ultimate is on cooldown
  • Only average durability — getting chain-CC'd before stacking up is lethal
Early Game Strategy

Ying lives in the jungle, though she can hold the clash lane in a pinch. Every skill cast banks one Resonance stack and your next basic attack spends them all, so drill the skill-into-basic-attack rhythm on camps from your very first clear — the one-stack sweep is what keeps your clear speed honest. Once you hit level 4 and unlock your Ultimate, start showing up to river 2v2s: layering its knock-up with Skill 1 lets you flip counter-ganks even at a numbers disadvantage. Just keep deep invades to a minimum before your stacks are flowing, because she is easy to shut down early.

Mid Game Strategy

Skirmishes around the Tyrant (the buffed boss that spawns at 4:00) are where Ying spikes. Finish one attack speed item and her resonance skills come out noticeably faster — attack speed feeds their animation at a 50% ratio — so your hit count climbs in a hurry. Approach from a side bush with Skill 2's charged dash, pop enemies up with Skill 1, then weave in a basic attack: the two-stack rapid thrusts chunk hard. Every resonance proc also refunds 1.5 seconds on Skill 1 and Skill 2, which is exactly why the longer a fight drags on, the faster she spins.

Late Game Strategy

Past the 10-minute mark, fights hinge on when you commit Skill 3. Super armor runs for the whole cast and damage taken drops by 30% at rank 1, so the ideal pattern is to watch one key piece of enemy CC (crowd control) get spent, then dive in with the back-and-forth knock-ups. Cycling all three skills builds three stacks, and your next basic attack becomes Zenith - Wildfire: she leaps into the air, ignores terrain, and unleashes a sweeping strike across a wide area — exactly what you want against enemies who back off. Her actual durability is only fighter-average; do not chase deep while Skill 3 is down.

Teamfight Strategy

Resist the urge to lead the charge — stacking Skill 3 on top of an ally's engage is far more reliable. Knock the clump around with the back-and-forth passes, fire the second phase, Roaring Sun, and fight on top of the burn zone it leaves behind. From there, keep the loop simple: one skill, one basic attack, over and over, so the resonance sweeps and cooldown refunds never stop. Against runners, build three stacks first and release Zenith - Wildfire — she ignores terrain on the approach and unleashes a wide sweeping strike. One habit that pays off: aim the second-phase sweep at the spot where knocked-up enemies will land — it almost never misses.

Other Jungle 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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