Cyan Finch
Updated Apr 18, 2026
Ling is not a blind-pick assassin right now. He is a conditional jungle carry whose games are won before the first teamfight, when the draft either gives him safe blue buff cycles and open backline angles or denies both and turns him into a wall-hopping spectator.
Win Rate
45.61%
Pick Rate
0.2%
Ban Rate
0.19%
Standard
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, Ling should move onto the wall with his 1st Skill, then use his 2nd Skill to land on enemy back-row heroes. Once landed, Ling should attack the target heroes with his Basic Attacks, and then cast his Ultimate to avoid incoming damage. He should then follow his targets when in the air to deal damage and knock them airborne. He can then dash with his 2nd Skill between the Tempest Blades to reset its cooldown and restore Lightness Points.
Ling is still a real pick, but only if you draft him like a specialist instead of a comfort default. The current jungle pool rewards early invade, fast first rotation, and heroes who can fight over river space without needing a perfect first clear. Ling does none of that for free. He needs blue buff, he needs time, and he needs enemy backliners who cannot punish the first jump with point-and-click control.
Pick him when three conditions line up at once. First, the enemy roam and jungler are not built to live in your jungle from minute one. Second, the enemy backline is reachable once one peel spell is gone. Third, your own side lanes can survive a quieter early game while you finish the first real damage breakpoint. If even one of those conditions is missing, the game becomes harder than it needs to be.
That is why Ling works better as a late rotation pick than a first-phase flex. He is strongest into drafts that look stable on paper but actually hide slow backliners and weak blue-side contest. He is much worse into Hilda-style invade pressure, Franco hooks parked around jungle entrances, Khufra holding the wall lanes, or Saber waiting for the first honest dive. Those heroes do not merely "counter mobility." They tax the exact resource Ling needs to function, which is clean access to space.
If you cannot point to the enemy hero you plan to kill first and the enemy hero you need to avoid until they spend a cooldown, do not lock Ling. Pick something less conditional.
Ling is not a front-to-back assassin. He is a cooldown thief.
The hero looks like pure mechanics because he spends half the game on walls, but the real job is much simpler than that. Wait until one important answer is gone, drop onto the target that can no longer defend itself, then use Tempest of Blades to break the return hit and turn one kill into a reset. Everything in his kit feeds that pattern.
Finch Poise is not just mobility. It is angle control. The wall gives Ling faster Lightness recovery, extra movement speed, and half-stealth, which means he decides where the fight starts. Defiant Sword is not just a dash. Cast from a wall, it is his actual entry tool, and because it is treated like a Basic Attack it benefits from on-hit item logic in ways normal assassin buttons do not. Tempest of Blades is not the flashy finisher most players think it is. It is the part of the combo that buys time, clears debuffs, knocks the center target up, and drops the edge swords that let Ling continue or leave.
That is why bad Ling games look so helpless. If he jumps before the answer spell is spent, he gets controlled on landing and dies. If he waits correctly, the whole fight looks unfair because he arrives after the enemy already used the one tool that was supposed to stop him.
Treat Ling as a hero who punishes impatience, including your own.
Ling does not lane, but his first five minutes are still a lane phase in the strategic sense. This is the stretch where you decide whether the map will keep feeding you camps or whether you will spend the next six minutes fixing a broken start.
The early rule is brutal but correct: if a gank does not pay for itself immediately, it was probably a mistake. Ling cannot afford decorative rotations.
Ling's real game starts at Berserker's Fury plus Endless Battle, usually around the 8:30 to 10:30 window in an even match.
Berserker's Fury is the first item that makes his passive matter in a threatening way. Ling gets double crit chance from all sources, so one real crit item turns random chip damage into credible kill pressure. Endless Battle is what makes the short trade pattern complete. It adds movement speed, cooldown reduction, hybrid sustain, and a true-damage follow-up after a skill cast, which is exactly the kind of compact burst window Ling wants.
Before these two items, your dives ask the enemy to misplay. After these two items, one clean wall entry can force a defensive spell from a marksman or mage immediately, and that is enough for Ling because his whole kit is built around chasing the second mistake after the first panic button is gone.
This is also why Blade of the Heptaseas is no longer the default fantasy spike for him. The Ambush proc still hurts, and it is a real snowball option when the enemy draft is three squishies with no invade. But in normal games Ling needs his damage to stay relevant after the first touch, not just on the first touch. Berserker plus Endless gives him that. Heptaseas mostly gives him a highlight clip.
If your first two items are late because your blue was contested or your early route got broken, stop pretending you are the primary carry for the next few minutes. Play for cleanup, steals, and numbers advantages until the spike is real.
The wrong reflex on Ling is to ult first into the enemy backline because it looks safe. It is not safe. It is loud, predictable, and it tells the entire enemy team where you plan to land.
The correct reflex is to start above the fight, wait for one important answer to show, and only then drop onto the most reachable valuable target.
The support-dependent edge case matters. If Mathilda or Angela is effectively attached to your entry, you can take a deeper second jump because the reset has cover behind it. If your team offers no follow-up and no save, one kill is enough. Touch a blade, reset Defiant Sword, and leave. Greed is how Ling throws winning fights.
Ling's build is not six locked slots. It is a fixed core with a set of very real draft conversations.
The true core is Berserker's Fury and Endless Battle. Those two items give him the crit pressure, movement, and short-burst bite that the hero actually scales with. Tough Boots is the default boot because a controlled Ling is just a squishy melee creep. Warrior Boots only makes sense when the enemy damage is overwhelmingly physical and their threat is repeated chip rather than layered control.
From there, read the lobby instead of copying a build card:
For emblems, Assassin Emblem with Rupture, Master Assassin, and Killing Spree is still the cleanest fit because Ling wants penetration, isolated-target damage, and post-kill movement to leave the scene. For battle spell upgrades, Ice Retribution is the default because stolen movement speed solves more real chases than extra damage does. Flame Retribution is the snowball choice when you are already winning entries.
Showing on a lane wave after every failed gank. This is the macro error that quietly ruins Ling games. The moment you reveal yourself catching a wave your next route becomes obvious, your jungle timers desync, and the enemy invade window gets easier to read. If the kill did not happen, leave.
Ulting before the enemy spends the answer spell. Ling players lose fights by treating Tempest of Blades like a starting pistol. When you ult first, the enemy still has every crowd-control tool ready for your landing. Make them panic first, then break the punish with ult.
Entering through the counter side of the map. If Franco is holding the river wall or Khufra is shadowing the front entrance, do not force the heroic line anyway. Rotate longer and arrive late from the clean side. Ling is one of the few heroes who can afford the scenic route. Use that privilege.
Forcing the protected marksman when the mage is free. This is the classic highlight-chasing mistake. The correct Ling target is the hero you can actually delete and exit from, not the hero the replay thumbnail would prefer. One kill that survives the reset is worth more than a failed dive on the dream target.
Building for fantasy damage when the lobby asks for utility. Raw attack numbers look good in isolation, but they do not solve armor, sustain, or burst magic. If the enemy team is surviving because of healing, build Sea Halberd. If you are getting erased by magic burst, build Rose Gold Meteor. If armor is the issue, buy Malefic Roar. Refusing to adapt is not confidence. It is trolling with expensive icons.
Tip
After ulting, touch the nearest edge sword first unless the kill is literally free in front of you. The sword reset is what turns one entry into an exit route or a second kill. Ignoring it is how Ling dies in the middle of his own best spell.
Note
If the enemy already saw which wall you are using, the angle is usually dead. Back off, take one more wall, and re-enter from a direction that delays their target lock. Ling's threat drops the moment the map can point at him.
Tip
Ice Retribution is strongest on the first target that tries to run after your landing, not as a random opener on the first body you touch. Use it when movement decides whether the kill sticks.
Note
Blue buff is not just comfort on Ling. It is the difference between choosing your path and accepting whatever ground route the enemy allows. If blue is under threat, play around that fact before you think about hero kills.
Ling's superb Lightness Skill allows him to leap among walls. He gains 4 extra Lightness Points per second when he's on a wall and 5 extra Lightness Points each time he deals damage. Ling gains 1.6 times Crit Chance from all sources but only has 140% Crit Damage.
Passive: Ling's Crit Chance is increased by 2.5%. Active: Ling leaps onto the designated wall and enters the Half-Stealth state, restoring Lightness Points faster and gaining 30% Movement Speed. Taking damage causes him to leave Half-Stealth. Being controlled makes him fall to the ground and slows him by 30% for 2s. When he uses this skill to jump from one wall to another, it does not trigger cooldown and refreshes Half-Stealth.
Ling charges in the target direction and stabs nearby enemies, dealing them 300 (+50% Total Physical Attack) Physical Damage. If Ling casts this skill when he's on the wall (no energy cost), he'll dash to the target location on the ground, dealing 300 (+50% Total Physical Attack) Physical Damage to enemies in the area and slowing them by 30% for 1.5s. Defiant Sword is regarded as Basic Attack.
Ling leaps into the air, becoming invincible and gaining 10% extra Movement Speed for 1.5s. He ignores obstacles when in the air. He then lands on the ground, dealing 250 (+100% Total Physical Attack) Physical Damage to enemies in the area and slowing them by 40% for 1.5s, knocking those in the center airborne for 1s, and creating a Sword Field for 8s. Four Tempest of Blades will also appear on the edge of the Sword Field. Ling can touch them to reduce the cooldown of Finch Poise by 4s, reset the cooldown of Defiant Sword, and gain 25 Lightness Points.
In teamfights, Ling should move onto the wall with his 1st Skill, then use his 2nd Skill to land on enemy back-row heroes. Once landed, Ling should attack the target heroes with his Basic Attacks, and then cast his Ultimate to avoid incoming damage. He should then follow his targets when in the air to deal damage and knock them airborne. He can then dash with his 2nd Skill between the Tempest Blades to reset its cooldown and restore Lightness Points.
In the laning phase, Ling should use his 1st Skill to leap onto the wall, and strike down with his 2nd Skill to deal damage to the target enemy and slow them. Follow up with Ling's Basic Attacks and his 2nd Skill to chase down the enemy hero.
These heroes have the highest win rates against Ling in ranked matches. Pick any of them for a statistical advantage in draft.
Ling performs well against these heroes. Consider picking Ling when you see them on the enemy team.

Ling has a strong early game advantage over Gloo. Control the tempo before Gloo scales.
55.7%
Ling struggles the most in the late game, where counters average a 49.5% win rate. Early game matchups are tighter at 42.3%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Ling in late team fights.
Ling is strong here
Ling is strong here
Even matchup phase
Flicker
Heroes that synergize well with Ling in team compositions.





Ling hails from the Finch clan of the Great Dragon's eastern highlands, a secretive order of assassins who mastered the art of lightness, allowing them to run across walls and defy gravity. When a rival clan massacred his brethren, Ling alone survived by scaling an impossible cliff face. Carrying his master's ancient sword, he now roams the Land of Dawn as a lone blade for hire, haunted by memories of fallen brothers. His impossible acrobatics and lethal swordplay make him feared in every shadow of the realm.
Famous quotes from Ling
“The wind carries my blade... and your fate.”
- Ling
“One sword is all I need.”
- Ling
“Tread lightly... the walls have eyes.”
- Ling
“My brothers may be gone, but their spirit lives in every strike.”
- Ling
“The Finch Clan never truly dies.”
- Ling