Monkey King
Updated Apr 20, 2026
Sun is a fighter who wins games by making the map wider than the enemy draft can comfortably cover. He is not a blind EXP answer and he is not your cleanest 5v5 starter. Pick him when the enemy lacks fast clone clear, and when your team can turn side-lane pressure into a real objective lead.
Win Rate
53.42%
Pick Rate
1.72%
Ban Rate
18.17%
Against High HP Enemies
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, Sun can start with his Ultimate to summon a Doppelganger, and approach the enemy with his 2nd Skill. Finally, he can use his 2nd Skill and Basic Attacks to deal damage.
Sun is still strong in 2026, but only in the right draft. He is a pressure pick, not a lane bully. If you draft him like a normal bruiser who must control every early skirmish, you are giving away the one edge he actually offers.
Pick Sun when the enemy composition has to answer side lanes with single-target damage or delayed rotations. He is at his best into drafts that only have one reliable AoE answer, especially if that answer is the mid laner. He also gets better when your own mid and roam can hold a 4v4 without begging for you to hard front-line.
The traps are consistent. X.Borg keeps tagging every body you make. Ruby resets short trades and drags you back in. Paquito and Phoveus are also bad signs because they either burst the real body early or punish your movement pattern. If the enemy already shows two of those answers, Sun stops being a clever lane pressure pick and becomes a tax on your own draft.
If you cannot say exactly which lane Sun is supposed to break, do not lock him.
Sun is not a duelist in the normal sense. He is a target-saturation test.
Every good Sun trade starts by turning one body into two, then three, until the enemy either spends their answer on the wrong target or runs out of room to hit all of them at once. His passive makes long trades better by shaving physical defense on repeated contact. His first skill is not poke in the usual EXP-lane sense. It is body placement. His second skill is not an engage button. It is how you conceal, dodge a key answer, and move the real Sun to the part of the fight the enemy did not prepare for. His third skill only matters if the clones are already in position to collapse with you.
That is why impatient Sun players look useless. They see a fighter, dash forward with Swift Exchange, and start a fair 1v1. Sun is terrible at fair 1v1s against real EXP lane specialists. He wins unfair fights where one clone is already hitting, the second body arrives from another angle, and the enemy is forced to guess whether using crowd control now will catch the real hero or just delete temporary clutter.
Once that clicks, your job becomes clearer. You are not trying to look flashy. You are trying to make every response one beat late. If the enemy has not already spent an important skill before you hard commit, you are too early.
Sun's early lane is about reaching level 4 without bleeding the turret, then using the first ultimate window to decide whether the lane is playable or whether the game needs to become a side-lane macro problem.
If the enemy roamer shows late, Sun can take a greedy wave because S1 gives you a free bush check and an escape anchor. If the enemy roamer shows early, stop pretending your plate matters more than your timing. Sun scales harder off uninterrupted side-lane tempo than off one risky wave under tower.
The first real decision point is level 4. If your first ult trade forces the enemy EXP back and leaves the wave healthy, keep lane priority and start threatening plates. If the trade only proves they clear bodies too fast, stop chasing kills. Your next win condition is not lane dominance. It is wave control into rotation pressure.
Sun's cleanest spike is Corrosion Scythe plus Demon Hunter Sword, usually online around the 7 to 10 minute mark if the lane stayed stable. That is the moment the hero stops feeling like a gimmick and starts feeling like a structural problem.
Corrosion Scythe matters first because it changes how targets leave the fight. The on-hit slow stacks fast, and every body attacking the same target makes retreat routes shorter than they look. Demon Hunter Sword then adds the part that actually turns those sticky trades into kills: current-HP damage on every basic attack plus built-in sustain. Together, the two items let Sun do three things at once. He sticks, he drains, and he threatens frontliners without needing to burst them from full.
What changes mechanically once both items land is more important than the raw damage. Before the spike, S3 is mostly a gap-closer that helps you finish a soft target or escape through a creep. After the spike, S3 becomes the command to collapse a slowed target who is already losing armor and HP to multiple bodies. Turrets also stop being a secondary reward. With clone uptime and attack-speed pressure, towers become the main reason the enemy has to answer you at all.
This is the part many Sun players misread. The spike does not mean "group now." It means you finally have the right to force a bad answer on the side lane. If the enemy sends one hero, you can often kill them or at least burn key cooldowns. If they send two, your team should be taking something on the other side of the map.
Golden Staff is the usual third damage piece when the game lets you keep autoing. Endless Strike procs attack effects two extra times on every third basic attack, which is exactly the kind of multiplication Sun wants once Corrosion Scythe and Demon Hunter Sword are already online. Delay it when surviving the first answer matters more than squeezing out more DPS.
The wrong Sun reflex is to send every clone straight through the frontline and pretend chaos itself is good enough. Against disciplined teams, blind entry only feeds AoE and crowd control. Sun teamfights are won by timing and angle, not by pressing all three body buttons as soon as the screen lights up.
Target priority is simpler than many Sun players make it. You do not hit the tank first just because you technically can. You hit whoever is isolated enough that all bodies can stay attached through one full slow window. Sometimes that is the marksman. Sometimes it is the mid who stepped up to clear your clone. Sometimes it is the EXP laner who rotated late and now has no backup. The right target is the one who cannot walk out before Corrosion stacks bite.
There is one support-dependent exception. If your team has Mathilda, Angela, or Estes, you can take a longer second entry because those heroes let you survive the moment after the first clone stack lands. If your roam is pure engage with no follow-through sustain, do not imitate assassin pathing. Hover the flank, wait for the first cooldown trade, and punish the player who oversteps to clear the fake body.
Take Sun's build as two locked damage slots, one boot decision, and several live flex calls. Corrosion Scythe and Demon Hunter Sword are the locked pair. After that, read the lobby.
The boot slot first. Swift Boots is for games where the enemy cannot reliably pin the real Sun and you are free to keep hitting. Tough Boots is the answer when chain crowd control is the reason you are losing your first body. Warrior Boots only makes sense when the lane is almost entirely physical chip and the enemy does not threaten real CC chains.
Then the real conversations:
One more rule matters here: do not stack dead passives by accident. Corrosion Scythe's Impulse does not stack with Feather of Heaven's Impulse, so forcing both is wasted value. Sun wants each slot to solve a different problem, not to repeat the same label on the tooltip.
Picking Sun to win a fair EXP lane. This is the cleanest way to grief your own draft. If the enemy already showed X.Borg, Ruby, or another reliable clone clearer, your lane is not supposed to be pretty. The correct adjustment is to play for side pressure timing, not to force brute-strength trades the hero does not own.
Opening every fight with Swift Exchange. The conceal and reposition on S2 are one of the few ways Sun can dodge a key answer. If you spend that tool just to start contact, the enemy gets to throw their real crowd control at the body that matters. Make the clone appear first. Make them answer that. Then move the real Sun.
Using Instantaneous Move when your clones are not ready. Sun's burst looks fake when only one body connects, and that is because it is fake. S3 is strongest when it turns three bodies into one target at the same time. If one clone is still on minions or out of leash range, wait half a second instead of donating your best collapse button.
Staying in lane after the answer has already arrived. Once the enemy mid disappears and the roamer has been missing for five seconds, the side lane is no longer a duel. It is bait. Sun makes money by surviving long enough to pressure the next wave, not by dying for one extra plate because the tower is "almost gone."
Grouping for every neutral fight with no side setup. If Lord is spawning and your opposite side wave is dead, your split pressure is gone and Sun becomes a mediocre teamfighter. But the opposite mistake is even more common: players rotate into a neutral fight while a stacked side wave is already marching into enemy tower. If the wave is about to demand two defenders, do not abandon the only reason you were drafted.
Tip
Throw S1 into the side bush before you walk up to a dangerous wave. The clone checks vision for free and gives you an instant S3 anchor if somebody is camping the lane.
Tip
If the enemy keeps matching you with a tank, stop trying to prove you can kill them. Shove the next wave, disappear into jungle fog, and force the mage or marksman to reveal instead. Sun wins by making the wrong person answer.
Tip
Vengeance is strongest when all three bodies are already hitting, not when you are still walking in. Press it too early and the enemy kites it out. Press it as contact starts and the return trade suddenly stops being favorable for them.
Enemies hit by Sun and his Doppelgangers will have their Physical Defense reduced by 5% (stacks up to 6 times). Sun recovers HP equal to 75 plus 25% of the Doppelganger's Physical Attack each time a Doppelganger deals damage. Sun and his Doppelgangers' Basic Attacks deal 50 extra damage to Creeps.
Sun hurls his Golden Staff in the target direction, dealing 200 (+40% Total Physical Attack) Physical Damage to enemies in its path. Upon hitting an enemy hero or Creep, or reaching the maximum range, the Golden Staff morphs into a Doppelganger that lasts 5s and inherits 40% of Sun's attributes (and a portion of his Attack Effects). Endless Variety and Swift Exchange are learned and upgraded together and share the same cooldown.
Sun hurls his Golden Staff in the target direction, dealing 200 (+40% Total Physical Attack) Physical Damage to enemies in its path. He conjures a Doppelganger at his location that lasts 5s and inherits 40% of his attributes (and a portion of Attack Effects). Meanwhile, Sun conceals himself and moves with the Golden Staff.
Sun commands his Doppelgangers to strike at the target enemy with him, dealing 270 (+40% Total Physical Attack) Physical Damage and slowing the target and enemies behind them by 20% (can be stacked) for 1.5s. This counts as Basic Attack damage and can trigger Attack Effects but cannot Crit.
Sun summons a Doppelganger that lasts 8s and inherits 70% of his attributes and a portion of his Attack Effects. The Doppelganger takes increased damage.
In teamfights, Sun can start with his Ultimate to summon a Doppelganger, and approach the enemy with his 2nd Skill. Finally, he can use his 2nd Skill and Basic Attacks to deal damage.
Use Sun's 1st Skill to chip away at enemies, and close the distance once they're low on HP with his 2nd Skill. Then use his 3rd Skill to deal a burst of damage with his Dopplegangers. Sun can start with his Ultimate to summon a Doppleganger, then Blink on the enemy with his 2nd Skill, and finally use his 3rd Skill and Basic Attacks finish them off.
These heroes have the highest win rates against Sun in ranked matches. Pick any of them for a statistical advantage in draft.

Joy has a statistical edge over Sun based on ranked matchup data. Pick Joy to gain an advantage in draft.
51.3%

Fighter heroes with Lifesteal can counter Sun, however. For example, heroes like Ruby can steal a lot of HP by hitting Sun and his Dopplegangers.
48.2%
Sun performs well against these heroes. Consider picking Sun when you see them on the enemy team.

Sun has a strong early game advantage over Cici. Control the tempo before Cici scales.
47.8%
Sun struggles the most in the late game, where counters average a 55.2% win rate. Early game matchups are tighter at 52.3%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Sun in late team fights.
Sun is vulnerable here
Even matchup phase
Sun is vulnerable here
Flicker
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Heroes that synergize well with Sun in team compositions.




Sun is the Monkey King, a celestial warrior who was once among the mightiest beings in the heavenly realm. His boundless pride and defiance of the celestial order led to a severe punishment. He was cast down to the mortal Land of Dawn, stripped of much of his divine power. Armed with his legendary Golden Staff, which can extend infinitely and summon shadow clones of himself, Sun now walks among mortals seeking redemption through righteous battle. Though humbled, his fighting spirit remains unbroken, and he believes that by defending the weak and defeating true evil, he will one day reclaim his place among the stars.
Famous quotes from Sun
“The Monkey King bows to no one!”
- Sun
“A thousand clones, a thousand fists!”
- Sun
“Even the heavens could not contain me!”
- Sun
“My staff strikes without mercy!”
- Sun
“The Great Sage returns... stronger than ever.”
- Sun