Martial Genius
Updated Apr 20, 2026
Yin is a jungle fighter built around one question: can you find the right target and beat them alone in eight seconds? Everything in his kit feeds that question, and understanding its limits is what separates players who win with him from players who feed their own team.
Win Rate
48.38%
Pick Rate
0.6%
Ban Rate
3.34%
Sustained DPS
Emblem
Fighter Emblem
Battle Spell
Retribution
Weak Against
Strong Against
Yin should use his 1st Skill to gain Movement Speed and then his 2nd Skill to get close to a key enemy and hit them with his enhanced Basic Attack before trapping them in his Ultimate. In Lieh form, use his 2nd Skill to stun the enemy and finish them off with his 1st Skill.
Yin earns his slot when three things line up simultaneously: the enemy team has a squishy, immobile carry your team cannot otherwise reach, their lineup has no heroes who specifically break the domain, and your remaining four teammates can hold a four-on-four for eight seconds without collapsing.
That third condition is the one most Yin players skip. When My Turn activates, Yin removes one hero from the teamfight and vanishes for up to eight seconds. Your four face their four. If your four cannot hold, it does not matter whether Yin wins the domain, because the game will be over by the time he exits.
Five specific enemy picks turn Yin from a weapon into a liability. Kaja can suppress Yin before he finishes the pre-ult combo, stopping the pull entirely. Franco hooks him mid-approach, burning Yin's positioning and giving the enemy a free cooldown window. Argus activates his ult right before the killing blow inside the domain, becomes invincible, and waits Yin out until the arena expires. Zhask at level 4 summons Nightmaric Spawn inside the domain, forcing Yin to kill two bodies in eight seconds with no assistance. Sun fills the domain with doppelgangers that scatter Yin's target priority and dilute his damage window.
Against any two of those five on a single team, Yin is the wrong pick. Conversely, lock him when their carries are fragile immobile threats like Clint or Layla, no Franco or Kaja is in the draft, and your team has a frontline that can peel for eight seconds while Yin works. The disqualifying test before you lock: can you name which specific enemy hero dies in the domain, and confirm none of the five domain-breakers are in the lineup?
Yin's passive deals 120% increased damage when no allied heroes are within four yards of him. He is not just a 1v1 specialist by design. He is literally weaker when playing with his team.
Every skill reinforces that isolation loop. Charged Punch gives a burst of movement speed plus an enhanced basic attack that fires a follow-up punch on hit, functioning as a gap closer that loads the next skill window. Instant Blast dashes Yin forward and drops a Golden Ring that follows up a second later with a one-second stun, which is the entry point for My Turn. My Turn seals one enemy in a domain where no outside skills can interfere, transforms Yin into Lieh with stronger abilities and added physical and magic defense, and resets Frenzy Strike and Instant Blast cooldowns if Lieh secures the kill. He exits the domain with bonus Lieh time remaining to press a second objective.
Yin carries no mana. Farming, skirmishing, and repeated domain attempts cost nothing except cooldowns. That removes the resource leak that slows down most fighters after extended fights, but it does not remove the health cost. The domain is a clean fight, and clean fights go to whoever enters with more HP.
Stay out of your team's cluster for the first six minutes. Two allied heroes within four yards costs you the passive damage bonus. The early game goal is farm tempo and isolated skirmishes, not early five-man rotations.
War Axe into Hunter Strike, typically finished between 7 and 9 minutes.
War Axe builds Fighting Spirit stacks during extended fights, adding physical attack per hit up to six stacks. At six stacks it converts 10% of all damage dealt to true damage. Inside the domain, where Lieh's Frenzy Strike fires up to 10 hits in rapid succession, those stacks build in the first two seconds of the fight. Hunter Strike adds physical attack plus cooldown reduction, and its Retribution passive fires a burst of movement speed after five consecutive hits, letting Yin reposition mid-domain or chase a fleeing target on exit. Both items contribute cooldown reduction, pulling My Turn's base 60-second cooldown meaningfully lower across the game.
Before both items complete, Yin can pick off isolated targets but struggles in a fair fight against a well-itemized midlaner. After them, the domain becomes close to a guaranteed kill against any hero without a defensive ult. That is the window to start hunting.
The reflex when you spot a low-HP enemy carry is to immediately press My Turn. That reflex is what gets Yin reported after a wasted ult.
Three checks before pressing the ult: your HP versus theirs (you need to be above them, not just alive), whether their defensive ult cooldown is available (Argus is the obvious one, but Uranus and Alice also extend their survival windows significantly inside the domain), and whether any of the five domain-breakers listed in section one are within cast range.
When the checks clear, the approach is S1 to trigger the speed boost and close the gap, S2 during the approach to drop the Golden Ring, then My Turn during the one-second stun window that follows.
Three rules once Lieh is active inside:
If your support is Angela or Rafaela, they cannot affect what happens inside. You are fully alone in the domain, which means no external heals and no peel. Every HP point you enter with is all you get.
War Axe, Hunter Strike, and Warrior Boots (upgraded to Ice Retribution after 15 Retribution stacks) are locked in every game. They provide the fighting spirit stacking, cooldown reduction, true damage conversion, movement tools, and the jungle scaling. The Ice Retribution upgrade adds a slow to the evolved spell on enemy heroes, enough to land the Golden Ring follow-up on targets who juke the S2 dash.
That leaves two real conversations per game.
Slot 4 defaults to Brute Force Breastplate: HP, CDR, and at full stacks 15% control duration reduction, which shortens any CC applied to Yin between engages. Swap it for Queen's Wings when the enemy has heavy burst assassins or mages. Queen's Wings' Demonize passive triggers 30% damage reduction when Yin drops below 40% HP, and its Defiance passive increases Yin's damage for every HP he has lost, which pairs well with the domain's isolated fight dynamic.
Slot 5 depends on state. Blade of Despair when you are ahead: the Despair passive activates before damage connects against targets below 50% HP, so the 25% physical attack bonus applies to the killing hit inside the domain. Malefic Roar against tank-heavy lineups, since Armor Buster scales penetration against enemies with high physical defense. Immortality when the game is volatile and Yin keeps getting caught before he can set up the approach.
For boots, Tough Boots can replace Warrior Boots against heavy CC compositions where stun duration is the primary risk. The tradeoff is losing Valor's physical defense stacking, so only switch when the enemy has three or more hard-CC heroes.
Ulting Argus with his ult available. Argus presses Undying Fury at the moment Yin lands the killing blow inside the domain, becomes invincible for the remaining duration, and exits at full health when the domain expires. Check Argus's ult icon on the side portrait before entering. If it is lit, walk away and force him to blow it on a different fight.
Opening S2 before S1 in the approach. S1 grants 60% extra movement speed that decays over three seconds. Using that speed window to close the gap before triggering S2 is the correct sequence. Reversing the order means the Golden Ring lands but Yin is still at distance when the stun expires, and the target walks out of ult range.
Entering the domain at lower HP than the target. The domain removes all external help. If the target has 60% HP and Yin has 50%, the fight starts against Yin before accounting for any defensive item they carry. Patience before the ult costs nothing. Forcing a bad domain fight costs the ult cooldown and usually Yin's life.
Grouping with two or more allies before initiating. Two allied heroes within four yards drops the passive damage bonus. Walking into position alongside your carry and tank makes Yin objectively weaker before the fight begins. Split off 3 to 5 seconds before pressing the approach so the passive has time to confirm.
Ulting Zhask at level 4 or beyond without baiting Nightmare first. Nightmaric Spawn enters the domain alongside Zhask and continues dealing damage. The two-body problem inside a sealed arena regularly flips fights Yin would otherwise win cleanly. Either ult Zhask before he hits level 4, or wait for Nightmare to be on cooldown from a skirmish before committing.
Tip
Lieh exits the domain with Frenzy Strike and Instant Blast cooldowns fully reset if he secures the kill. Move toward the nearest objective or the next-lowest-HP enemy immediately on exit. The 8-second Lieh window is a second fight window, not recovery time.
Note
Yin carries no mana, which means aggressive Charged Punch usage in the jungle costs nothing except cooldown. Spam it on camps to practice the approach rhythm so that the S1 into S2 into ult sequence is mechanical by the time you need it in a real fight.
Tip
If My Turn fails to pull the target because they dashed away, the ult enters only a 3-second cooldown instead of the full timer. Do not hesitate to throw the ult at mobile targets; a miss costs almost nothing, and the threat alone forces their dash early.
Note
Master Assassin (Assassin Emblem standard talent) increases damage to lone heroes by 7%. Yin's passive and Master Assassin stack independently, meaning he deals higher base damage and bonus penetration simultaneously when the target is isolated. Always check that no allied hero is near the target before engaging to get both bonuses active at once.
If there are no allied heroes within 4 units of Yin, his damage is increased to 120% and he gains 8% Spell Vamp.
Yin gains 60% extra Movement Speed (decays over 3s). Yin can launch an enhanced Basic Attack that deals 25 (+100% Total Physical Attack) Physical Damage within the duration. Upon hitting an enemy with the enhanced Basic Attack, Yin will throw another charged punch forward, dealing 360 (+200% Extra Physical Attack) Physical Damage to enemies in the path. Successfully throwing the charged punch reduces the skill's cooldown by 35%.
Yin dashes forward, leaving a Golden Ring behind while dealing 75 (+35% Extra Physical Attack) Physical Damage to enemies along the way. He gains 30% extra Damage Reduction for 4s if an enemy hero is hit. After 1s, the Golden Ring will catch up with Yin, dealing 150 (+70% Extra Physical Attack) Physical Damage to enemies it passes through and stunning them for 1s.
After a short delay, Yin locks onto an enemy hero (cannot lock onto pets or clones) and pulls them into a domain for up to 8s and turns into Lieh. When in the domain, the two cannot be affected by other heroes' skills. Lieh has stronger skills and 50 extra Physical & Magic Defense that last 8s. The domain will end early if either of the two is killed. If Lieh successfully kills the enemy, he'll recover 20% of his Max HP, leave the domain with the cooldowns of Frenzy Strike and Instant Blast reset, and continue to fight as Lieh for 8s. If Yin fails to pull his target into the domain, the skill will enter a 3s cooldown.
Yin should use his 1st Skill to gain Movement Speed and then his 2nd Skill to get close to a key enemy and hit them with his enhanced Basic Attack before trapping them in his Ultimate. In Lieh form, use his 2nd Skill to stun the enemy and finish them off with his 1st Skill.
In the laning phase, Yin should use his 1st Skill to gain Movement Speed, then use his 2nd Skill to dash behind the enemy so the Golden Rings will stun them on their return, and end with his enhanced Basic Attack.
These heroes have the highest win rates against Yin in ranked matches. Pick any of them for a statistical advantage in draft.
Yin performs well against these heroes. Consider picking Yin when you see them on the enemy team.

Yin can close the gap on Yve and win fights at close range where mages are vulnerable.
51.5%
Yin struggles the most in the late game, where counters average a 50.4% win rate. Early game matchups are tighter at 37.8%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Yin in late team fights.
Yin is strong here
Yin is strong here
Even matchup phase
Fighter Emblem
Retribution
Fighter Emblem
Retribution
Fighter Emblem
Retribution
Heroes that synergize well with Yin in team compositions.




Yin is a street fighter from the back alleys of the Cadia Riverlands who harbors a powerful demon named Lieh within his body. By day, Yin is an energetic young brawler who fights with his fists. When he activates his ultimate, My Turn, he drags a single enemy into a separate domain where he transforms into the fearsome Lieh and battles them one-on-one. The duality of Yin's gentle nature and Lieh's ferocity creates an unpredictable fighter that no enemy wants to face alone.
No voice lines available for Yin yet.