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Sima Yi

Sima Yi

JungleAssassinMageDifficulty: Normal

Win, Pick and Ban Rates

Jungle
B
Tier / Pop
53.77%
Win Rate
0.71%
Pick Rate
0.16%
Ban Rate

Change vs 2026-09-25

Tier
C → B
Win Rate
−0.1pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3257
Max MP
620
Physical Attack
173
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
375
Attack Range
Ranged
HP Regen / s
45
MP Regen / s
15

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Arcana weighted to HP and penetration
  • Smite

When the enemy team leans physical and you want a thicker HP pool

Runeblade leads at 2160G, stacking +6 magic attack for every monster killed, up to 25 stacks. Boots of the Arcane are the 700G second buy, so by 2860G Sima Yi already holds +50 movement speed and 60-120 magic penetration. The arcana pair five Nightmare slots with five Fate slots, which is where the +168.5 max HP and +11.5 physical defense come from. Totals land at +911 magic attack, +2018.5 max HP and +76 magic penetration - thicker in both HP and penetration than build 2.

Build 2Arcana weighted to magic attack
  • Smite

When the enemy skips magic defense and you would rather grow magic attack than penetration

Same six items in the same buying order as build 1; only the arcana differ. Five Nightmare and five Fate slots become nine Omen plus one Nightmare, weighting the setup toward raw magic attack. The total reaches +932 magic attack, 21 more than build 1. The trade is max HP down to 1850 and magic penetration down to 66.4.

This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.

Strategy Guide

Playstyle

A mid-range assassin who sees enemies whenever they cast skills, then dives with a silence attached. Mechanically normal-difficulty, but his real power is converting vision into aggression.

Best for: anyone who plays off information rather than reflexes. Every enemy cast shows you where they are, and knowing first is what lets you pick the target for the silence.

Recommended Combos
Strike From Behind

Press Basic Attack and Sima Yi travels to wherever the spirit stands, with that first strike landing behind the target. True damage equals his Shadow Force, and only that opening hit doubles it. Shadow Force builds 10 at a time whenever an enemy casts a skill within 2,000 range, so he hits hardest right after they commit.

Charge In and Silence

Skill 3 halves its damage against enemies caught along the path, so angle it to land directly on the one target you want. Once you are on top of them, the silence shuts down their answer, and casting the skill has already re-armed the scythe. An interrupted charge returns 90% of the cooldown, which makes showing the wind-up a cheap way to bait out a dodge.

Use the Spirit as Your Exit

The spirit moves fast, and Sima Yi holds crowd control immunity the whole time he is steering it. Silence the chasers with Skill 2, then press Basic Attack to snap back to wherever the spirit ended up. The same trip fires when its 2.5s runs out, so a missed input still gets him out.

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
  • Energy charged by enemy skill casts plus a behind-the-target teleport gives elite ambush power
  • Skill 2's silence and 25% magic-damage healing make him a nightmare for mages
  • Skill 1 grants him crowd control immunity and relocates him to the spirit, working as both gap-closer and escape
  • An interrupted Skill 3 refunds 90% of its cooldown, so he can always re-engage
Weaknesses
  • Healing is halved against physical damage, so marksmen grind him down
  • Damage depends on passive energy — enemies who hold their skills starve him
  • A clear damage trough opens right after his empowered basics are spent
  • Low base durability; a failed kill attempt invites an instant counter
Early Game Strategy

Sima Yi lives in the mid lane. Before level 4, keep an eye on your Passive: every skill an enemy hero casts nearby feeds you 10 energy, up to 50. When you are near the cap, harass with the empowered basic attack — its first hit teleports you behind the target, so even enemies hugging their minion wave can't hide from it. Into a mage matchup, Skill 2's passive heals you for 25% of magic damage taken, which means you can accept extended trades. One hard rule: never step forward while both your mana and your energy are empty.

Mid Game Strategy

Once the 4-minute Tyrant contest starts, shove mid and rotate for ambushes on the side lanes and jungle. Skill 1 sends out a fast-moving spirit, but the crowd control immunity belongs to Sima Yi himself, not to the spirit. For the 2.5 seconds you probe ahead with it, nothing can lock your body down. Coming in sideways through brush is ideal. A basic attack — or the spirit expiring — pulls you to its position, so the long way around still closes fast. Chip with the behind-the-back empowered basic, then land Skill 2's 0.75-second silence to lock out their blink or CC before finishing the job. Your Passive also grants vision of enemy heroes who cast skills, so anyone charging a skill in brush gives away their position and hands you the ambush.

Late Game Strategy

Past 15 minutes, with Savant's Wrath and Void Staff complete, your one-shot threat is real — but you're as fragile as ever. Let teammates take the first hit in teamfights, and move only after the enemy has dumped skills, feeding you both energy and vision. Your Ultimate is a backstep into a long charged dash that works for offense or escape, and since an interrupted charge refunds 90% of the cooldown, deliberately showing the wind-up to bait enemy CC becomes more and more valuable as the game goes on.

Teamfight Strategy

Your spot in a brawl is second wave. Because enemy skill casts charge your energy, entering from the flank right after their engage beats opening with a full combo — better damage, better safety. Hunt the isolated mage or marksman: the instant the empowered basic teleports you behind them, layer Skill 2's silence so they physically can't press their escape while you shred them. Skill 1 is effectively a blink since you can relocate to the spirit's position, so keep one charge in reserve as an exit — it changes your survival rate completely.

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
1.66%

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.

First Skill to Level Up

Official pickSkill 2: Barren Lands
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Quiet Whispers
Passive

Quiet Whispers

VisionEnhanceDamage
Sima Yi gains vision of enemies casting skills within a range of 2,000 and gains 10 Shadow Force (up to 50).
After using the skill, Sima Yi condenses Shadow Force into a scythe, gaining an enhanced Basic Attack and 20 Movement Speed for 5s. Using the enhanced Basic Attack consumes all Shadow Force.
Each scythe strike deals 230 (230 + 46% magical attack) magical damage and true damage equal to Shadow Force. The first attack allows Sima Yi to dash behind the target and deals 300 (300 + 60% magical attack) magical damage (true damage is doubled).
For every 20 Shadow Force consumed, the enhanced Basic Attack's range increases by 3%.
Lvl 1Lvl 15
Base Damage
230460
First-Hit Damage
300600
Shadow Limit
50100
MSPD
2040
Shadow Stings
Skill 1⏳ CD: 10s | Mana: 60

Shadow Stings

Speed UpImmunityDamage
Sima Yi gains crowd control immunity and begins controlling a spirit with high Movement Speed that lasts 2.5s.
The spirit deals 115 (115 + 23% magical attack) magical damage to enemies it passes through. When Sima Yi uses a Basic Attack or when the spirit's duration ends, Sima Yi moves to the spirit's location, dealing 115 (115 + 23% magical attack) magical damage to enemies in his path and slowing them by 25% for 1s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
115138161184207230
Cooldown
109.69.28.88.48
Slow
25%30%35%40%45%50%
Barren Lands
Skill 2⏳ CD: 7.5s | Mana: 45

Barren Lands

Crowd ControlDamageRecovery
Sima Yi releases spiritual energy and suppresses enemies in the surrounding area, dealing 275 (275 + 55% magical attack) magical damage and silencing them for 0.75s. Inside the suppression zone, Sima Yi gains 10% increased recovery.
Passive: When Sima Yi takes magical damage, 25% is converted into Health recovery for 3s (halved for physical damage).
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
275330385440495550
Cooldown
7.57.26.96.66.36
Recovery Boost
10%12%14%16%18%20%
Death Descends
Ultimate⏳ CD: 30s | Mana: 100

Death Descends

DamageMovement
Sima Yi steps back and charges up briefly, then dashes to the target location, where he deals 530 (530 + 110% magical attack) magical damage (damage halved to enemies along his path).
If this skill is interrupted, 90% cooldown is returned.
Lvl 1Lvl 2Lvl 3
Base Damage
5307951,060
Cooldown
302724

Patch History

Sima YiAugust 27 patch
Buff
Sima Yi — Skill 2 and the ultimate both go up Skill 2 (Barren Lands) • Base damage 250 (+50 per level, 50% magical attack) → 275 (+55 per level, 55% magical attack) Ultimate (Death Descends) • Base damage 500 (+250 per level, 100% magical attack) → 530 (+265 per level, 110% magical attack) What this change means Base values, per-level gains and magical attack ratios all rose together across both skills. Skill 2 goes from 500 to 550 at level 6, a 10% increase; the ultimate goes from 1,000 to 1,060 at level 3, up 6%. The ratios climbed too, 50% to 55% and 100% to 110%, so the real increase runs higher than that once items are counted. Sima Yi grades C in the jungle but wins 53.17% of his games on a 0.5% pick rate (official statistics, retrieved 2026-08-21) — the textbook case of a small, dedicated player pool holding up the numbers, and this patch will only sharpen that. With both the ultimate and Skill 2 hitting harder, his burst in a teamfight is easier to convert.
Sima YiJune 17 patch (S15)
Adjust
Sima Yi — Skill Rework Passive (Quiet Whispers) • Changed from an energy gauge to an MP gauge; skills now cost MP • Gain vision of enemy heroes who cast skills within 2000 range, and 10 Shadow Force per cast (cap 50–100) • Casting a skill summons a scythe that empowers basic attacks and grants 20–40 movement speed for 5s • Empowered basic attacks consume all Shadow Force; every 20 Shadow Force widens their range by 3% • Each scythe hit deals 230–460 (+46% magic power) magic damage plus true damage equal to the Shadow Force spent • The first attack after summoning teleports behind the target for 300–600 (+60% magic power) magic damage, with doubled true damage • Initial damage 330–660 (+70% magic power) → 300–600 (+60%) Skill 1 (Shadow Stings) • Base damage 100 (+20/lv, 20% magic power) → 115 (+23/lv, 23%) • Cooldown now starts when the skill ends rather than when it is cast. Removed bonus damage to non-hero units Skill 2 (Barren Lands) • Passive healing: was 50% of magic damage taken restored over 2s → now 25% over 3s, halved again against physical damage • New: creates a 3-second zone that increases healing by 10% (+2% per level) while you stand in it • Cooldown 6s (-0.2s/lv) → 7.5s (-0.3s/lv) • Base damage 250 (+50/lv, 35% magic power) → 250 (+50/lv, 50%) Skill 3 (Death Descends) • New: if the cast is interrupted, the cooldown is reduced by 90% What this means Swapping his resource from energy to MP is the structural change here — you now have to account for mana in your items and arcana. His sustain was cut hard, and because healing is halved again against physical damage, he is far less durable against AD-heavy compositions than he used to be. In exchange his offense around Shadow Force improved, and scythe hits carry true damage that cuts through tanky targets. The 90% cooldown refund on an interrupted ultimate is effectively a safety net: a cast that used to be a total loss when disrupted is now something you can commit to.

Other Jungle Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). 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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