Throws decoy clones of himself to split enemy fire and shred defense.
FighterEXP LaneJungleDeals physical
Sun hurls his Golden Staff to spawn Doppelgangers that inherit his stats and attack effects, splitting enemy attention between himself and his lookalikes. Swift Exchange lets him swap places with a hidden clone to fake a retreat or ambush from stealth, while Simian God stacks physical defense shred on anyone his clones hit and heals him off their damage. Clone Techniques adds a near-full-strength decoy that soaks a teamfight combo meant for him.
Difficulty
Hard
Specialities
PushDamage
Baiting enemies onto the wrong Doppelganger with Swift Exchange's stealth swap and timing Endless Variety through a fight both take real reps to execute consistently.
Beaten by
93 hard
Strong into
24
Best duos
10
Builds
3
At a glance
Damage
7 of 10
Durability
6 of 10
Crowd Control
3 of 10
Mobility
7 of 10
Utility
6 of 10
Rated against the whole roster, not against their own class.
When Sun is strong
Attributes
Damage
7
Durability
6
Crowd Control
3
Mobility
7
Utility
6
Strengths
Doppelgangers from all three skills bait enemies into wasting cooldowns on a decoy.
Simian God stacks up to 40% physical defense shred and heals Sun off clone damage.
Swift Exchange's stealth swap fakes a death or ambushes from a hidden position.
Clone Techniques adds a full-duration decoy that soaks a combo meant for the real Sun.
Weaknesses
Doppelgangers vanish after 5-12 seconds and hit for less than Sun, so a whiffed clone wastes the whole combo.
No hard crowd control of his own — he needs a teammate's CC to lock down a target his clones expose.
Once enemies learn to track his real health bar or attack animation, the deception stops working and he fights at a damage deficit.
Simian God's defense shred resets the moment he disengages, so kiting him out of a fight cancels his damage plan entirely.
Skills
Max Endless Variety first for Doppelganger uptime and poke damage, then level Swift Exchange for the stealth-swap mobility; take Clone Techniques at 4, 8 and 12.
Passive
Simian God
DebuffHeal
Enemies hit by Sun and his Doppelgangers will have their Physical Defense reduced by 4% (stacks up to 10 times). Sun recovers HP equal to 50% of the Doppelganger's Physical Attack each time a Doppelganger deals damage.
Always active — no cooldown
What the terms mean(1)
Physical Defense
Deduction of Physical Damage taken. Physical Defense will be affected by the enemy’s Physical PEN but not lower than 0. Actual Physical Damage taken = Physical Damage dealt by enemy 120/(120 + Physical Defense). Physical Defense wi
Skill 1
Endless Variety
AOE
Sun hurls his Golden Staff in the target direction, dealing 200–400 (+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 5 seconds and inherits 40%–55% of Sun's attributes (and a portion of his Attack Effects).
Our source cuts this description off mid-sentence — the rest is not shown.
Cooldown
10s
Mana
70 → 120
Attack effects
40%
Skill 2
Swift Exchange
MobilityAOE
Sun hurls his Golden Staff in the target direction, dealing 200–400 (+40% Total Physical Attack) Physical Damage to enemies in its path. He conjures a Doppelganger at his location that lasts 5 seconds and inherits 40%–55% of his attributes (and a portion of Attack Effects), conceals himself, and moves with the Golden Staff. Sun reappears and retrieves the Golden Staff when it hits an enemy hero or reaches the maximum range.
Our source cuts this description off mid-sentence — the rest is not shown.
Cooldown
10s
Mana
70 → 120
Attack effects
40%
Ultimate
Clone Techniques
Summon
Sun summons a Doppelganger that lasts 12 seconds and inherits 70%–100% of his attributes and a portion 100% of his Attack Effects. The Doppelganger takes increased damage.
“No one can tell what's false and what's real.”
Cooldown
36s
Mana
0
Signature combo
Swift Exchange to conjure a hidden Doppelganger and reposition → Endless Variety to throw a second clone into the fight → basic attacks to trigger Simian God's defense shred, then Clone Techniques in a teamfight to add a third decoy nobody can tell apart from the real Sun.
Sun builds
Core items in buy order, with the emblem, talents and battle spell that go with them.
EXP Lane Bruiser
6,930g total
Default pick when soloing the EXP lane into a mixed-damage matchup.
The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.
Swap in when needed
Sea Halberd — Lifebane's anti-heal also fires off Doppelganger hits, cutting enemy sustain twice as often.
Antique Cuirass — Against skill-combo fighters and assassins stacking burst on him.
Immortality — Second life when he is the one committing Clone Techniques into a teamfight.
Dominance Ice — Against a lifesteal-heavy frontline that outlasts his poke.
Sun EXP Lane Bruiser build: Tough Boots, then Blade of the Heptaseas, then Hunter Strike, then Queen's Wings.
Jungle Split-Pusher
6,850g total
Jungle pick built around fast clears and 1v1 lane pressure to force enemy rotations.
A well-timed Retribution on a low-HP objective — a 'smite steal' — can snatch Turtle or Lord away from a team that appeared to be securing it, often the single biggest swing play of the early-to-mid game.
Swap in when needed
Sea Halberd — Anti-heal against enemy sustain fighters contesting the jungle.
Blade Armor — Against a crit-reliant marksman punishing his extended duels.
Winter Crown — Survives the burst window right after he reveals from Swift Exchange's stealth.
Sun Jungle Split-Pusher build: Swift Boots, then Haas' Claws, then Corrosion Scythe, then Malefic Roar.
Tank-Shredding Split-Push
8,040g total
Against a stacked-defense frontline, or when the plan is to split-push and trade turrets.
Unlike Purify, Sprint does nothing against stuns or roots already applied — it only prevents future slows and outruns melee threats, so it's best on heroes who aren't the primary CC target.
Swap in when needed
Sea Halberd — Keeps enemy sustain in check while he solos a lane.
Antique Cuirass — Against a skill-combo assassin trying to punish his split-push isolation.
Immortality — Insurance against a gank while he is pushing alone.
Sun Tank-Shredding Split-Push build: Warrior Boots, then Malefic Roar, then Blade of Despair, then Queen's Wings.
Who counters Sun
The heroes that make this matchup hard, and the mechanic that does it.
Send Endless Variety or Swift Exchange down a side path before an engage so the Doppelganger is already active when the fight starts.
2
Use Swift Exchange's stealth to vanish mid-chase and let the Doppelganger eat the killing blow instead of you.
3
Stack Simian God to 10 on the frontline tank before shifting focus onto a squishier target — the defense shred carries over to your next target's fight.
4
Save Clone Techniques for a teamfight rather than a duel — its decoy is most valuable when multiple enemies have to guess who to attack.
5
Basic-attack a target your Doppelganger just hit so its inherited attack effects proc again and stack Simian God's heal-back faster.
Sun — common questions
Is Sun good for beginners?
Sun is moderate-to-high difficulty — throwing a Doppelganger is simple, but baiting enemies onto the wrong clone with Swift Exchange's stealth swap and tracking Simian God's stacks takes real practice to use consistently.
What is the best build for Sun?
Tough Boots into Blade of the Heptaseas, Hunter Strike and Queen's Wings covers a standard EXP lane bruiser matchup; switch to the jungle split-push build with Haas' Claws and Corrosion Scythe when he's the jungler instead.
Which heroes counter Sun?
Aldous, Joy and Kimmy are the hardest counters — Aldous's stacking punch combo bursts him down before his shred matters, Joy dashes straight through a Doppelganger onto the real Sun, and Kimmy's long-range magic basic attacks ignore his physical defense shred entirely.
Is Sun a jungler or an EXP laner?
Sun can play both — his push and damage specialities let him solo the EXP lane as a bruiser or take the jungle for faster clears and 1v1 lane pressure, depending on what the draft needs.