Leave It to Me
If there are no nearby allies within 4 units, Yin's damage is increased to 120% and gains 8% Spell Vamp.
Always active — no cooldown

Domain-pulling Fighter who transforms into Lieh for an inescapable duel.
Yin is a Fighter-Assassin hybrid who deals extra damage and gains Spell Vamp when fighting alone, punishing enemies who get isolated from their team. His ultimate pulls a single enemy into a shared domain where neither hero can be affected by outside skills, and Yin transforms into the stronger Lieh form to force an uninterruptible duel.
Landing My Turn's isolating pull at the right moment and winning the forced 1v1 as Lieh requires accurate reads on which target he can actually beat.
Max Instant Blast first for damage and the delayed stun, level Charged Punch second for the trade tool, and take My Turn at 4, 8 and 12.
If there are no nearby allies within 4 units, Yin's damage is increased to 120% and gains 8% Spell Vamp.
Always active — no cooldown
As Yin, Charged Punch grants bonus Movement Speed and empowers his next Basic Attack; landing that attack fires a follow-up punch forward for Physical Damage and refunds part of the skill's cooldown. As Lieh inside his ultimate's domain, the skill becomes Frenzy Strike, a rapid series of ground smashes that deal Physical Damage and slow enemies while granting Crowd Control immunity.
Yin gains bonus Movement Speed and an empowered next Basic Attack; if that attack hits an enemy, Yin throws a charged punch forward for Physical Damage to enemies in its path, and the skill's cooldown is reduced.
Lieh unleashes a rapid series of smashes in front of him, each dealing Physical Damage and slowing enemies hit; the smash speed increases early on and briefly locks onto nearby enemies, while Lieh is immune to Crowd Control for the duration.
Cooldown not recorded
Yin dashes forward leaving a Golden Ring behind him, dealing Physical Damage to enemies along the way; after a short delay the ring catches up to deal further Physical Damage and stun enemies it passes through, and Yin gains Damage Reduction if an enemy hero is hit. As Lieh, Instant Blast instead plays out as a flying kick with the same Golden Ring follow-up, but hits harder and stuns longer.
Yin dashes forward, leaving a Golden Ring behind him and dealing Physical Damage to enemies in his path. After a short delay the Golden Ring catches up to Yin, dealing further Physical Damage and stunning enemies it passes through; Yin gains Damage Reduction if an enemy hero is hit.
Lieh strikes forward with a flying kick, leaving a Golden Ring behind him and dealing Physical Damage to enemies in his path. The Golden Ring then catches up for further Physical Damage and a longer stun than Yin's version, with the same Damage Reduction on hitting an enemy hero.
Cooldown not recorded
After a short delay Yin pulls an enemy (excluding pets and clones) into his domain for up to 8 seconds and turns into Lieh. When in the domain, the two cannot be affected by other heroes' skills. Lieh has stronger skills and gains 50-80 Physical & Magic Defense that lasts for 8 seconds. The domain will end early if any of the two hero is killed.
Our source cuts this description off mid-sentence — the rest is not shown.
Signature combo
Core items in buy order, with the emblem, talents and battle spell that go with them.
7,250g total
Default pick for jungle skirmishes and 1v1 picks on isolated targets.
Battle spell
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
Immortality — A second life to guarantee he wins the 1v1 once My Turn commits him to the domain.
Wind of Nature — Against physical burst that kills him before he can isolate a target.
Dominance Ice — 40 Physical Defense and Lifebane's anti-heal versus the attack-speed carries he has to chase down.
7,120g total
When the enemy stacks physical defense and the domain duel needs to end faster.
Battle spell
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 — Against lifesteal or sustain targets that can outlast him inside the My Turn domain.
Blade Armor — Versus crit-reliant Marksmen he might pull into the domain.
Queen's Wings — Extra effective HP for a longer, safer duel.
The heroes that make this matchup hard, and the mechanic that does it.
Heroes whose own counter list names Yin — the same matchup, read from the other side.
Duo partners whose kit completes this one.
Only commit My Turn on a target you can actually beat 1v1 — it locks both of you in with no team interference
Fight alone in skirmishes and picks to keep Leave It to Me's damage and Spell Vamp bonus active
Track Instant Blast's Golden Ring return path — the stun lands about a second after the initial dash
Lean on Frenzy Strike's control immunity during the domain fight to tank through CC the enemy tries to save the duel with
Yin is moderately difficult — his combo is simple, but choosing the right target for My Turn's forced 1v1 and reading whether he can win it takes game sense.
A physical sustain build with Endless Battle, Blade of the Heptaseas, and Queen's Wings covers most games, giving lifesteal and durability to win the domain duel.
Ranged, mobile heroes like Wanwan and Zhask counter Yin by kiting or attacking from range inside his ultimate's domain, where his melee kit struggles to close distance.
Yin can play jungle or the EXP lane — he clears camps or solos the top lane, then looks for isolated targets to pull into a domain duel.