Honor of Kings · Global · Hero Guide

SIMA YI

The Shadowreaper

"A ruined soul, with unfathomable power."

FULL RUNTIME · 0:00 — 4:50

A.) Hook & Identity

"Everyone is a shadow in the dark — but only one man weaponized the dark itself. The Shadowreaper doesn't chase you down. He already knows where you're going — and he's already there, scythe raised, waiting for you to use your next skill. In this guide, I'll show you how to read the battlefield like a chess grandmaster, strike from the shadows, and make Sima Yi the most feared jungler your enemies never saw coming."

B.) Skill Showcase

"Sima Yi's kit is built around one idea: watch, wait, and punish.

Passive — Quiet Whispers

Whenever an enemy hero uses a skill within 2,000 units, Sima Yi sees them — even through stealth — and gains Shadow Force. After casting any skill, his next basic attack becomes enhanced: he teleports behind the target and deals high magic damage on the first strike, with true damage equal to his Shadow Force stacks, doubled. Every subsequent scythe swing adds true damage equal to current stacks, and every 20 Shadow Force consumed extends his attack range by 3%.

Skill 1 — Shadow Stings

Sima Yi launches a spirit projection that races forward for up to 2.5 seconds, dealing magic damage to everything it passes through. When he triggers a basic attack or the duration ends, his body snaps to the spirit's position, dealing another hit and slowing enemies by 25%. During the spirit phase, his body gains crowd-control immunity — gap-closer, dodge tool, and escape all in one.

Skill 2 — Barren Lands

Sima Yi drops a suppression field that silences nearby enemies for 0.75 seconds and deals damage. Inside it, his healing is boosted, and whenever he takes damage, 25% converts into health recovery over 3 seconds — halved for physical hits. Close with Shadow Stings, then drop Barren Lands to silence and sustain.

Ultimate — Death Descends

Sima Yi steps back, charges, then dashes to a target location dealing 500 magic damage on landing — enemies along the path take half. If interrupted, 90% of the cooldown is refunded. While airborne, most abilities pass right through him. Long-range engage, finisher, and escape — aim it into a bush or past the map edge and the landing indicator disappears for enemies."

C.) Core Resource & Combo

"Shadow Force is everything. It builds from Quiet Whispers every time a nearby enemy uses a skill, and it powers the true damage on your enhanced attacks. Drift in, let them spend a skill, then unload.

Your standard gank combo: Shadow Stings to close, enhanced basic attack to snap behind the target, Barren Lands to silence, Smite to burst, Death Descends to finish. When the enemy is already locked down, flip it: Death Descends first, enhanced basic attack, Barren Lands, Shadow Stings to chase or escape.

For skill priority, max Shadow Stings first, then Barren Lands, and level Death Descends whenever you can. Smite is the standard jungle spell. Running mid, Flash or Frenzy are the right calls."

D.) Advanced Mechanics

"There is no ceiling on Sima Yi once you understand what his kit actually does.

Quiet Whispers — the scouting network

Every enemy skill cast within 2,000 units reveals that hero for 5 seconds and gives you Shadow Force. Before you step into a bush, invade, or commit to an objective — check the passive. If it lit up, you know where they are, you know they burned a skill, and the window is open.

The wall blink

The enhanced basic attack is a teleport that passes through walls. Target a jungle monster on the other side, and you're through. Don't stand too close to a wall while clearing or the blink may misfire and reset the camp; when crossing at a diagonal, angle perpendicular for a clean blink.

Flying immunity

While Sima Yi is airborne during Death Descends, most abilities simply pass through him — projectiles, charging attacks, even some ultimates. The exception: lock-on suppression from Liang or Donghuang tracks and connects regardless.

The blindside engage

Cast Death Descends from inside a bush and the landing indicator disappears for enemies. No circle, no shadow — Sima Yi just appears. Once levelled up, Death Descends can also auto-track a target revealed by Quiet Whispers, even without direct vision."

E.) Best Teammates & Tough Matchups

"His two best teammates play into his strengths in different ways. Xiang Yu brings the hard initiation — his teamfight CC reduces enemy damage output and creates the exact window Sima Yi needs to dive in safely. Gan & Mo works differently: their long-range flying swords stack up on a target, and once enough land, Sima Yi has a pre-softened kill to swoop onto.

On the counter side, Liang and Donghuang are the two to respect most. Their suppression ultimates track him through flying immunity and through walls — there is no clean escape once either connects. Never commit to a dive when either is unaccounted for. And the matchup Sima Yi genuinely loves: Kongming. His magic burst feeds directly into Barren Lands' damage-to-health conversion, his skills trigger Quiet Whispers from range, and his low mobility makes him a sitting target for a Shadow Stings dive."

F.) Closing & Retention Hook

"A ruined soul, with unfathomable power — that's how Kongming described him, and that's exactly how your opponents will describe you after this. Watch through your passive. Strike when the skill is spent. Vanish before they can answer. The shadow was never running from the fight. It was circling it. And I'll see you in the next episode."

Shooting screenplay broken into production beats. Record = what to film and what the result must look like. Show = the specific detail that must be legible on screen. Reps = take count and filming environment.

A.) Hook & Identity
Record
  • Open on Sima Yi standing motionless at the edge of a teamfight already in progress — he has not moved or cast anything. Hold for 2–3 seconds while the fight rages around him. This is the "before" moment.
    What happens: contrast between his stillness and the chaos around him. The viewer feels he is reading the situation, not reacting to it.
    Setup: real match footage. Find a moment where Sima Yi is briefly stationary near an ongoing fight.
  • On the VO line "he's already there, scythe raised" — cut to a clip of Sima Yi's enhanced basic attack teleporting him directly behind an enemy carry, followed immediately by the kill.
    What happens: the teleport animation fires, Sima Yi appears behind the target, the carry dies. Kill notification banner visible on screen.
    Setup: real match footage. The kill should be clean and deliberate — not a lucky last hit.
  • End on a freeze of Sima Yi's hero splash art or a heroic in-game pose as the VO finishes.
    Setup: hero splash art or a paused in-game frame. Title card overlays on this image.
Show
Kill notification banner must be clearly readable on screen in clip 2. Splash art or hero pose must fill the frame in clip 3.
Reps
2 takes of the stillness clip; 2 takes of the kill clip. Curate from existing match recordings where possible.
B.) Skill Showcase — Passive (Quiet Whispers)
Record
  • Practice range or custom game with an enemy hero present. Have the enemy hero cast any skill while Sima Yi is nearby. Sima Yi's passive activates — a vision indicator reveals the enemy.
    What happens: the enemy's silhouette or icon lights up on screen, indicating Sima Yi now has vision of them even if they were in a bush or invisible.
    Setup: custom game. Use a hero with a clearly visible skill animation to make the trigger obvious.
  • Immediately after gaining Shadow Force from the passive trigger above, cast any skill and then perform the enhanced basic attack. Show Sima Yi teleporting directly behind the target.
    What happens: Sima Yi vanishes from his current position and reappears behind the target instantly — not a dash, a teleport. The first enhanced strike fires and the Shadow Force gauge empties.
    Setup: continue from the same clip or film as a separate take. The Shadow Force gauge must be visible and non-zero before the attack.
Show
Clip 1: the vision reveal effect on the enemy must be clearly visible. Clip 2: the Shadow Force gauge (yellow bar beneath the mana bar) must be non-zero before the attack and empty immediately after — both states must be readable on screen.
Reps
2 clean takes of each clip. Custom game with an enemy hero. Keep the HUD clearly in frame throughout.
B.) Skill Showcase — Skill 1 (Shadow Stings)
Record
  • Activate Skill 1. Sima Yi's spirit launches forward through a group of enemies while his real body stays behind and becomes immune to crowd control.
    What happens: the spirit graphic travels through the enemies, dealing damage. Sima Yi's body stands still — not moving, not dashing.
    Setup: practice range with multiple dummies, or custom game. Position enemies in a line so the spirit's path through them is clearly visible.
  • While the spirit is active, trigger a basic attack. Sima Yi's body snaps forward to the spirit's current position. Enemies in the path take a second hit and a slow icon appears on them.
    What happens: Sima Yi's body relocates to the spirit; slow icon (downward arrow) appears on enemies in the path.
    Setup: same clip as above — film the full sequence in one take if possible.
  • Optional CC-immunity demonstration: have an enemy throw a stun or knockup at Sima Yi's body while the spirit is active. The crowd control does not connect.
    What happens: the CC animation fires but Sima Yi's body is unaffected — he does not get stunned or knocked up.
    Setup: custom game with a hero that has a clearly visible, obvious CC skill (e.g. a knock-up with a visible projectile).
Show
The spirit graphic must be visually distinct from Sima Yi's body — both should be on screen at the same time so viewers see they are separate. The slow icon on enemies after the body snaps forward must be readable. In the CC-immunity clip, the CC animation and Sima Yi's unaffected body must both be on screen simultaneously.
Reps
2 clean takes of the full spirit-launch-to-snap sequence. 1 take of the CC-immunity clip. Custom game or practice range.
B.) Skill Showcase — Skill 2 (Barren Lands)
Record
  • Cast Skill 2 while standing in a group of enemies. The suppression field appears around Sima Yi; nearby enemies receive the silence debuff and take damage.
    What happens: a field visual appears on the ground around Sima Yi. Silence icons (speech bubble with an X) appear above affected enemies. Damage numbers pop up.
    Setup: custom game with 2–3 enemy heroes grouped close together so the AoE effect is clearly visible.
  • While standing inside the Barren Lands field, have Sima Yi take damage. Show the incoming damage being partially converted to HP recovery (health bar regenerating after the hit).
    What happens: Sima Yi takes a hit, loses some HP, but the HP bar visibly recovers over the next 3 seconds — it ticks upward while he remains inside the field.
    Setup: custom game. Have an enemy deal damage to Sima Yi while he stands inside the field. The HP bar recovery ticking upward is the key visual.
Show
Clip 1: the silence icon on at least one enemy must be clearly readable. Clip 2: the HP bar must visibly tick upward during recovery — zoom in on the HP bar if needed.
Reps
2 takes of each clip. Custom game with enemy heroes present.
B.) Skill Showcase — Ultimate (Death Descends)
Record
  • Standard Death Descends use: Sima Yi steps back briefly, then dashes to a target location. Show the step-back wind-up, the dash, and the landing impact dealing damage.
    What happens: the step-back animation fires for a moment, then Sima Yi flies to the target location. On landing, a damage burst hits enemies at the landing zone. Enemies along the path also take partial damage.
    Setup: custom game with enemies at the landing spot. Film from a side or slight overhead angle so the dash arc is visible.
  • Interrupted ultimate cooldown refund: begin casting Death Descends, then have an enemy interrupt it before Sima Yi lands. Show the cooldown immediately resetting to a very short duration instead of going to full cooldown.
    What happens: the interruption fires, Sima Yi's animation cancels, and the Death Descends skill icon shows only a very short cooldown remaining — not the full 30s.
    Setup: custom game. Use a hero with a clearly visible interruption ability. The skill cooldown icon must be in frame when the refund triggers.
Show
Clip 1: the step-back wind-up before the dash must be visibly distinct — don't cut it off. Landing damage numbers must be readable. Clip 2: the Death Descends skill icon cooldown timer must be clearly visible immediately after the interrupt — show it is near-zero, not full.
Reps
2 clean takes of the standard dash. 1 take of the interrupted cooldown refund. Custom game.
C.) Core Resource & Combo — Shadow Force
Record
  • Show the Shadow Force gauge (yellow bar under the mana bar) incrementing as a nearby enemy hero casts a skill. Each stack gain should be visible as a step up in the gauge.
    What happens: enemy casts a skill → the yellow Shadow Force gauge ticks up by a visible amount. Repeat 2–3 times to show the pattern.
    Setup: custom game with an enemy hero using skills repeatedly. Keep the HUD in frame at all times so the gauge is readable.
Show
The Shadow Force gauge must be clearly readable on screen — zoom in on the resource bar area if it is too small at normal resolution.
Reps
2 clean takes. Custom game. HUD must be fully visible.
C.) Core Resource & Combo — Gank Combo
Record
  • Standard gank combo — film each step as one continuous sequence: (1) Skill 1 activated — spirit launches forward. (2) Enhanced basic attack triggered — Sima Yi's body teleports behind the target. (3) Skill 2 cast — suppression field appears, silence icon on the enemy. (4) Smite used on the target. (5) Ultimate fired toward the fleeing enemy — Sima Yi dashes and lands the kill.
    What happens: the full sequence connects and the enemy dies. Kill notification banner visible.
    Setup: real match footage preferred. If using a custom game, have the enemy hero at about 60% HP so the combo is a realistic one-shot scenario.
  • Alternate (lockdown) combo — film as a continuous sequence: (1) Enemy is already crowd-controlled by a teammate. (2) Ultimate fired directly onto the locked-down target. (3) Enhanced basic attack after landing. (4) Skill 2 dropped. (5) Skill 1 to chase or reposition.
    What happens: Sima Yi arrives via ultimate onto the CC'd target, blinks behind them, silences, and cleans up.
    Setup: real match footage preferred, or custom game with a teammate who can CC the target first.
Show
For both combos: an on-screen input sequence overlay showing which skill fires in which order (Skill 1 → Basic → Skill 2 → Smite → Ultimate for the gank; Ultimate → Basic → Skill 2 → Skill 1 for the lockdown). Kill notification banner must be visible at the end of each combo clip.
Reps
2 clean takes of each combo. Real match footage preferred. Custom game acceptable as fallback.
C.) Core Resource & Combo — Skill Priority & Spell
Record
  • Screen-record the in-game skill-upgrade menu showing the correct level-up order: Shadow Stings (Skill 1) maxed first, then Barren Lands (Skill 2), Ultimate levelled whenever available.
    What happens: the viewer sees the skill-up priority on screen clearly.
    Setup: in-game or practice range screen recording.
  • Screen-record the spell selection screen showing Smite selected as the spell for the jungle build. Then show a second frame or quick cut with Flash and Frenzy highlighted as the mid lane alternatives.
    What happens: Smite is clearly selected for the jungle clip. Flash and Frenzy icons are highlighted for the mid lane frame.
    Setup: spell selection screen recording. Two separate frames or a quick cut between them.
Show
Skill names must be legible in the skill-up menu. Spell icons (Smite, Flash, Frenzy) must be clearly readable with their names visible.
Reps
1 take each. Screen recordings.
D.) Advanced Mechanics — Quiet Whispers Scouting
Record
  • An enemy hero is hiding inside a bush and not visible to Sima Yi. The enemy casts any skill. The passive activates and reveals that enemy's position to Sima Yi — even though they are inside the bush.
    What happens: the enemy is hidden in the bush → they cast a skill → the passive vision indicator fires and the enemy is now visible to Sima Yi for 5 seconds, revealed through the bush.
    Setup: custom game. Have the enemy hide in a bush on Sima Yi's side of the map, then cast any skill. Keep the minimap in frame so the reveal is visible there too if possible.
  • Minimap-focused clip: Sima Yi's passive lights up on the minimap showing where an out-of-vision enemy is located. Show this being used to make a decision — e.g. Sima Yi avoids walking into that area or changes direction.
    What happens: passive fires, minimap shows the enemy's position, Sima Yi adjusts his route accordingly.
    Setup: real match footage preferred.
Show
The passive vision reveal effect must be clearly visible in clip 1 — the enemy should be invisible before the skill cast and revealed after. In clip 2, the minimap must be in frame and the enemy indicator must be legible.
Reps
2 takes of each clip. Custom game for clip 1; real match preferred for clip 2.
D.) Advanced Mechanics — The Wall Blink
Record
  • Sima Yi targets a jungle monster on the other side of a thin wall and uses his enhanced basic attack. He teleports through the wall and appears next to the monster on the far side.
    What happens: Sima Yi is on one side of the wall → enhanced basic attack triggers → Sima Yi appears on the opposite side of the wall next to the monster. The wall does not block him.
    Setup: custom game or jungle clearing footage. Choose a wall in the jungle where the camp on the other side is clearly visible. Film from a top-down or slight overhead angle so the wall and both sides are visible.
  • WRONG clip — diagonal blink failure: Sima Yi attempts the wall blink at a diagonal angle. The blink fails to cross the wall.
    What happens: Sima Yi triggers the enhanced attack at a diagonal to the wall, and the blink does not carry him to the other side — the WRONG label must be visible on screen.
    Setup: same wall as clip 1, but position Sima Yi at a clear diagonal angle to the wall before attempting the blink.
  • RIGHT clip — perpendicular blink success: Sima Yi repositions to face the wall perpendicularly, then triggers the enhanced attack. The blink succeeds cleanly.
    What happens: Sima Yi faces the wall at a 90-degree angle → enhanced attack → he appears on the other side. The RIGHT label must be visible on screen.
    Setup: same wall, same camera angle, Sima Yi now positioned directly perpendicular to the wall.
Show
The wall must be clearly visible as a barrier in all three clips. The WRONG label must be on screen in clip 2; the RIGHT label must be on screen in clip 3. Film from an angle where the viewer can see Sima Yi on both sides of the wall in the same frame.
Reps
2 takes of clip 1 (successful blink). 1 take each of the WRONG and RIGHT clips. Custom game or practice range.
D.) Advanced Mechanics — Flying Immunity
Record
  • Sima Yi uses Death Descends. While he is in the air during the flight animation, an enemy fires a clearly visible projectile or skill at him. The ability passes through Sima Yi without connecting — he takes no damage and no CC.
    What happens: Death Descends launches → enemy skill fires at Sima Yi mid-flight → the skill visibly misses or passes through → Sima Yi lands safely.
    Setup: custom game. Use an enemy with a clearly visible straight-line skill (e.g. a large projectile or obvious ability animation). The miss must be clearly visible to the camera.
  • Counter-example clip (suppression exception): Sima Yi uses Death Descends while a hero with a lock-on suppression ultimate (e.g. Liang) has their suppression active. The suppression connects and tracks him even mid-flight.
    What happens: Sima Yi tries to fly but the suppression locks onto him and connects. The EXCEPTION label must be on screen.
    Setup: custom game with Liang or Donghuang. The suppression hit landing on Sima Yi mid-air must be clearly visible.
Show
Clip 1: the enemy skill animation must be clearly visible both being fired and missing Sima Yi mid-air — slow-mo or a replay clip helps here. Clip 2: the EXCEPTION label must be on screen, and the suppression connecting on Sima Yi mid-flight must be unambiguous.
Reps
2 takes of the flying immunity clip. 1 take of the suppression exception. Custom game.
D.) Advanced Mechanics — Blindside Engage
Record
  • Sima Yi is standing inside a bush. He casts Death Descends toward a group of enemies outside the bush. Cut briefly to the enemy's perspective (or show with split-screen) to demonstrate that the landing indicator circle is not visible to them. Then show Sima Yi landing on top of them.
    What happens: Sima Yi casts from the bush → from the enemy's perspective, there is no warning circle on the ground → Sima Yi materialises and deals landing damage.
    Setup: custom game. Record both Sima Yi's perspective and the enemy's perspective separately, or use a spectator camera that shows both sides. The absence of the landing indicator for the enemy is the key visual.
  • Auto-track clip: Sima Yi's passive reveals an enemy on the minimap (the enemy is not directly visible). Show Sima Yi using Death Descends to automatically home in on the revealed enemy even without direct vision.
    What happens: passive reveals the enemy on the minimap → Sima Yi activates Death Descends → the ultimate tracks to the enemy's passive-revealed position, even through fog of war.
    Setup: custom game. The minimap indicator and the ultimate tracking must both be visible in the clip.
Show
Clip 1: must show both the bush cast and the absence of the landing circle from the enemy perspective — side-by-side or clearly labelled cuts. Clip 2: the minimap passive indicator and the ultimate's auto-track must both be legible on screen.
Reps
2 takes of each clip. Custom game with spectator or split-screen capability for clip 1.
E.) Best Teammates & Tough Matchups
Record
  • Xiang Yu synergy: Xiang Yu uses his initiation and CC to lock enemies down and reduce their damage output. Sima Yi then dives in safely and delivers his full combo.
    What happens: Xiang Yu CC activates → Sima Yi enters with Skill 1 or Ultimate → combo connects → kill or clean escape.
    Setup: real match footage preferred. The Xiang Yu CC and Sima Yi's entry must both be visible in the same clip.
  • Gan & Mo synergy: Gan & Mo lands several flying swords on a target from long range, visibly stacking damage. Once enough swords have landed, Sima Yi dives onto the pre-softened target and finishes the kill.
    What happens: Gan & Mo's flying swords hit the target clearly — show the stacks landing — then Sima Yi dives and kills.
    Setup: real match footage preferred. The flying sword stacks must be clearly visible on the target before Sima Yi moves.
  • Counter clip — Liang or Donghuang suppression: Sima Yi attempts Death Descends to escape after the suppression connects. The suppression tracks him mid-flight and stops him.
    What happens: suppression fires → Sima Yi tries to fly → suppression connects and cancels his escape. The COUNTER label must be on screen.
    Setup: custom game with Liang or Donghuang. Film from an angle where both the suppression effect and the interrupted flight are clearly visible.
  • Kongming favourable matchup: Sima Yi uses Shadow Stings to close on Kongming, enhanced basic attack to appear behind him, then Barren Lands to silence before Kongming can escape. Show how quickly the dive connects and how little Kongming can do in response.
    What happens: Sima Yi dives Kongming, the full combo connects before Kongming can disengage, kill follows.
    Setup: real match footage preferred. The speed of the dive and Kongming's inability to escape must both be clear.
Show
Xiang Yu clip: CC effect and Sima Yi's dive in the same frame. Gan & Mo clip: flying sword stacks clearly visible on target before Sima Yi moves. Counter clip: COUNTER label on screen; suppression connecting through Death Descends flight must be unambiguous. Kongming clip: kill notification banner visible; the ease and speed of the dive must be apparent.
Reps
2 takes of each. Real match preferred for synergy and Kongming clips; custom game for the Liang/Donghuang counter.
F.) Closing & Retention Hook
Record
  • Montage of 3–4 clean Sima Yi plays — passive reveal leading to a kill, a wall blink escape, a blindside Death Descends from a bush, a flying-immunity dodge. Pace should be calm and precise, not frenetic.
    What happens: a sequence of high-level plays that demonstrate each mechanic covered in the guide. Each clip is 3–5 seconds.
    Setup: real match footage. Curate from earlier clips in this production or dedicated recording sessions.
  • Final hold on Sima Yi's splash art or a still in-game pose as the last VO line plays. Leave frame space for the subscribe and next-episode end-screen card.
    What happens: a clean, still hero image fills the frame. End-screen card animates in over this background.
    Setup: splash art file or a paused in-game frame.
Show
Montage clips should each be clearly labelled with the mechanic they demonstrate (e.g. "PASSIVE REVEAL," "WALL BLINK," "BLINDSIDE ULT," "FLYING IMMUNITY"). Splash art or hero pose must fill the frame cleanly in the final hold.
Reps
Curate 3–4 clips from earlier in production. 1 take of the final splash art hold.