
Dun
Skills

Periodic Passive effect: When Health drops beyond a certain threshold, taking damage will enhance him. While enhanced, he recovers Health when hitting enemies with skills and Basic Attacks.

Slashes in the target direction, dealing damage to enemies within range and slowing them. If the skill lands a hit, it can be used again before going into cooldown, dealing damage to enemies in range and launching them.

Deals damage to enemies in range and grants a shield. Enhances the next 3 Basic Attacks to deal extra true damage. Every enhanced Basic Attack hit reduces his Ultimate's cooldown.

Throws his chain blade to the target location, stunning and dealing damage to enemies hit. When max range is reached or an enemy is hit, the chain blade will pull him to its location, dealing damage to nearby enemies.
Strongest Builds for Dun
Mid lane build4 variants

Passive - Swift Grants 50 Movement Speed. Passive - Sanctuary Reduces physical damage taken by 6%–12%. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Cold Steel When taking damage, reduces the attacker's Attack Speed by 20%–40% and Movement Speed by 7.5%–15% for 2.5s. ({cd}: 3s per target)

Passive - Guardian When taking damage exceeding 30% max Health within 3s, restores a total of (320 + 8% {hp}) Health over 3s. ({cd}: 7s)

Passive - Fated Increases {hp} by 4%. Passive - Recovery Recovers 0.5% {hp} every second. Recovery effect is doubled after 3s if not attacked by an enemy hero or tower.

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)

Passive - Swift Grants 50 Movement Speed. Passive - Tough Grants 25% Resistance. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Devastating Blow Basic Attacks and skills deal physical damage equal to 7% {hp} to minions and monsters, and restore Health equal to 50% of the damage dealt (halved for ranged attacks). ({cd}: 2s) Passive - Divine Power Basic Attacks and skills deal physical damage equal to 3.5% {hp} to enemy heroes and towers (halved for ranged attacks). ({cd}: 2s)

Passive - Bloodline Increases Health recovery by 5% for every 10% of Health lost.

Passive - Cold Steel When taking damage, reduces the attacker's Attack Speed by 20%–40% and Movement Speed by 7.5%–15% for 2.5s. ({cd}: 3s per target)

Passive - Mist Veil Grants a shield that negates 400–800 (+7% extra {hp}) magical damage every 15s. Passive - Succubus Converts 15% of extra Magical Defense into Physical Defense.

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Apoplexy Basic Attacks deal an extra (1.5% {hp}) physical damage. When Health drops below 50%, this damage increases by 25%–50%.

Passive - Swift Grants 50 Movement Speed. Passive - Sanctuary Reduces physical damage taken by 6%–12%. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Devastating Blow Basic Attacks and skills deal physical damage equal to 7% {hp} to minions and monsters, and restore Health equal to 50% of the damage dealt (halved for ranged attacks). ({cd}: 2s) Passive - Divine Power Basic Attacks and skills deal physical damage equal to 3.5% {hp} to enemy heroes and towers (halved for ranged attacks). ({cd}: 2s)

Passive - Bloodline Increases Health recovery by 5% for every 10% of Health lost.

Passive - Apoplexy Basic Attacks deal an extra (1.5% {hp}) physical damage. When Health drops below 50%, this damage increases by 25%–50%.


Passive - Guardian When taking damage exceeding 30% max Health within 3s, restores a total of (320 + 8% {hp}) Health over 3s. ({cd}: 7s)

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Swift Grants 50 Movement Speed. Passive - Tough Grants 25% Resistance. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Savagery The next Basic Attack within 5s after using a skill deals an extra 210–420 physical damage to enemies within range and slows them by 15%–30% for 0.5s (slow effect halved for ranged attacks). ({cd}: 1.2s)

Passive - Fearless When taking damage, increases own damage and Movement Speed by 1% for 3s, for up to 10 stacks (gains 2 stacks when hit by enemy heroes).

Passive - Apoplexy Basic Attacks deal an extra (1.5% {hp}) physical damage. When Health drops below 50%, this damage increases by 25%–50%.

Passive - Bloodline Increases Health recovery by 5% for every 10% of Health lost.

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)
Jungle build

Requires Smite to purchase. Reduces damage from monsters by 25% and grants 30% more EXP and 20% more Gold from monsters. Passive - Hunter When a Basic Attack or a skill hits a monster, it takes 70–140 + (0.45% of the target's {hp}) physical damage every 0.5s for 2s (ranged attacks deal 50% of this damage, and heroes only take 10% damage). Passive - Reward Increases max Health by 30 whenever you or a teammate within a range of 700 units kills a monster, for up to 15 stacks. Before 04:00: Grants 50% Gold and EXP from minions and monsters rather than the normal amount distributed to the team. Before 10:00: Deals 25% less damage to minions.

Passive - Swift Grants 50 Movement Speed. Passive - Tranquility Reduces the Cooldown of Common Skills by 10%–20%. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Devastating Blow Basic Attacks and skills deal physical damage equal to 7% {hp} to minions and monsters, and restore Health equal to 50% of the damage dealt (halved for ranged attacks). ({cd}: 2s) Passive - Divine Power Basic Attacks and skills deal physical damage equal to 3.5% {hp} to enemy heroes and towers (halved for ranged attacks). ({cd}: 2s)

Passive - Apoplexy Basic Attacks deal an extra (1.5% {hp}) physical damage. When Health drops below 50%, this damage increases by 25%–50%.

Requires Smite to purchase. Reduces damage from monsters by 25% and grants 30% more EXP and 20% more Gold from monsters. Passive - Hunter When a Basic Attack or a skill hits a monster, it takes 90–180 + (0.6% of the target's {hp}) physical damage every 0.5s for 2s (ranged attacks deal 50% of this damage, and heroes only take 25% damage). Passive - Reward Increases max Health by 30 and Cooldown Reduction by 0.2% whenever you or a teammate within a range of 700 units kills a monster, for up to 25 stacks. Before 10:00: Deals 25% less damage to minions.

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Fated Increases {hp} by 4%. Passive - Recovery Recovers 0.5% {hp} every second. Recovery effect is doubled after 3s if not attacked by an enemy hero or tower.

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)
Patch History
Increased skill damage
Damage reduced
Adjusted the damage enhanced Basic Attacks deal to heroes and non-hero units
Increased passive damage.
As a versatile fighter, Dun has excellent survivability. We have adjusted his skill bonuses to make him perform more consistently when using different equipment.
Best teammates for Dun
Compatibility reflects how well the heroes in a combination cover each other's weaknesses and amplify each other's strengths. The higher, the better the coordination.
Hero Profile

- Energy
- Martial Arts
- Height
- 186 cm
- Region
- Wei
- Identity
- General of Wei
- Faction
- Wei
- Race
- Human
Background Story

“Losing an eye isn't so bad... Gives you that rugged look...”
Dun was once a mercenary, a pursuit he followed not out of a desire for gold but because he had run out of worthy opponents. Known to have killed hundreds of men, he struck fear into the hearts of bandits everywhere. While the weak fell prey to money, Dun alone stood out in his desire to challenge the strong, even at the cost of an eye. Thus, when Cao Cao promised him limitless challenges if he joined his army, the one-eyed mercenary was all too happy to pick up his broadsword and continue fighting for the rest of his life.
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