Ming — Patch 1.63 Verdict
[Liquipedia RPL: C | Web: S | Web: A] Pro play (RPL 2026): 3 picks, 33.3% WR, 1.7% pick/ban rate. Note: pro meta may differ from ranked. Ranked S on zathong.com. Ranked A on commonsensegamer.com.
Ming — Support Guide
Key Insights
- Passive (Resonant Soul) charges via abilities and autos, always arrive at a gank pre-stacked, never proc it on minions mid-rotate.
- Spirit Bolt applies a slow or brief immobilize on contact; throw it from mid-range in ganks so travel time can't let mobile targets dodge out.
- Mystic Step is both your escape and gap-closer, burning it on the approach leaves you with nothing to stick to a target or get out after.
- Eternal Prison (ult) is a multi-target hard-control; cast it into a committed clump, not as the opening shot, or enemies on the edges simply walk out.
- Hold R until after enemy Purify (90s cooldown) is burned, that window is when the ult's full CC value is actually live.
Strengths
- Hard CC is online from roam level, ready to gank before most supports unlock their kits.
- Mystic Step lets him deep-ward jungle paths tank supports can't safely reach.
- 0.6% ban rate means you can pocket-pick him without tipping your draft.
- One well-timed Eternal Prison at Dragon or Dark Slayer can swing the game solo.
Weaknesses
- 33.3% win rate: Ming multiplies his team's ability. Poor follow-up means wasted cooldowns.
- Purify, Aoi, or Annette erase his entire toolkit with one spell.
- Minimal self-peel. Mystic Step is his only out, and smart enemies bait it first.
- Value front-loaded into Eternal Prison. Between objectives his contribution drops hard.
Matchups
Abilities
Good Luck
Every 5 seconds, Ming's next basic attack deals magic damage and applies a basic attack effect on an enemy that heals himself and his linked ally. Hitting non-enemy targets heals less.
Flexibility
Bind to a target and increase magic attack, physical attack, movement speed, and attack speed for yourself and your teammates or weaken and damage enemies.
Endurability
Ming changes the magic weapon effect to strengthen the dual armor for himself and teammates, reducing attributes if the linked target is an enemy.
Longevity
Uses a magic weapon to deal true damage to linked enemies or heal linked allies, but loses that amount of health himself. When out of combat, Ming regains lost health every second.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11Flexibility | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
22Endurability | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RRLongevity | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

1
2
3
4
5
6Core Combos
Standard Gank Lock
Arrive pre-stacked, lead with Q to trigger the slow so the target can't immediately dash out, use W to close or cut off the retreat, then land the ultimate on the trapped target. Works best on carries who have already burned their escape.
Flash Entry
Use Flicker to land directly on the enemy backline before they scatter, drop the ultimate immediately to freeze the cluster, then chain Q and W to extend control on anyone who survives the initial lockdown.
Reactive Ult Counter-Engage
When the enemy initiates onto your carry, use W to reposition next to the aggressor rather than the victim, drop R to cut their combo short, then Q to extend the control chain while your frontliner turns the fight around.
Expert Video Guide
ROV : สอนเล่น Ming หนึ่งในโรมมิ่งโกงเล่นง่ายในแพทซ์ปัจจุบัน — Jayop
Gameplan
Ming's sharpest spike is hitting level 4 with all three base abilities before committing to a gank. Arriving with a full kit turns tentative trades into clean lockdowns. His ultimate is the second spike, and the first window it opens should go at the enemy team's highest-priority carry, not a safe objective attempt. He softens in the mid-game lull between Dragon timers once enemies have Purify or tenacity items. Late game his value comes back as a teamfight initiator, but only when his team's positioning is tight.
Early Game
Levels 1–6- →Spend the first two minutes placing vision around the enemy jungle entrance nearest your carry's lane instead of standing in lane. Ming's mobility lets him do this safely, and the information pays off at the first gank window.
- →Coordinate with your jungler for a level-2 or level-3 dive on the opposing laner who has pushed furthest. Your Q slow makes the setup easy if you approach from the river brush.
- →Skip extended lane trades. Ming's base stats don't hold up against tank supports in auto-attack wars, and your mana is better spent on rotations than on poke.
Mid Game
Post Broken Spear- →As Dragon timers approach, get into the river brush next to the pit 20 seconds before the objective spawns and contest vision. Your ultimate is the fastest way to steal or secure Dragon if the enemy collapses.
- →Identify the enemy carry who is snowballing and spend two consecutive rotation cycles shutting that player down. Ming's value scales with how disruptive he is to the enemy win condition, not with assist counts.
- →Communicate with your team before each ultimate use. A surprise R with no follow-up is a wasted cooldown and a dead Ming.
Late Game
Teamfight phase- →In late-game teamfights your only job is peeling for your carry from divers while landing the ultimate on the enemy carry in the same fight. Prioritize both and don't split these two responsibilities.
- →Save Flicker for the Dark Slayer contest. A well-timed ultimate in the Dark Slayer pit has decided more high-Diamond games than anything Ming can do in the lane phase.
- →If your team is losing late, switch to reactive play. Peel for your carry with W and Q rather than forcing aggressive flanks that leave your backline open.
Pro Tips
- →Keep the enemy Purify cooldown on your mental checklist. Ming's entire window opens the second that 90-second spell is down, so plan your ultimate around that, not your own cooldowns.
- →On the Thai server, roaming supports are expected to deep-ward the enemy blue buff around the 3-minute mark. Ming's W makes this safer than it is on tank roamers, so do it every game. The information advantage builds over time.
- →Once per game, use your W to re-engage instead of escape. Opponents who have pattern-read your retreat will overcommit expecting a fleeing Ming, and your team can punish the opening that creates.
- →Ming's ultimate hits a lot harder in tight geometry like the Dragon pit or the river brush choke near mid. Map these spots at the start of each game and plan your rotations to push fights through them.
Ming rewards teams that have things together. He turns a coordinated squad into a CC nightmare for the enemy carry, and he is close to useless behind a team that treats his lockdowns as background noise. The thing to master is ultimate timing: hold R until the enemy cleanser is on cooldown and the fight geometry is in your favor. If you are a Diamond-plus player who prefers shaping teamfights from off-angle rather than absorbing hits on the frontline, he is a legitimate pocket pick in the right draft window.
Ming — Frequently Asked Questions
Is Ming good in the current ROV patch?+
Ming sits at A tier on the Thai server but carries a below-median 33.3% win rate, so he is situationally strong rather than a safe blind pick. He rewards players who draft him into the right matchups, specifically against teams with no cleanser support and a damage-reliant carry who has to stand still to kill. In a vacuum pick or a mirror comp, his impact is unreliable.
What is the best build for Ming?+
Confirm exact ability scaling in the current patch client, but the principle is cooldown reduction first. His value comes from how often he applies CC, so CDR beats raw stats every time. Stack survivability second so he lives long enough to land the ultimate in a fight, and run Flicker as your summoner spell to enable the Flash Entry combo.
How do you counter Ming?+
The most effective counter is drafting or buying Purify on your carry and holding it specifically for his ultimate rather than burning it on a slow or Q. Aoi and Annette are the hardest counters at draft since they cleanse or shield allies. In game, stay out of narrow chokepoints, especially the Dragon pit and river brushes, to deny him the map geometry that makes his engages unavoidable.
Is Ming hard to play / good for beginners?+
Medium. His individual abilities are not demanding, but landing them at the right moment in a coordinated roam takes game sense and communication habits newer players usually haven't built yet. Beginners who want a roam support get more consistent results on a tank-class initiator first. Come back to Ming once you understand rotation timing and can read enemy positioning at a glance.






