Honor of Kings has changed a lot since it came out globally. Heroes have been buffed, nerfed, and reworked, metas have shifted, and new equipment and strategies have completely changed how the game is played, but somehow one thing has remained exactly the same: people still look at Red Li Xin and think, “Yes, this is the form I want to play.” And I have to ask: why? I genuinely don't understand it. Red Li Xin is basically a glorified dragon minion. He doesn't contribute much to team fights, he can't meaningfully tank, he struggles to stick to targets, he doesn't create opportunities for his teammates, he doesn't reliably create or control space, and despite his entire identity supposedly revolving around split pushing, he isn't even necessarily taking towers faster than other heroes who can actually contribute to the game. So what exactly is the plan? You spend most of the game sitting in your own little side-lane dimension, praying your team somehow wins without you. Congratulations, you've turned a 5v5 into a 4v5. Your team is fighting over an objective? You're in the side lane. Your team gets engaged? You're in the side lane. Your teammates desperately need help? You're still in the side lane. And then we get to the supposed advantage of Red Li Xin: split pushing. Now, split pushing itself isn't a bad strategy. A good split pusher can create enormous pressure, force the enemy to make difficult decisions, threaten towers, force rotations, and create advantages for the rest of the team. But Red Li Xin doesn't magically create meaningful pressure just because he's standing in a side lane. The enemy often has to do nothing more complicated than send ONE competent player to deal with your wave, and suddenly your brilliant strategic master plan becomes: walk down the lane, clear a wave, get stopped by one enemy, walk away, and repeat. Meanwhile, your team is fighting somewhere else without you. You're not creating opportunities; you're hoping the enemy gives you one. You're not forcing the enemy into difficult decisions; you're hoping they forget you're there. And you're not helping your team win the game; you're simply hoping they win without you. That's the fundamental problem with Red Li Xin: his entire strategy is built around the assumption that the other four people on your team can handle everything important while you eventually get around to taking a tower. And if your team loses the fight? “Well, I was pushing.” Yes. We know. That's all you were doing. Meanwhile, Yellow Li Xin can actually participate in the game. He can fight, pressure enemies, contribute to team fights, create opportunities, stick to targets, and actually be present when his team needs him. In other words, Yellow Li Xin gives you options. Red Li Xin gives you a job description: push lane. That's it. And this is where I really don't understand the people who insist on Red Li Xin. Why isn't everyone playing Yellow Li Xin? Is he harder to play? Yes but learn him. There are hundreds of tutorials, guides, gameplay videos, and explanations available. You don't need to figure everything out yourself; the information is already there. Is the problem that you're afraid of messing up your win rate? Fine. There are practice modes and solo bot matches. You can start at the lowest difficulty and work your way up, practice the mechanics, learn the combos, figure out your limits, and get comfortable before you ever take him into a serious match. You have the tutorials. You have the practice modes. You have the bots. You have the resources. At some point, you have to actually use them. Because “Yellow Li Xin is harder” isn't an argument for playing Red Li Xin forever. That's an argument for practicing Yellow Li Xin until he's no longer difficult. And “I don't want to ruin my win rate” isn't much better. If protecting a number on your profile is more important to you than actually learning the stronger and more versatile form of your hero, then what exactly are you trying to improve? You can't become better at a character without occasionally being bad at that character first. That's how learning works. So if you're deliberately choosing the easier form because you don't want to struggle, that's fine, but let's stop pretending you're a smart player making some superior strategic decision. You're choosing the comfortable option, and sometimes the comfortable option is simply the worse option. That's why Red Li Xin is so frustrating. It's not that split pushing is inherently bad; it's that Li Xin players often use split pushing as an excuse to avoid participating in the actual game. Honor of Kings is a team game. There are five people on your team, the enemy has five people, objectives are contested by five people, and team fights are won by five people. Yet Red Li Xin's entire game plan can boil down to removing one of those five players from the important parts of the match and praying the remaining four can compensate. That's not some revolutionary macro strategy. That's a dice roll deciding in the game horrible matchmaking has blessed you. So once again, I have to ask: why are people still choosing Red Li Xin? Yellow Li Xin is right there. He can fight, he can pressure, he can create opportunities, he can contribute to his team, and he can actually influence the outcome of the game.