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Updated 2026-08-26

Honor of Kings
Strategy Database

Detailed stats and tier list for all 116 heroes.

[Notice] Aug 20: statistics updated to the official August 14 snapshot. It was taken after the August 13 patch, so the nine adjusted heroes now show post-patch figures.

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Stats: official HoK Camp, as of 2026-08-14

Recent Buffs

Patch August 13 Update

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Luara

Luara

Luara — Quality Upgrade Stats • Base Health 3,204 → 3,304 Passive (Serpent's Envoy) • New: gains 5%–10% Attack Speed for 3s after using a skill, stacking up to 3 times • Reworked serpent blades: they used to carry 30% of the skill's effect. Now every 3rd continuous strike counts as a Basic Attack, grants vision of the target, and deals 50% damage to secondary targets Skill 1 (Deadly Fang) • New: gains 200 Movement Speed after traversing a wall, diminishing over 0.6s • Serpent blade strike rate now scales with her Attack Speed instead of skill level • Removed: serpent blade strikes no longer reduce Deadly Fang's cooldown by 0.15s • Serpent blade duration 6s → 5s • Movement speed attenuation 2s → 1.5s • Movement Speed increase 45% (+9% per level) → 60 (+12 per level) • Base damage 40 (+8/lv, 20% physical attack) → 30 (+6/lv, 12% physical attack) • Cooldown 12.5s (-0.5s per level) → 10s (-0.4s per level) Skill 2 (Furtive Attack) • New: can pull enemies back • Base damage 320 (+64/lv, 80% extra physical attack) → 350 (+70/lv, 100% extra physical attack) • Cooldown returned 50% → 25% (+5% per level) Ultimate (Blazing Glare) • Cooldown 50s (-5s per level) → 60s (-6s per level) • Base damage 480 (+96/lv, 120% extra physical attack) → 450 (+225/lv, 140% extra physical attack) • Meteorite damage 240 (+120/lv, 60% extra physical attack) → 150 (+75/lv, 45% extra physical attack) • Blind duration 2s → 1.5s What this means Luara's damage now lives in her Attack Speed rather than her Skill 1 numbers. Serpent blades strike at a rate tied to her Attack Speed, and every third strike is treated as a Basic Attack — so it grants vision and, crucially, triggers on-hit item effects. The new passive Attack Speed stacks feed straight back into that loop. In exchange, each blade strike fell from 40 (20% physical attack) to 30 (12% physical attack), nearly halving it, and blades now last 5s instead of 6s. Rushing raw damage items no longer pays off the way stacking Attack Speed and on-hit effects does. The removal of the 0.15s cooldown refund per strike matters as well: Deadly Fang used to come back faster the longer she stayed glued to a target, but it is now a flat 10s (-0.4s per level), so choosing between using the wall hop to escape or to commit carries more weight. Skill 2 gaining a pull is the change that alters her positioning most — a marksman who can now grab a target herself and hand it to her team, with the AD ratio up from 80% to 100% so the same cast both stops a retreat and chunks. The Ultimate went the other way: 10 more seconds of cooldown, half a second less blind, and weaker meteorite damage mean it is no longer available for every fight. Save it for a window where you can actually spend the 6s of enhancement swinging.

Mai Shiranui

Mai Shiranui

Mai Shiranui — Stats Buffed Skill 1 (HISHOU RYUUENJIN) • Cooldown 10s (-0.8s per level) → 9s (-0.6s per level) Skill 2 (KACHOUSEN) • Base damage 450 (+90/lv, 90% magical attack) → 470 (+94/lv, 90% magical attack) What this means HISHOU RYUUENJIN is Mai Shiranui's only dash and her knock-up engage, so its cooldown governs how often she can look for a play. The change cuts a full second at rank 1 but lands on the same 6s at rank 6, meaning the benefit is concentrated in the laning and early gank phase before the skill is maxed. Missing an engage costs less when the dash is back sooner, so you can afford to look for plays more often. KACHOUSEN is the fan she throws on a 3s cooldown, and it also strips magic defense. At rank 6 its base damage goes from 900 to 940 — a modest bump, but one that adds up across a skill she casts constantly for poke and chase damage.

Xuance

Xuance

Xuance — Stats Buffed Passive (Crazed Prelude) • Base damage 33% physical attack → 35% physical attack Skill 2 (Nightmare Hooks) • Base damage 320 (+64/lv, 140% extra physical attack) → 380 (+76/lv, 140% extra physical attack) Ultimate (Crimson Blur) • Hook damage 200 (+100/lv, 100% extra physical attack) → 280 (+140/lv, 130% extra physical attack) What this means The Crimson Blur hook damage is the headline. That number applies when Xuance casts his Ultimate without a hunting mark from Nightmare Hooks — at rank 3 it climbs from 200 (100% bonus AD) to 280 (130% bonus AD). His weakest moment used to be right after a missed hook or a spent mark, and that gap is exactly what got filled, so committing early is less punishing. Nightmare Hooks itself gains 60 to 300 depending on rank, which speeds up both his burst off an immobilize and his jungle clear, since the skill already deals 50% extra to monsters. The passive buff rides along on every trade where he closes distance while his sickles chip away. The core combo — mark first, then blink behind them — is unchanged, but you can now throw the opening hook more freely knowing the follow-up still hurts if it misses.

Fatih

Fatih

Fatih — Stats Buffed Passive (Only the Strong) • Health recovery 90–180 (+1.4% extra Health) → 100–200 (+1.6% extra Health) What this means Fatih stays in fights by banking up to five enhanced Basic Attacks off his skill casts and healing on each one. That heal now scales to 200 instead of 180 at level 15, and its bonus Health ratio goes from 1.4% to 1.6%. On a build with 3,000 bonus Health that is 222 per hit becoming 248 — roughly 130 more Health across a full set of five. The gap widens the longer his Ultimate is up, since Sacred Tree Blessing keeps topping up his enhanced Basic Attack count while it runs. Because that same Ultimate also grants bonus max Health, health-heavy items now pay him twice. Note that the heal is still halved against non-hero units, so jungle camps and minions will not sustain him the same way.

Dharma

Dharma

Dharma — Stats Buffed Skill 1 (Formlessness Mantra) • Base damage 150 (+30/lv, 100% extra physical attack) → 180 (+36/lv, 100% extra physical attack) Skill 2 (Enlightenment Mantra) • Health recovery 65 (+13/lv, 2.5% extra Health) → 85 (+17/lv, 2.5% extra Health) What this means Formlessness Mantra is the two-charge knock-up dash Dharma uses to engage, chase, and disengage, so its damage touches every part of his game. At rank 6 it climbs from 300 to 360, or 120 more across both charges. The bigger change is the healing on Enlightenment Mantra, the channel that throws 20 punches over 4s and heals on each one: rank 6 goes from 130 to 170 per punch, about 31% more. Landing the full channel on heroes is worth roughly 800 extra Health, which makes standing in the middle of a fight and punching a far more defensible choice. The heal is still halved against non-hero units, so you cannot top yourself off on a jungle camp. In teamfights, parking in front of your carries and grinding the channel into enemy heroes is now a stronger default than ever.

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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