Honor of Kings Master Guide
A beginner-to-advanced guide covering game flow, lane roles, objectives, economy mechanics, recommended settings, and a 25+ term MOBA glossary.
Game Roadmap (1-20 min)
11. Early Game (0โ4 min)
0โ4 minDon't drop minions, and hit level 4 for your ultimate as fast as possible.
22. Mid Game (4โ10 min)
4โ10 minTake a first tower and secure boss buffs to control the map.
33. Late Game (10โ20 min)
10โ20 minTake the Shadow bosses and break the high ground.
44. End Game (20+ min)
20+ minTake the Tempest Dragon and close the game.
Lanes & Roles
Farm Lane (Marksman)
The bottom lane, played by marksmen. Early on your only job is to gather gold safely; once your items land, you become your team's main damage. Since you deal damage through sustained basic attacks, how long you stay alive is how much you contribute.
Mid Lane (Mage)
The central lane, played by mages. Because you can reach either side lane faster than anyone, you set the tempo of the early and mid game. Deciding when to leave your lane matters more than what you do while standing in it.
Clash Lane (Solo)
The top lane, played by fighters and tanks. You will spend most of the early game in a 1v1, so out-reading your opponent is the core skill. In teamfights you either hold the frontline or flank to reach their backline.
Jungle (Assassin / Fighter)
You skip lanes entirely and grow by clearing neutral camps around the map. Because you choose where to show up, you control the pace of the game โ no role's decisions translate into results more directly.
Roam / Support (Tank / Enchanter)
You hold no lane and move across the whole map. Your work โ vision, protecting teammates, calling the start of a fight โ barely shows up in the scoreboard, which is exactly why it gets undervalued.
Map Objectives
Tyrant / Shadow Tyrant
Spawn: 4:00 / Shadow: 10:00[Effect] Grants the whole team gold and XP, plus Chain Lightning on basic attacks and skills that bounces between enemies for bonus magic damage. The Shadow version empowers the lightning and adds movement speed.
Best taken right before a teamfight or high-ground siege โ ideally after winning a skirmish or spotting the enemy jungler on the far side of the map.
Overlord / Shadow Overlord
Spawn: 2:00 / Shadow: 10:00[Effect] The slaying team's next 2 minion waves become Dragon Vanguards that push every lane hard. For the Shadow version, the player who lands the killing blow gains an active skill to summon a Shadow Vanguard into any lane.
Best taken when you want to breach enemy towers or apply lane pressure.
Tempest Dragon
Spawn: 20:00[Effect] Grants every living teammate a shield equal to 20โ50% of their max HP, and lightning periodically strikes nearby enemies for true damage. Minions become Tempest Vanguards that even stop enemy towers from attacking.
The endgame decider from 20:00 onward. The team that secures it gains an overwhelming edge in the next fight โ clear vision and commit as five.
Red & Blue Buffs
Respawn: 90s[Effect] Red Buff: Slows and deals True Damage over time. Blue Buff: +20% CD Reduction & rapid Mana regen.
Essential for Junglers early game. Pass to ADC/Mage carries in mid-to-late game.
River Sprite
Spawn: 0:30 (every 60s until 4:00)[Effect] A harmless neutral monster in the river. It flees instead of fighting back, and each one pays out around 63 gold plus XP.
Sweep them up between waves to build a quiet gold lead โ these small pickups add up to a faster core item.
Warp Point and its Sprite
Sprite spawns at 1:00[Effect] The warp point on the Clash Lane side cannot be used as-is. Defeat the sprite guarding it to activate it, after which you can teleport instantly to a designated area. Once used, it goes on a 30-second cooldown.
Use it to reinforce teammates or threaten an enemy tower. Clash Lane sits far from the rest of the map, so whether the warp is active completely changes how fast you can join a fight. The requirement to kill the sprite first is easy to overlook โ clear it before you need it, so you are never stuck waiting.
Firehawk
Spawns around 0:30[Effect] A neutral monster that looks like a bird wreathed in flame. Killing it awards gold (reported at around 55).
It does not fight back, so you can pick it up safely between waves. The amount is small on its own, but early gold decides when your items come online, making it worth killing whenever you pass by.
Gold Object (Farm Lane Center)
Appears at regular intervals[Effect] An object that appears near the center of the Farm Lane. Destroying it distributes gold to your entire team.
Since the whole team benefits rather than just whoever lands the hit, it does not matter who takes it. Leaving it up means handing five players' worth of gold to the enemy, so whoever is in lane should clear it promptly.
Economy & Battle System
Last Hitting (Roughly 1.5x Gold)
Landing the killing blow on a minion pays out roughly 1.5x what you get if it dies next to you. The gap looks tiny per minion, but with about six per wave across dozens of waves, it adds up to a full item by the mid game. This is the first skill where improvement is genuinely visible.
Tower Protection (First 4 Minutes)
Outer towers take 40% reduced damage for the first four minutes. You cannot take them down quickly during that window, and dives get punished by the tower itself, so aggression rarely works. The flip side is that the moment 4:00 passes is your first real opening โ keep an eye on the clock.
Counter-Itemization
Building against the enemy composition beats simply buying the strongest item. Against heavy healers like Diaochan or Dolia, pick up anti-heal such as Venomous Staff or Mortal Punisher early. If an attack-speed marksman is the problem, Ominous Premonition slows their attacks and movement. Against assassin burst, armor and shield items are the answer instead.
Vision and Bush Checking
You cannot see into a bush from outside it. Walking into one that might hold an enemy is how most avoidable deaths happen. Throw a skill in and watch for a hit, or let a durable teammate step in first โ a single extra second of caution prevents the majority of these.
Buy Items Anywhere
You can purchase items from anywhere on the map, with no need to recall. Walking around with unspent gold means fighting weaker than you have to. Make a habit of opening the shop the moment you have a free second โ while dead, while rotating. Unspent gold is wasted power.
Choosing Your Battle Spell
Your summoner spell affects games more than it looks like it should. When unsure, Flash is the safe pick since it serves both chasing and escaping. Junglers must run Smite, which is required to buy jungle items at all. If enemies keep escaping at a sliver of health, an execute-style spell is worth a look. Note that Flash unlocks at account level 19 โ until then, Sprint (available from level 1) fills the same role.
Arcana: Free Stats Worth Setting Up
Arcana are equippable upgrades that raise your hero's base stats. The free starter sets are fine to begin with, but once you settle on a main, build a page that matches their role โ physical, magic, or durability. Aligning your arcana with what your hero actually does produces a visible change in lane win rate.
Ballista Minions After 4:00
From 4:00 onward, every minion wave gains a long-range ballista. They are your main tower-pushing power, but an ignored enemy ballista will chew through your own towers fast. Treat wave clear as a higher priority from the mid game on.
Backdoor Protection
Attacking an enemy tower with no allied minions nearby reduces your damage by 55%. Sneaking in alone to take a tower is therefore far less efficient than it looks. Bring a wave whenever taking a tower is the goal.
Recommended Settings
Targeting Priority
Set this to lowest absolute HP or lowest HP percentage. The default has you hitting whoever is closest rather than whoever is about to die, which costs you kills you had already earned. Essential for assassins and marksmen.
Skill Casting Method
Use manual aiming rather than auto-cast. Auto-targeting locks onto the nearest enemy, so your skills get absorbed by the wrong target or miss anyone who is moving. Manual aiming lets you lead your shots, and while it feels awkward at first, most players never switch back.
Camera Swipe
Enable swiping to move the camera. Being able to look directly at a fight in another lane โ and at how much HP everyone has left โ makes the decision of whether to rotate far more accurate than guessing from the minimap alone.
Minimap Size
Set the minimap larger than default. Enemy positions and the state of every lane are read almost entirely from the minimap, and a small one means missed information right up until you are surrounded.
Quick Chat and Ping Placement
Put the "enemy missing," "group up," and "retreat" pings where your thumb can reach them instantly. In solo queue without voice chat, how fast you can ping is how well your team coordinates โ and the missing-jungler ping alone will save teammates repeatedly.
Basic Attack Lock-On Shape
Fan-shaped and circular lock-on behave differently. Fan prioritizes the direction you are facing, which makes it easier to hold a target; circular picks from everything around you, which drops fewer attacks. Choose based on whether your hero fights up close or from range.
Ally Health Bars
Keep ally health bars visible at all times. Supports and healers have to react to how much HP their teammates have left, and without the display you are always a beat late.
Frame Rate over Graphics
Prioritize a high frame rate even at lower visual quality. MOBAs are decided by tenths of a second, so smooth input beats pretty visuals every time. Lowering graphics also helps if your device heats up and starts throttling mid-match.
Block Notifications
Turn off notifications during matches (Focus mode on iOS, Do Not Disturb on Android). A banner sliding down during a teamfight is enough to break your inputs, and a match only runs about 20 minutes โ blocking them for that long costs you nothing.
MOBA / HoK Glossary
The number of minions and jungle monsters you've killed, and by extension the act of last hitting itself. The CS gap at the end of a game shows up directly as an item gap, which makes it a steadier measure of skill than kills.
Ambushing an enemy with a numbers advantage. Success hinges on whether they have an escape route, so hunting an overextended enemy works far more often than rescuing a teammate who is pinned under tower.
Leaving your lane to help elsewhere โ the main job of mid laners and supports. You give up your own lane experience while travelling, so only go when the payoff is real.
Any effect that restricts enemy actions: stuns, slows, knock-ups, silences. It often matters more than raw damage, and keeping the order right โ land CC first, then commit damage โ decides most teamfights.
Attacking while retreating to hold your distance: attack, step back, repeat. It is the fundamental skill for marksmen facing melee heroes and makes an enormous difference to how long you survive.
Entering the enemy jungle to steal camps or kill their jungler. It cuts directly into their growth, but going in without knowing where they are is simply feeding.
Holding the minion wave near your own tower so the enemy cannot farm safely, achieved by damaging without pushing. It drags your opponent into dangerous territory, which pairs perfectly with a gank.
Pulling threats off your own carry. It is the most important job a tank or support has โ keeping your marksman alive produces more damage than any kill you could take yourself.
Committing under an enemy tower to kill someone standing beneath it. Success depends on deciding in advance who absorbs the tower shots. It rarely works in the first four minutes, when towers still have 40% damage reduction.
How much a hero improves as the game goes on. Late-scaling heroes are weak early and terrifying later; not knowing which side your hero falls on means missing the window where you are actually strong.
Turning a small early lead into a decisive one. One kill enables jungle control, which enables a boss, which enables a tower. When it starts happening to you instead, recognizing it early and playing defensively is the correct response.
Your ability to recover HP and mana, which determines how long you can stay in lane. Anti-heal items are the direct counter to opponents built around it.
Chipping away at enemy HP from a safe distance. Softening a team before a fight starts effectively decides the fight before it begins.
Delivering heavy damage in a very short window โ the specialty of assassins and mages. Against burst threats, simply staying near full HP is a form of defense.
Deliberately starting a teamfight, usually with a tank landing CC. What matters is whether your damage dealers are close enough to follow up; engaging alone just creates a numbers disadvantage.
Breaking off from a fight going badly, using CC or mobility to cut the chase. How quickly you can call it off determines how many teammates you lose.
The role of absorbing damage at the front, played by tanks and fighters. When the frontline collapses the backline is exposed, so how long you can stay standing is the whole value.
The role of dealing damage from safety, played by marksmen and mages. Your positioning translates directly into damage output โ a single step forward or back changes fights.
Approaching from the side or behind. Enemies who could stop you from the front often cannot when you arrive from an angle, which is the standard way assassins reach a carry.
Falling back to your base and defending while waiting for the gold gap to close. It is a legitimate plan with late-scaling heroes, but conceding objectives indefinitely only widens the gap.
The last tower protecting your Crystal. At least one high ground tower must fall before the Crystal can be attacked at all. Destroying one replaces that lane's minions with Super Minions and slows nearby enemy minions by 75% for 3 seconds, which is why losing one puts you firmly on the back foot.
Helping your jungler with a few hits on their first camp. Getting them to level 4 sooner means an earlier first gank, which makes every lane easier โ a few seconds of help for an outsized return.
The big-picture side of play: map awareness, objective timing, how lanes are assigned. You can climb on macro alone without exceptional mechanics, and it separates players more and more as ranks rise.
Individual execution โ aiming skills, hitting combos, dodging. This is what wins duels and produces narrow escapes. It works alongside macro rather than instead of it.
The heroes and strategies with the best win rates on the current patch. Because it shifts every patch, following what changed serves you better long-term than memorizing which heroes are strong today.
Deliberately controlling where the minion wave meets: pushing before rotating away, or holding it near your tower to farm safely. Strong players read the wave before they consider trading.
Towers, Tyrant, Overlord and anything else that rewards the whole team when secured. You can be ahead on kills and still lose if you keep conceding objectives.
The extra gold placed on a player who has been killing repeatedly. When you are carrying one, avoid risky solo plays; when the enemy is, it is worth grouping to collect.