Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Official Ratings
Official ratings shown on the in-game hero detail screen.
Base Stats
Compare all heroes' base stats →Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Summoner Spells That Fit
The reasoning for each is on the summoner spells page. You may only bring one per match, and the best choice shifts with the enemy draft.
Arcana Build That Fits
Saint holds the highest Magical Attack in red at +5.3; Nightmare trades some of that for early penetration.
This is a role-wide recommendation, not one tuned for this hero specifically.
See every build on the Arcana page →First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
Counters & Synergies
Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
Frequently Paired With
The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.
Popular Item Builds
The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.
Skills

Passive Skill: Flame Incantation
Stacks on enemies cause the target to take an extra 10 (10 + 2% magical attack) magical damage from her active skills, while stacks on Angela increase her Movement Speed by 2%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Extra Damage | 10 | 20 |

Skill 1: Scorching Barrage
When multiple fireballs hit the same target, subsequent fireballs only deal 30% damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Base Damage | 280 | 336 | 392 | 448 | 504 | 560 |

Skill 2: Chaos Cinder
The vortex deals 125 (125 + 20% magical attack) magical damage to nearby enemies every 0.5s and slows them by 30% for 1.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Base Damage | 125 | 150 | 175 | 200 | 225 | 250 |
Slow | 30% | 36% | 42% | 48% | 54% | 60% |

Skill 3: Blazing Brilliance
While channeling the beam, Angela gains a shield that grants crowd control immunity and negates 850 (850 + 88% magical attack) damage.
Use the skill again after 0.5s to cancel the channeling.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 25 | 22.5 | 20 |
Base Damage | 150 | 190 | 230 |
Grants a Shield | 850 | 1,300 | 1,750 |
Strategy Guide
A turret mage whose burn stacks make every follow-up hit harder, finished by a steerable beam that chases runners down. Point her at the fight and she is the damage plan.
Best for: Players who want to be the main damage source without a complex kit — watching stacked numbers climb is the reward.
The stun lasts one second, but the beam can be steered while it is firing. Track them as they start moving and stack the vortex's damage every 0.5s along with its 30% slow (Lvl 1). Fireballs after the first deal 30% damage to the same hero, so treat Skill 1 as the finisher rather than the payload.
Start the beam the instant they land on you. While the shield holds, crowd control immunity keeps the channel from being broken. If the kill isn't there, use the skill again after 0.5s to cancel and walk away.
Skill 2 forms its vortex even when it reaches max range without touching anyone. Don't aim it at a target — put it where they have to walk. The vortex keeps dealing damage and slowing every 0.5s, so it costs them ground even on a miss.
These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.
- •One landed Skill 2 stun lets her solo-delete an enemy backliner
- •Ultimate's shield and super armor let her ignore CC and finish the beam
- •Passive burn stacks make consecutive skill hits snowball her damage
- •Five-projectile Skill 1 gives extremely fast waveclear
- •Every skill is a skillshot — strafing enemies are hard to hit
- •No blink, so self-defense is paper-thin right after Skill 2 misses
- •The Ultimate only steers while firing; a bad starting position is fatal
- •Skill 1 fireballs decay after the first hit on a hero, so single-target damage is inconsistent
Start Skill 1 in the mid lane. All five fireballs deal full damage to non-heroes, giving Angela some of the fastest waveclear in the game — prioritize the clear until level 4 and spend leftover fireballs poking your opponent. Skill 2's 1-second stun is your lifeline, but the projectile is straightforward and easy to read; throwing it early and missing turns you into a free target, so only aim it when the enemy stops to last-hit. Your Passive stacks burn and movement speed as skills land, so keep the output flowing.
From around 7 minutes with Savant's Wrath complete, almost anyone hit by Skill 2 is coming home with you. Shove mid, show yourself along the river, and time Skill 2 with your jungler's ganks. At Tyrant fights, the fire vortex's damage-over-time and slow let you seal off chokepoints, so you have a job even when you'd rather not take a straight shootout. Your Ultimate is your damage centerpiece, but you can only steer it while firing — while enemy blinks are unaccounted for, choose your starting position carefully.
Once Void Staff joins the build after 15 minutes, a full combo off Skill 2 evaporates everything short of a tank. But enemy assassins are also complete, so stand diagonally behind your frontline at all times. Getting dove is actually your moment: the Ultimate grants an 850 shield with super armor, and dumping all twelve beam ticks point-blank means the assassin who came for a kill melts instead — the signature Angela experience. In the tight paths near Shadow Tyrant, pre-place Skill 2 to watch the entrance.
The single biggest teamfight rule: don't spend Skill 2 at the start. Hitting a frontliner wastes the stun into shields and armor. Wait until the enemy divers jump onto your allies, then land it on their stalled backline or the assassin coming for you. From the stun, chain a burn-stacked Skill 1 and the Ultimate — nothing non-durable survives the sequence. The beam can be cancelled 0.5 seconds after it starts, so build the habit of cutting it the moment your target drops and saving the rest for the next exchange.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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