Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Arcana Build That Fits
Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.
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: Whisperwind
| Details | Lv.1 | Lv.15 |
|---|---|---|
Movement Speed Bonus | 25 | 50 |

Skill 1: Gust Force
The magic circle deals 160 (160 + 28% magical attack) magical damage and inflicts 5% slow on enemy units for 1s, for up to 5 stacks.
The magic circle grants teammates 5% Movement Speed for 1s, for up to 5 stacks.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 |
|---|---|---|---|---|---|---|
Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
Base Damage | 160 | 192 | 224 | 256 | 288 | 320 |
Movement Speed Bonus | 5% | 6% | 7% | 8% | 9% | 10% |
Movement Speed Reduction | 5% | 6% | 7% | 8% | 9% | 10% |

Skill 2: Wind Cuffs
The orb deals 300 (300 + 50% magical attack) magical damage to enemies it hits.
The orb grants a shield that negates 400 (400 + 6% extra Health) damage to all teammates it hits.
If the orb passes through a Gust Force magic circle, it pushes the magic circle to its destination.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 |
|---|---|---|---|---|---|---|
Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
Shield | 400 | 480 | 560 | 640 | 720 | 800 |
Movement Speed Bonus | 75 | 90 | 105 | 120 | 135 | 150 |
Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |

Skill 3: Hurricane Wall
While channeling, Annette becomes untargetable and is slowed by 50%.
| Details | Lv.1 | Lv.2 | Lv.3 |
|---|---|---|---|
Cooldown | 75 | 67.5 | 60 |
Base Damage | 300 | 450 | 600 |
Self Movement Speed Reduction | 50% | 37.5% | 25% |
Strategy Guide
A support who literally cannot stand still — movement refunds her cooldowns. She accelerates allies through her circles, hands out shields, and her barrier ultimate bounces entire engages back.
Best for: Players who want to support at full sprint, using defensive skills as the signal to attack.
Open the barrier the instant someone jumps your carry. Enemies in range are knocked back, anyone who touches the wall is stunned for 1.25s, and allies inside gain crowd control immunity. Once they are off, Skill 1 slows the retreat and the orb hands a shield to the teammate it passes through. Channeling makes Annette untargetable but cuts her Movement Speed by 50% at Level 1, so open it right beside the ally she is protecting.
An orb that touches the magic circle carries the whole circle to the orb's destination. That reaches enemies kiting at max range or sitting under tower. The circle activates every 0.5s and lasts 4s. Push it immediately after it lands.
Firing the orb throws Annette in the opposite direction. The 3s shield and the 2s Movement Speed bonus are locked in by the cast itself. A hit is not required for them; landing one only adds magical damage to the chaser. Drop the magic circle where she lands and the pursuit has to walk through the slow. The one thing to check at the moment of firing is what sits behind her.
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.
- •The Ultimate's knockback, stun, and super armor erase entire dives
- •Skill 2 is damage, shielding, and a reposition in a single button
- •Movement refunds her cooldowns, so skills keep cycling as long as she moves
- •Layered speed-ups and slows control the tempo of chases and retreats
- •Minimal personal damage — she can't convert her setups into kills alone
- •No healing, so teammates who are already chunked stay chunked
- •The barrier halves her move speed; a bad opening spot means instant separation
- •Forget the orb's recoil and it bounces you straight into trouble
Shadow your marksman from the start and support the farm-lane scraps with Skill 2's orb. Hit an ally and it shields; hit an enemy and it damages; and you bounce backward on every cast — one aiming decision covers offense and defense at once. Before the 4-minute Tyrant, your job is tagging along on ganks: Skill 1's formation stacks slows on enemies who cross it and speeds up allies who do, a ready-made chase engine. Since the Passive refunds cooldowns and restores mana as you move, walking the river beats standing still in lane — Annette performs best in motion.
Once your support item upgrade and cooldown boots are in, skirmishes start brewing around mid. Annette's spot is half a step ahead of her carry. The instant an enemy fighter telegraphs a dive, open Skill 3: every enemy inside the radius at that moment is knocked back. Anyone who walks into the barrier afterwards is not pushed away — they take damage and a 1.25-second stun instead. Teammates standing inside gain crowd control immunity. Because the knockback fires on cast, you can wait and watch their engage before committing. The trick of pushing your formation forward with the orb is also worth practicing for chipping enemies who hide under tower.
The late game is an exercise in patience: hold the Ultimate for the one enemy who decides fights. With your defensive capes stacked, you won't fall over even standing forward. The ideal sequence at a fight's entrance is Skill 1 first to control the ground, then catching the enemy assassin mid-leap with the barrier as they jump your marksman. While it's active you become untargetable but your move speed is halved, so opening in the wrong spot strands you away from your team while the fight is decided. Open it right beside the person you're protecting — no exceptions.
Stand next to your carry. The job is three tasks: lay Skill 1 across the enemy frontline's path to blunt the charge; thread Skill 2's orb through your most-focused teammate to keep shields flowing; and when the real dive arrives, meet it with the Ultimate — knockback, stun, and super armor for everyone inside. Keep that order and you'll tilt teamfights while dealing almost no damage yourself. The one hazard is the orb's recoil: bounce backward into a flanker and the story ends badly. Glance behind you before every cast — make it a reflex.
Other Roam Heroes
Stats: official HoK Camp, as of 2026-08-14
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