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
Closes out the kills you cannot quite finish
The lifeline for heroes with no movement skill
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
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
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: Holy Vanguard
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Health Recovery | 100 | 200 |
Extra Recovery | 100 | 200 |

Skill 1: Valiant Charge
The enhanced Basic Attack also marks the target enemy hero for 5s. His Basic Attacks and skills deal extra magical damage to marked enemies equal to 1% of their Health.
Allies near marked enemies gain 10% Movement Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 325 | 390 | 455 | 520 | 585 | 650 |
Cooldown | 8 | 7.4 | 6.8 | 6.2 | 5.6 | 5 |

Skill 2: Whirling Strike
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 145 | 163 | 181 | 199 | 217 | 235 |
Cooldown | 12 | 11.4 | 10.8 | 10.2 | 9.6 | 9 |

Skill 3: Might of Excalibur
The seal lasts 5s and deals 85 magical damage to enemies within range every second.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Burning Damage | 85 | 105 | 125 |
Damage % | 16% | 20% | 24% |
Cooldown | 42 | 35 | 28 |
Strategy Guide
The textbook fighter: passive regeneration, a silencing charge, and a percent-Health ultimate. Nothing complicated, and he does an above-average job in every phase of the game.
Best for: Players looking for their first hero — learning fundamentals while still winning, sword-and-shield classic.
Skill 3 picks an enemy hero directly, so it never misses. Chain the 0.5s launch into the 1.25s silence and the target is locked out of their kit for almost the whole stretch. While the mark holds, every attack and skill adds magical damage worth 1% of their Health, which bites hardest on high-Health targets.
Starting the spin before the dash turns every second you stay attached into damage. Nothing comes back at you during the silence, so finish your window and step out. Afterwards the Passive returns Health every 2s, and it returns more while your Movement Speed is impaired.
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.
- •No mana plus constant regen makes him impossible to shove out of lane
- •The point-and-click Ultimate and silence make every catch stick
- •16% HP damage on the Ultimate hurts even stacked frontliners
- •A simple kit that doubles as the best classroom for fighter macro
- •Ranged kiting can whittle him down before he ever closes the gap
- •No shields or immunity — his only answer to focus fire is regen
- •Flat damage scaling; he can't become the late-game carry
- •Spending Skill 1 to engage leaves him no tool to disengage
Arthur takes any clash lane matchup. He has no mana, and his Passive restores 100 Health every 2 seconds. While his Movement Speed is impaired, that same amount is restored a second time every 2 seconds, so getting chunked never forces him out. The regen also carries 2.5% of his extra Health, which turns every HP item straight into staying power. From level 1, trade with Skill 1's dash plus its 1.25-second silence and follow up with the Skill 2 spin. Against melee fighters, let Skill 2 handle the wave and hit level 4 first. At the 4-minute Tyrant, rotate to the river as the designated silence-bot for enemy interrupt skills.
Once the Ultimate unlocks, his gank follow-up becomes elite. It's a point-and-click leap with a knock-up that cannot miss — when your jungler shows up, stacking Ultimate into Skill 1 chains nearly 2 seconds of lockdown, and kills usually just happen. Make roaming mid a habit after every shove. A failed Arthur roam costs almost nothing thanks to the Passive's regen and move speed, and a successful one hands you mid priority outright. It's simply good investment.
Late game, you're the frontline trigger for engages. The Ultimate deals 16% of the target's HP as magic damage, so HP-stacked enemies actually take more — the jump works whether you point it at a carry or a frontliner. The prime target is the enemy mage: slam Skill 1's silence onto their cast animation and their big spell fizzles entirely, which is miserable to play against. Just confirm your team is actually following before you go in, or you're volunteering as the death vanguard.
The teamfight plan is refreshingly simple: Ultimate the priority target, Skill 1 to silence the retaliation, keep Skill 2 spinning, keep swinging. Because the mechanics are easy, target selection is your entire contribution — default to the enemy backline, but if your side is collapsing, switch to bouncing the assassin who dove your own carries. Skill 2 keeps dealing damage while you move, so spin it on the chase and the retreat alike; it's never wasted.
#Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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