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Arthur

Arthur

Clash LaneFighterTankDifficulty: Easy

Latest Meta Stats

CLASH
B
Tier / Pop
49.19%
Win Rate
1.27%
Pick Rate
0.09%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Official Ratings

Survival
8/10
Attack
5/10
Skill
3/10
Difficulty
2/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3628
Max MP0
Physical Attack175
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed385
Attack RangeMelee
HP Regen / s55
MP Regen / s0

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

Fighter
Red
Blue
Green

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

Official pickSkill 2: Whirling Strike
2

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

2-hero team
1.62%
1.61%
3-hero team

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

#1 most used61.51% win rate / 11,517 wins
Execute
#2 most used59.59% win rate / 5,994 wins
Execute

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
Passive

Passive Skill: Holy Vanguard

Recovery
Arthur invokes the Holy Vanguard to recover 100 (100 + 2.5% extra Health) Health every 2s. If his Movement Speed is impaired, he recovers an extra 100 (100 + 2.5% extra Health) Health every 2s.
DetailsLvl 1Lvl 15
Health Recovery
100200
Extra Recovery
100200
Skill 1: Valiant Charge
Skill 1

Skill 1: Valiant Charge

CD: 8s
SilenceSpeed UpDamage
Arthur gains 30% Movement Speed for 3s and enhances his next Basic Attack, where he dashes forward to deal 325 (325 + 100% extra physical attack) physical damage and silence the target for 1.25s.
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.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
325390455520585650
Cooldown
87.46.86.25.65
Skill 2: Whirling Strike
Skill 2

Skill 2: Whirling Strike

CD: 12s
Damage
Arthur summons holy shields that orbit him for 5s, dealing 285 (145 +80% physical attack) physical damage every second to nearby enemies.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
145163181199217235
Cooldown
1211.410.810.29.69
Skill 3: Might of Excalibur
Ultimate

Skill 3: Might of Excalibur

CD: 42s
Crowd ControlDamage
Arthur raises Excalibur and leaps at the target enemy hero, dealing magical damage equal to 16% of their Health and leaving behind a holy seal. Enemies within range of the seal are launched for 0.5s.
The seal lasts 5s and deals 85 magical damage to enemies within range every second.
DetailsLvl 1Lvl 2Lvl 3
Burning Damage
85105125
Damage %
16%20%24%
Cooldown
423528

Strategy Guide

Playstyle

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.

Recommended Combos
An Engage That Cannot Whiff
Skill 3 (leap to the target, 16% of Health at Lvl 1, 0.5s launch inside the seal) → Skill 1 (+30% Movement Speed, next attack enhanced) → Enhanced Basic Attack (dash + 1.25s silence + 5s mark) → Skill 2 (spin) → Basic Attack

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.

Spin Before You Commit
Skill 2 (start the spin first) → Skill 1 (+30% Movement Speed) → Enhanced Basic Attack (dash + 1.25s silence) → Basic Attack (the mark adds 1% of the target's Health)

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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 Strategy

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.

Teamfight Strategy

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

Arthur
ArthurJuly 30 Update
buff
Arthur Passive (Holy Vanguard) • Healing 120–240 → 100–200 (2.5% bonus HP unchanged) Skill 1 (Valiant Charge) • Can now be cast in a direction with no target. With no enemy in range, Arthur dashes a short distance forward instead • Base damage 350 (+70/lv, 120% bonus AD) → 325 (+65/lv, 100% bonus AD) What this means He trades raw damage for mobility. Skill 1 used to be dead weight with no target nearby; now it doubles as a directional dash. That makes it an escape tool, a gap closer, and a way to cross terrain — practical value well beyond what the numbers suggest. With his damage trimmed, lean into playing him as an engage tank rather than a damage threat.

Other Clash Lane Heroes

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

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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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