Honor of Kings HubUNOFFICIAL FAN SITE
Ata

Ata

Clash LaneTankDifficulty: Normal

Latest Meta Stats

CLASH
C
Tier / Pop
53.65%
Win Rate
0.58%
Pick Rate
0.04%
Ban Rate

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

Official Ratings

Survival
8/10
Attack
4/10
Skill
5/10
Difficulty
3/10

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

Base Stats

Compare all heroes' base stats →
Max HP3700
Max MP0
Physical Attack191
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed375
Attack RangeMelee
HP Regen / s81
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

Tank / Support
Red
Blue
or
Green
or

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

Official pickSkill 1: Wavewalking
1

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
2.07%
1.73%

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 used58.9% win rate / 5,453 wins
Execute
#2 most used61.01% win rate / 5,457 wins
Flash

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: Child of the Sea
Passive

Passive Skill: Child of the Sea

Low HealthRecoveryDamage
Ata's lost Health is stored in a buffer for 7s, and he recovers Health from the buffer equal to 40%/20% of the damage he deals to enemy heroes / non-hero units respectively (recovery is increased by 1%/0.5% for every 1,000 extra Health). After 7s, Ata's buffered Health will diminish by 3% Health per second. Basic Attacks deal 70 (70 + 35% extra physical attack) extra physical damage.
DetailsLvl 1Lvl 15
Extra Damage
70140
Skill 1: Wavewalking
Skill 1

Skill 1: Wavewalking

CD: 7.5s
Crowd ControlImmunityDamage
Ata leaps and slams his anchor into the ground, dealing 460 (460 + 13% extra Health) physical damage. He then bounces forward, dealing the same amount of physical damage and launching enemies within range for 0.5s.
If he hits multiple enemies, the damage is reduced by 20% for each additional enemy, down to 60% of the initial damage. Deals 30% extra damage to minions.
After the bounce, he rolls in the target direction. He gains crowd control immunity while using this skill.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Base Damage
460552644736828920
Skill 2: Sea Anchor
Skill 2

Skill 2: Sea Anchor

CD: 10s
Crowd ControlMovementDamage
Ata hurls his anchor in the target direction, dealing 225 (225 + 70% extra physical attack) physical damage to enemies in its path and reducing their Movement Speed by 30% for 1.5s. If the anchor hits a wall, Ata will pull himself and any enemies in his path to the wall and smash into it, dealing 250 (250 + 10% extra Health) physical damage and stunning any enemies smashed for 0.5s.
Passive: Using Skill 2 enhances the next Basic Attack, pulling the target enemy to Ata.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
225270315360405450
Smash Damage
250300350400450500
Slow
30%36%42%48%54%60%
Skill 3: Ghost Ship
Ultimate

Skill 3: Ghost Ship

CD: 36s
TerrainDamageImmunity
Ata erects a high wall in a cone-shaped target area that blocks heroes and lasts for 4s. When erected, the wall deals 350 (350 + 120% extra physical attack) physical damage to enemies in front of him.
While using the Ultimate, he gains crowd control immunity.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
363228
Base Damage
350525700

Strategy Guide

Playstyle

A tank who reclaims lost Health by hitting people — offense as defense. His ghost-ship wall partitions fights, and his low-Health recovery punishes anyone who leaves the job half done.

Best for: Players who find passive tanking dull, balancing the books through counterattack.

Recommended Combos
Wall Slam Relay
Skill 2 (anchor into terrain → charge, 0.5s stun) → enhanced Basic Attack (pull to Ata) → Skill 1 (second landing, 0.5s launch)

An anchor that catches terrain pulls Ata along and smashes everyone in his path into the wall for a 0.5s stun. The enhanced Basic Attack then drags the target right in front of him, and the second landing of the double jump launches them again. Herd them along a wall before you throw, or the charge never happens.

Ghost Ship Split
Skill 3 (4s barrier + 350 frontal damage) → Skill 1 (crowd control immunity, 0.5s launch) → Basic Attacks

The barrier blocks heroes, so laying it between their frontline and backline lets your whole team focus one half. Skill 1 carries crowd control immunity as well, so their answer does not stop him stepping in. Buffered Health comes back at 40% of the damage he deals to enemy heroes, which is why the middle of the brawl is where he lasts longest.

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
  • Passive converts lost HP back through attacks — brawling makes him tankier
  • Deep CC kit: a wall-slam stun, an empowered-attack drag, and a 0.5s launch
  • Super armor on Skill 1 and Skill 3 lets him work straight through CC
  • Skill 3's barrier reshapes terrain for splits and cutoffs on demand
Weaknesses
  • Anti-heal purchases gut the Passive's sustain
  • Short reach with little answer to long-range kiting
  • No solo burst — kills depend on allied damage arriving
  • A misangled barrier can lock your own team out of the fight
Early Game Strategy

The lane badge at the top of this page reads Clash, following the official stats. The advice below assumes a roaming pick. Roam from the opening minutes — Ata can meaningfully gank as early as level 2. When Skill 2's anchor clips a wall, it charges in and slams enemies into the terrain for a 0.5-second stun (the classic wall-slam), so simply herding someone toward lane-side walls manufactures kills. And thanks to his Passive, every hit on an enemy hero claws back 40% of your stored lost HP, which means slightly reckless trades actually work in your favor. Manufacture even one kill before the 4:00 Tyrant and your jungler takes off running.

Mid Game Strategy

In skirmishes, you dive first — no exceptions. Skill 1's double jump deals damage on both hops, knocks up on the second landing, and grants super armor throughout, so you can shrug off enemy CC and press their backline. After casting Skill 2, your next empowered basic attack drags its target right in front of you: wall-slam, drag, team focus fire — that chain is the standard play. As anti-heal items start showing up in enemy builds, your Passive sustain thins out, so slot an early defensive item to compensate.

Late Game Strategy

When the Shadow Tyrant and the Overlord become the stakes, everything starts with Skill 3's barrier. It raises a cone-shaped wall that heroes cannot pass for 4 seconds — lay it between the enemy frontline and backline and you get to hit one half with all five. Around boss pits, the tight corridors make the detour it forces that much longer. Dive the carry you cut off with Skill 1: both landings deal damage, but only the second one launches enemies for 0.5s. Line your team's damage up with that launch and the target does not walk away. The barrier's angle has to be decided in a split second, so rehearse the placement in your head before the fight breaks out.

Teamfight Strategy

Lead the charge alongside your team's engage and treat getting hit as part of the job description: lost HP banks into your Passive, and every strike on an enemy hero recovers 40% of it, which makes the center of the brawl Ata's healing zone. Alternate the super armor windows on Skill 1 and the Ultimate and CC barely touches you, while the barrier severs escapes and reinforcements at once. From experience: angling the barrier to shut reinforcements out beats trying to cage enemies in — your team moves more freely and you avoid the classic own-goal.

Other Clash Lane Heroes

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

Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.

Report an error on this page

© 2026 Honor of Kings Hub. All rights reserved.

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.

This website is an unofficial fan site and is not affiliated with Tencent or Level Infinite in any way.
Honor of Kings is a registered trademark of Tencent.