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
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: Divine Awakening
When resurrected, flies toward the nearest allied tower, dealing 600 (600 + 180% extra physical attack) physical damage and launching enemies within takeoff range for 0.75s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 600 | 1,200 |
MSPD Increase | 30 | 60 |

Skill 1: Holy Advance
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Shield | 500 | 600 | 700 | 800 | 900 | 1,000 |

Skill 2: Unstoppable Spear
Hitting enemies with Holy Advance and Immovable Aegis resets Unstoppable Spear's cooldown.
Enhanced Basic Attacks deal an extra 40% damage to non-hero units.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 180 | 216 | 252 | 288 | 324 | 360 |
Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |

Skill 3: Immovable Aegis
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 450 | 675 | 900 |
Cooldown | 25 | 22.5 | 20 |
Shield | 1,200 | 1,800 | 2,400 |
Strategy Guide
A shield-and-dash fighter who doesn't stop at death — she remains on the field as a divine spirit, supporting her team, and her respawn descent hits like a skill. Dying is part of her kit.
Best for: Players who like aggressive, deep engages — with the unique insurance that even death leaves work done.
A Skill 1 that connects refunds Skill 2's cooldown on the spot. The empowered attack adds 6% of the target's lost Health, so it bites harder the longer the fight runs. Miss Skill 1 and the loop stops dead, leaving you parked in their team with nothing.
Every hit an enemy hero lands on the raised Aegis adds 10% counterattack damage and cuts 10% off its casting time, up to 5 stacks. Raising it after they commit is what makes the answer heavy. The counterattack also refunds Skill 2, so the follow-up leap is waiting the moment it lands.
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.
- •Skill 1 and Ultimate hits refund Skill 2, so her mobility never runs dry
- •Shields with CC immunity slip enemy lockdown on demand
- •Missing-HP empowered basics give her a real answer to tanks
- •Tower respawn passive turns defensive deaths into tempo, not losses
- •A whiffed Skill 1 or Ultimate stalls the reset engine mid-combo
- •No burst, so disciplined enemies can recover before she finishes them
- •Respawn is fixed to the nearest allied tower — weak while sieging
- •Reset bookkeeping is expert-level; sloppy play accomplishes nothing
Athena's laning is a level-2 trade loop: jump in with Skill 2, land the empowered basic attack, dash out with Skill 1 — and because a connected Skill 1 refunds Skill 2's cooldown, you immediately get another round trip. Run that cycle and only your opponent's health bar moves. The empowered hit adds 6% of the target's missing HP, so the more chipped they are, the harder it lands. Level 4 unlocks the full all-in: two shields with CC immunity layered on top. The only real way to throw it is whiffing, so pick your jump target with care.
Around 7-8 minutes, one core item in, Athena's mobility starts cashing checks. Shove your side wave, then use Skill 2's leap to cut through the river and hit the 4:00 Tyrant or any skirmish from the flank. Before diving, count the enemy's key lockdown skills — if one is still up, time Skill 1's one second of CC immunity to slide through it and reach the backline safely. Do not rush the Ultimate out either. Its retaliation grows every time enemies strike the braced shield, so the moment they focus you is the moment it starts printing damage.
Late-game Athena is a time bomb strapped to the enemy backline. As long as Skill 1 and the Ultimate keep connecting, Skill 2 keeps refreshing, and no amount of running rescues a marksman you have decided to keep. Do not overlook the Passive: on death she respawns at the nearest allied tower with a knock-up burst, so in defensive scenarios even a death converts into a play. That insurance barely functions when you are the one diving deep, so measure your entry. At Shadow Tyrant, slide in from behind after both sides have traded skills — that is where she cuts deepest.
Decide one thing before every teamfight: whose face are you living in. Athena's damage is stacked empowered basics, so swapping targets mid-fight means killing no one. The ideal is single-minded pursuit of the enemy marksman. Slip the first lockdown with Skill 1's CC immunity, raise the Ultimate against their counterattack so every hit feeds the retaliation, then dump it back on them. One detail everyone forgets in practice: you can walk while the shield is braced. Drifting toward your escape route during those seconds is often the difference between a reset and a respawn.
Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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