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Shouyue

Shouyue

Farm LaneMarksmanAssassinDifficulty: Hard

Latest Meta Stats

FARM
B
Tier / Pop
49.76%
Win Rate
0.94%
Pick Rate
0.1%
Ban Rate

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

Official Ratings

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

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

Base Stats

Compare all heroes' base stats →
Max HP3275
Max MP600
Physical Attack178
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed365
Attack RangeRanged
HP Regen / s39
MP Regen / s15

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

Marksman (Critical)
Red
Blue
Green

Auto-attacks are the damage source, so attack speed and movement speed translate directly into kiting.

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: Wild Wind
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Frequently Paired With

2-hero team
8.97%
3.04%
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 used59.76% win rate / 66,651 wins
Flash
#2 most used62.02% win rate / 41,147 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: Accuracy
Passive

Passive Skill: Accuracy

EnhanceDamage
Shouyue gains 1 stack of Ambush for every 1.5s he is out of combat, for up to 5 stacks. When he has Ambush stacks, he gains 20% Physical Pierce and 70-140 (+ 15% extra physical attack) physical damage. Every Basic Attack hit on enemy heroes consumes 1 stack of Ambush, while every skill hit consumes 5 stacks.
Accuracy: For every 1% Critical Rate, he deals 4 extra damage with Wild Wind and 2 extra damage with Getaway.
DetailsLvl 1Lvl 15
Physical Damage
70140
Skill 1: The Tranquil Eye
Skill 1

Skill 1: The Tranquil Eye

CD: 1.5s | Mana: 30
VisionDisguiseSpeed Up
Places a scouting device that provides vision within a range of 600-1,000 for 300s. He stocks 1 device every 35s, for up to 3 devices. Devices become ineffective when occupied by enemy heroes, and they become ineffective more quickly when occupied by multiple enemy heroes.
Passive: When out of combat and near natural terrain or a scouting device, he disguises himself, gaining 15% Movement Speed and 15% Attack Speed. After losing his disguise, the Attack Speed boost will remain in effect for 3s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Device Restock
353433323130
Attack Speed
15%18%21%24%27%30%
Movement Speed
15%18%21%24%27%30%
Skill 2: Wild Wind
Skill 2

Skill 2: Wild Wind

CD: 1.5s | Mana: 60
DamageSlow
Takes aim and snipes in the target direction, dealing 750 (750 + 250% extra physical attack) physical damage to targets hit, plus extra physical damage equal to 8% of the target's Health while slowing them immensely for 0.5s.
Aiming takes 2s, and bullets fired before the full duration have reduced accuracy. Up to 3 bullets can be stocked at a time. Landing a Basic Attack hit reduces the time taken to aim by 4%.
Wild Wind: When his Attack Speed is increased by 40%/80%/120%/160%, his aim time is reduced by 0.25/0.5/0.75/1s. The time taken for him to exit the aiming state is also reduced.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Stock Time
1514.413.813.212.612
Base Damage
7509001,0501,2001,3501,500
Skill 3: Getaway
Ultimate

Skill 3: Getaway

CD: 1.5s | Mana: 90
MovementDamageSlow
Leaps backward and fires in the target direction, dealing 750 (750 + 180% extra physical attack) physical damage and slowing enemies in the path by 15% for 2s. Upon landing, gains 15% Movement Speed for 2s. Bullets stocked are shared with Wild Wind, and 1 bullet is used with each skill use.
Using Basic Attacks or skills removes the Movement Speed boost instantly.
Passive: Increases Basic Attack range by 15 with every skill level upgrade.
DetailsLvl 1Lvl 2Lvl 3
Base Damage
7501,1251,500
MSPD Boost
15%22.5%30%
Slow
15%22.5%30%
Range Increase
304560

Strategy Guide

Playstyle

A long-range sniper who converts calm into power — focus stacks build while out of combat and spend on single devastating shots. His three vision wards make him a reconnaissance network with a main gun attached.

Best for: Players who stake everything on one shot's weight, spending the quiet minutes on placement and observation.

Recommended Combos
Stack Ambush While Hidden
Skill 1 (place a scouting device) → stay out of combat inside its range or next to terrain → Skill 2 (let the 2s aim finish, then fire)

Standing inside a device's range or near terrain disguises him whenever he's out of combat. Movement Speed and Attack Speed go up, and that same idle time stacks Ambush once every 1.5s. With stacks up, the snipe carries 20% Physical Pierce and bonus physical damage — and a skill hit spends 5 stacks at once, so it's one loaded shot, not a stream.

Leap Back and Answer
Skill 3 (leap backward while firing — 2s slow) → use the landing speed boost to open the gap → Skill 2 (snipe with a stocked bullet)

When someone dives you, Skill 3 jumps you backward and fires on the way out, leaving a slow behind. The landing speed boost disappears the instant you use a Basic Attack or a skill, so decide before the leap whether you're leaving or trading. The leap draws from the same ammo as Skill 2 — keep one round in reserve for exactly this moment.

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
  • Skill 2's extreme-range snipe adds 8% max HP damage, so every shot hits like a truck
  • Three Skill 1 vision devices let him build his own safe zones on the map
  • Terrain camouflage hides his position while he lines up sightlines
  • Crit converts into snipe damage, so his one-shot power never stops scaling
Weaknesses
  • Aiming a snipe takes about 2 seconds, leaving a huge opening up close
  • The Ultimate's backward leap is his only escape; chained dives kill him
  • A run of missed snipes craters his damage contribution
  • Sustained DPS lags behind rapid-fire marksmen in messy extended brawls
Early Game Strategy

Play the farm lane or mid lane, and train yourself to hug walls first. Skill 1's passive turns you camouflaged while out of combat near terrain, adding 15% move and attack speed. The lane phase revolves around Skill 2's snipe — a frankly unfair 750 base plus 8% max HP per shot from level 1, so landing two or three forces your opponent to recall. Practice the flick shot early: keep the laser aimed somewhere else and snap it onto the target at the last instant. Your hit rate becomes a different animal.

Mid Game Strategy

Before the 4-minute Tyrant fight starts, place Skill 1's vision devices at the river junctions and enemy jungle entrances. You can stock up to three and each lasts 300 seconds, so never skimp on replacing them — that vision alone visibly cuts your whole team's gank deaths. On offense, keep sniping tower defenders with Skill 2 until they're at half HP and forced back, then siege with your team. Rounds stack up to three; never fire your last one for poke — always keep a bullet for self-defense.

Late Game Strategy

Chipping the enemy carry to half HP before the fight even starts — that's Shouyue's late-game job. The Passive stacks Ambush once per 1.5s out of combat, up to 5 stacks, and while he holds stacks he gains 20% Physical Pierce plus bonus physical damage. A skill hit on an enemy hero spends all 5 stacks at once, so whether you can take one breath between snipes decides how much each shot weighs. Every 1% Critical Rate adds 4 damage to Wild Wind and 2 to Getaway, so his single-shot power keeps climbing as crit items come online. You never need to step forward. The very back, with walls and bushes behind you, is your permanent address.

Teamfight Strategy

One step further back than your own backline — that's your spot. Once the fight starts, snipe whoever's in your sightline with Skill 2, but prioritize wounded targets. When an assassin dives you, leap backward with your Ultimate while firing (it slows on hit), then follow up with a stocked Skill 2 round. Aiming a snipe leaves you defenseless for about 2 seconds, so fight with basic attacks while the enemy's dash skills are still up, and only settle in to snipe after they've been spent. That patience is what keeps you alive.

Other Farm 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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