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
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
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: Accuracy
Accuracy: For every 1% Critical Rate, he deals 4 extra damage with Wild Wind and 2 extra damage with Getaway.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Physical Damage | 70 | 140 |

Skill 1: The Tranquil Eye
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Device Restock | 35 | 34 | 33 | 32 | 31 | 30 |
Attack Speed | 15% | 18% | 21% | 24% | 27% | 30% |
Movement Speed | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 2: Wild Wind
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Stock Time | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
Base Damage | 750 | 900 | 1,050 | 1,200 | 1,350 | 1,500 |

Skill 3: Getaway
Using Basic Attacks or skills removes the Movement Speed boost instantly.
Passive: Increases Basic Attack range by 15 with every skill level upgrade.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 750 | 1,125 | 1,500 |
MSPD Boost | 15% | 22.5% | 30% |
Slow | 15% | 22.5% | 30% |
Range Increase | 30 | 45 | 60 |
Strategy Guide
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.
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.
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.
- •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
- •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
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.
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.
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.
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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