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Xuance

Xuance

JungleAssassinDifficulty: Hard

Latest Meta Stats

JUNGLE
C
Tier / Pop
53.67%
Win Rate
0.27%
Pick Rate
0.05%
Ban Rate

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

Official Ratings

Survival
3/10
Attack
8/10
Skill
4/10
Difficulty
7/10

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

Base Stats

Compare all heroes' base stats →
Max HP3369
Max MP560
Physical Attack170
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed385
Attack RangeMelee
HP Regen / s51
MP Regen / s14

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

Assassin
Red
Blue
Green

A gank succeeds or fails on whether you arrive before you are seen.

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: Flailing Sickles
1

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
1.90%
1.59%
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 used62.49% win rate / 12,945 wins
Smite
#2 most used64.89% win rate / 8,080 wins
Smite

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: Crazed Prelude
Passive

Passive Skill: Crazed Prelude

DamageSlowSpeed Up
Xuance's chained sickles deal an extra 59 (35% physical attack) physical damage to enemies at long range, reducing their Movement Speed by 15% while increasing his own Movement Speed by 15% for 0.75-1.5s.
Skill 1: Flailing Sickles
Skill 1

Skill 1: Flailing Sickles

CD: 5s | Mana: 30
MovementEnhance
Xuance dashes in the target direction, enhancing his next Basic Attack to deal an extra 4% Health physical damage (increases by 0.05% for every 10 extra physical attack). If he has marked an enemy with his sickle, they are pulled a certain distance toward him when the dash ends.
The Movement Speed increase and slow effects of Crazed Prelude are enhanced as Flailing Sickles levels up.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
54.84.64.44.24
MSPD Increase
15%18%21%24%27%30%
Slow
15%18%21%24%27%30%
Skill 2: Nightmare Hooks
Skill 2

Skill 2: Nightmare Hooks

CD: 8s | Mana: 50
Crowd ControlSpeed UpDamage
Xuance wields his sickle, charging up to gain 30% Movement Speed and gradually increasing its range. He then throws it in the target direction, dealing 380 (380 + 140% extra physical attack) physical damage to enemies in its path and immobilizing them briefly. The sickle will mark the first target hit as Hunted, and will return upon reaching its max range. Xuance deals an extra 10% damage to Hunted targets and takes 15% less damage from them.
For the duration of the mark, he can use the skill again to consume the mark and pull the target behind him, dealing 380 (380 + 140% extra physical attack) physical damage (deals 50% extra damage to monsters).
Canceling the charge-up reduces the cooldown of Nightmare Hooks by 50%. If the Hunted target dies or is marked by Crimson Blur, 40% of the cooldown will be returned immediately.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
380456532608684760
Damage Bonus
10%12%14%16%18%20%
Damage Reduction
15%18%21%24%27%30%
Skill 3: Crimson Blur
Ultimate

Skill 3: Crimson Blur

CD: 2s | Mana: 35
MovementDamageSpeed Up
Xuance dashes behind a target marked by Nightmare Hooks, dealing 420 (420 + 200% extra physical attack) physical damage to enemies in his path. Beyond a certain distance, he'll dash toward them instead.
If he has not marked an enemy, he will instead dash to the target's location and mark them, dealing 280 (280 + 130% extra physical attack) physical damage.
He takes 50% less damage during the dash.
Passive: He gains 30% Movement Speed (diminishes over time) and 25% Attack Speed for 5s for each kill or assist, for up to 3 stacks.
He can stock 1 use of Crimson Blur every 6s, for up to 3 uses in total.
DetailsLvl 1Lvl 2Lvl 3
Stock Interval
65.55
Cooldown
21.81.5
Base Damage
420630840

Strategy Guide

Playstyle

An assassin built entirely around his chain-sickle: hook one target, bind them, and never let go. When the hook lands the kill is nearly scripted; when it misses he has little else.

Best for: Players confident in their skillshot aim, who enjoy staking a fight on landing one clean hook.

Recommended Combos
Hook, Pull, Toss
Skill 2 (charged throw — snare + Hunted mark) → Skill 1 (dash drags the marked enemy with you + Enhanced Basic Attack) → Skill 2 (recast to spend the mark and throw them behind you) → Skill 3 (dash follow-up)

The recast throws them behind you, so face away from your own side before you press it. While the mark holds you deal more damage to that target and take less from them, which makes a few seconds of standing and trading worth it. Spending the mark clears it, so the Skill 3 that follows latches the sickle again instead — and that latch refunds 40% of Skill 2's cooldown.

Going In Without the Hook
Skill 3 (dash to the target and latch the sickle — 50% less damage taken while moving) → Skill 1 (dash drags them along + Enhanced Basic Attack) → Skill 2 (charge)

Against enemies you can't reliably hook, close the distance with Skill 3 first. You take half damage for the whole dash, so diving under a tower doesn't automatically end with you melting. With the sickle latched, Skill 1's dash drags them where you're going, and the latch itself returns 40% of Skill 2's cooldown.

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
  • A self-sufficient pick machine: hook, throw, and follow-up all live in one kit
  • Kill-and-assist stacking passive makes his snowball terrifyingly fast
  • 50% damage reduction while the Ultimate is in motion keeps dives safe
  • The charge-cancel cooldown refund lets him attempt hooks again and again
Weaknesses
  • Missing Skill 2 silences both his damage and his mobility at once
  • Paper-thin base durability; a single stun or hard CC deletes him
  • Cannot play the frontline role in a head-on teamfight
  • Hook accuracy takes practice, so results swing wildly before mastery
Early Game Strategy

You're the jungler. The moment you hit level 2 off your first buff, start planning the opening gank — Xuance's game is decided by whether he moves one beat faster than the enemy and steals first blood. Everything revolves around Skill 2's hook, and its 50% bonus damage to monsters keeps your clear speed respectable too. One detail worth memorizing: canceling the charge partway refunds 50% of the cooldown. If the angle feels wrong, don't throw it — cancel and rotate to the next bush. The discipline to hold the hook is often worth more than a kill.

Mid Game Strategy

The mid game is about erasing isolated enemies one at a time. Charge Skill 2 from outside their vision (you gain 30% move speed while charging) and release the instant a sightline opens. On hit, reactivate to hurl the target behind you — deliver them straight to your team. While your Ultimate carries you through an enemy you take 50% reduced damage, so diving under towers is safer than it looks. Every kill or assist triggers the Ultimate's passive attack speed and move speed surge, which even speeds up your travel to the next victim.

Late Game Strategy

A head-on 5v5 is your worst-case scenario — even full-build Xuance is made of paper. During the standoff before Shadow Tyrant, keep orbiting the perimeter. Your cue is seeing the enemy's stuns get burned on your teammates. Then hook a chipped backliner out of their formation, throw them, and finish with the Ultimate. Xuance's real terror is the chain reaction: one kill stacks the Ultimate's passive and the snowball starts rolling. Focus entirely on taking the first pick safely and the rest falls into place on its own.

Teamfight Strategy

Never, ever take the job of engaging first. Sit on the edge of the fight with Skill 2 charged, waiting for a lane to open toward their marksman or mage. When the hook lands, pull yourself in with Skill 1 and the empowered basic attack, then reactivate Skill 2 to throw them into your team's kill zone. If you miss, back off immediately and wait out the cooldown. Playing hit and miss as two completely separate game plans — that discipline is what decides Xuance's winrate.

#Patch History

Xuance
XuanceAugust 13 Update
buff
Xuance — Stats Buffed Passive (Crazed Prelude) • Base damage 33% physical attack → 35% physical attack Skill 2 (Nightmare Hooks) • Base damage 320 (+64/lv, 140% extra physical attack) → 380 (+76/lv, 140% extra physical attack) Ultimate (Crimson Blur) • Hook damage 200 (+100/lv, 100% extra physical attack) → 280 (+140/lv, 130% extra physical attack) What this means The Crimson Blur hook damage is the headline. That number applies when Xuance casts his Ultimate without a hunting mark from Nightmare Hooks — at rank 3 it climbs from 200 (100% bonus AD) to 280 (130% bonus AD). His weakest moment used to be right after a missed hook or a spent mark, and that gap is exactly what got filled, so committing early is less punishing. Nightmare Hooks itself gains 60 to 300 depending on rank, which speeds up both his burst off an immobilize and his jungle clear, since the skill already deals 50% extra to monsters. The passive buff rides along on every trade where he closes distance while his sickles chip away. The core combo — mark first, then blink behind them — is unchanged, but you can now throw the opening hook more freely knowing the follow-up still hurts if it misses.

Other Jungle 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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