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Biron

Biron

Clash LaneFighterTankDifficulty: Normal

Latest Meta Stats

CLASH
B
Tier / Pop
47.42%
Win Rate
0.76%
Pick Rate
0.16%
Ban Rate

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

Official Ratings

Survival
7/10
Attack
6/10
Skill
4/10
Difficulty
4/10

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

Base Stats

Compare all heroes' base stats →
Max HP3508
Max Energy90
Physical Attack175
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s50
Energy Regen / 5s0

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

Fighter
Red
Blue
Green

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

Official pickSkill 1: Electrifying Charge
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
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 used59.88% win rate / 7,909 wins
Flash
#2 most used53.26% win rate / 2,139 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: Fearless Chariot
Passive

Passive Skill: Fearless Chariot

EnhanceRecovery
Biron's mace accumulates charge when he lands hits with Basic Attacks or unenhanced skills.
At 30 charge or more, his mace becomes Electrified. Basic Attacks deal 40 (40 + 14% extra physical attack) physical damage and restore 70 (70 + 1.5% extra Health) Health to him. Skills also receive different enhancement effects, but hits from enhanced skills do not build up charge.
Basic Attack hits accumulate 5−10 charge, and skill hits accumulate 8−16 charge. He can stock up to 90 charge.
DetailsLvl 1Lvl 15
Base Damage
4080
Health Recovery
70140
Skill 1: Electrifying Charge
Skill 1

Skill 1: Electrifying Charge

CD: 6s
DamageRecovery
Swings his weapon twice, dealing 265 (265 + 100% extra physical attack) physical damage each time and restoring 100 (100 + 1.5% extra Health) Health, plus an extra 2% of lost Health.
Electrified Enhancement: Damage is increased to 400 (400 + 150% extra physical attack) physical damage, and restoration is increased to 200 (200 + 2.3% extra Health) Health, plus 4% of lost Health.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
65.85.65.45.25
Base Damage
265318371424477530
Enhanced Damage
400480560640720800
Health Recovery
100120140160180200
Enhanced Recovery
200240280320360400
Skill 2: Storm Strike
Skill 2

Skill 2: Storm Strike

CD: 10s
Crowd ControlDamageMovement
Dashes forward, dealing 281 (150 + 75% physical attack) physical damage to enemies in his path. The next Basic Attack after the dash is enhanced, dealing 375 (200 + 100% physical attack) physical damage and slowing enemies by 25% for 2s.
Electrified Enhancement: If he has accumulated 30 charge or more, the enhanced Basic Attack deals 562 (300 + 150% physical attack) physical damage. It also launches and stuns targets for 1s, then slows them by 25% for 1s.
The first enhanced Basic Attack costs 30 Energy.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
150180210240270300
Basic Attack Damage
200240280320360400
Enhanced Basic Attack Damage
300360420480540600
Movement Speed Reduction
25%30%35%40%45%50%
Skill 3: Force Field Suppression
Ultimate

Skill 3: Force Field Suppression

CD: 15s
ShieldDamageSlow
Biron slams his mace into the ground, dealing 450 (450 + 120% extra physical attack) physical damage and slowing enemies by 30% for 1.5s. He also generates a shield that negates 900 (900 + 18% extra Health) damage for 6s.
Electrified Enhancement: Increases damage to 580 (580 + 195% extra physical attack) physical damage and boosts the shield to negate 1,450 (1,450 + 21% extra Health). Also generates an electric wave that deals 200 (200 + 75% extra physical attack) physical damage to enemies and steals 25 Movement Speed from each hero, granting it to Biron.
The range of the electric wave increases with the Ultimate's level.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
151311
Base Damage
450660870
Enhanced Damage
5808701,160
Shield
9001,3501,800
Move Speed Steal
2537.550

Strategy Guide

Playstyle

An armored bruiser who charges his mace and discharges it in electrified slams. Shields and area slows hold the frontline while his charge cycle creates waves of burst.

Best for: Players who romanticize the heavyweight blow — fighting to the rhythm of charge and release.

Recommended Combos
Charge to 30, Then Open
Basic Attacks until charge reaches 30+ → Skill 2 (dash) → Enhanced Basic Attack (1s launch and stun) → Skill 3 (Electrified shield + electric wave) → Skill 1 (two swings, healing on each hit)

Basic Attack hits build 5-10 charge and skill hits build 8-16; at 30 the mace turns Electrified. The engage hinges on Skill 2 — while Electrified, the Basic Attack after the dash lands a 1s launch and a stun at the same time. Hits from enhanced skills build no charge at all, so once the shield and the heal are spent, go back to Basic Attacks and rebuild.

Comeback at Low Health
Confirm 30+ charge → Enhanced Skill 1 (two swings, healing that scales with the Health you've lost) → Skill 2 (dash out)

Skill 1 swings twice and heals on each hit, and while Electrified that healing grows with the Health you're missing. Swing it in your chaser's face, then change your angle with Skill 2's dash. Below 30 charge the healing stays at its base value — check the gauge before you commit to the swing.

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
  • With all three empowered skills up, few clash laners match his overall kit
  • Empowered Skill 1's healing scales with missing HP for dramatic comebacks
  • Empowered Skill 2 chains a dash into a reliable stun to start plays
  • Empowered Ultimate's 1500 shield lets him live in the middle of the brawl
Weaknesses
  • At zero Energy his damage, healing, and CC all turn mediocre at once
  • Short skill range leaves him helpless against long-range kiting
  • Needs pre-fight gauge charging, so he reacts poorly on short notice
  • Skill 2's dash is his only mobility, leaving few retreat options
Early Game Strategy

Biron pushes hard in the clash lane early — as long as his gauge is up. Basic Attack hits accumulate 5−10 charge and skill hits accumulate 8−16. At 30 or more the mace goes Electrified and every skill gains an enhancement. Punch a few minions to clear 30 before you start anything with your opponent. Charge stocks up to 90, so loading extra before you commit is never wasted. Enhanced Skill 1 heals 1% more for every 1% of HP you are missing. That is what makes low-HP slugfests survivable, and the moment your opponent thinks they have chunked you down and steps in is usually where you win.

Mid Game Strategy

From level 4, once empowered Skill 2's knockup and stun come online, Biron transforms into a premier gank-followup hero. Clear waves while banking Energy, and the second your jungler arrives, dash in with Skill 2 and lock the target down for a full second with the empowered basic attack — that's essentially a guaranteed kill. The iron rule before the 4-minute Tyrant: fill your gauge before walking down to the river, because empty-gauge Biron is just a target. After shoving your lane, hit the enemy's jungle camps to keep the gauge topped up while you raid.

Late Game Strategy

Late game you are the frontline diver and disruptor. Enhanced Skill 3 raises its area damage from 450 to 580 and its shield from 900 to 1,450 absorbed (level 1 values). Soak the enemy's opening burst with that 6-second shield and buy your team the window to counterattack. The enhanced version also sends out an electric wave that steals 25 Movement Speed from every hero it hits and grants it to Biron, so the more enemies surround you, the faster you move — good for the dive and good for the exit. Healing comes from enhanced Skill 1 and Electrified basic attacks, not from Skill 3. The shield buys the time; the swings bring the HP back. The only thing to fear is being kept at range. Against comps that stack slows from distance, save Flash as your instant gap-closer until the very end. Charge and Flash: managing those two is the whole late game.

Teamfight Strategy

The fight starts 30 seconds before the fight. Hit nearby minions or jungle camps to bank Energy, then walk in loaded. Engage with Skill 2's dash, stop their momentum with the empowered basic attack's knockup, and immediately follow with the Ultimate's shield and AoE slow. Close with empowered Skill 1 in the middle of their clump — the more enemies it hits, the more you heal. And once you're below half HP, empowered Skill 1's healing spikes hard, so the longer you persist in the scrum, the harder you become to kill.

Other Clash 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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