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 lifeline for heroes with no movement skill
Closes out the kills you cannot quite finish
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.
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: Fearless Chariot
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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 40 | 80 |
Health Recovery | 70 | 140 |

Skill 1: Electrifying Charge
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
Base Damage | 265 | 318 | 371 | 424 | 477 | 530 |
Enhanced Damage | 400 | 480 | 560 | 640 | 720 | 800 |
Health Recovery | 100 | 120 | 140 | 160 | 180 | 200 |
Enhanced Recovery | 200 | 240 | 280 | 320 | 360 | 400 |

Skill 2: Storm Strike
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Basic Attack Damage | 200 | 240 | 280 | 320 | 360 | 400 |
Enhanced Basic Attack Damage | 300 | 360 | 420 | 480 | 540 | 600 |
Movement Speed Reduction | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 3: Force Field Suppression
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 15 | 13 | 11 |
Base Damage | 450 | 660 | 870 |
Enhanced Damage | 580 | 870 | 1,160 |
Shield | 900 | 1,350 | 1,800 |
Move Speed Steal | 25 | 37.5 | 50 |
Strategy Guide
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.
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.
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.
- •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
- •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
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.
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 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.
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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