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
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.
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: Assassination

Skill 1: Whirlwind
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
Base Damage | 240 | 288 | 336 | 384 | 432 | 480 |
Shield | 250 | 300 | 350 | 400 | 450 | 500 |

Skill 2: Sword Propel
Hitting an enemy increases her Attack Speed by 25% and Critical Rate by 10% for 4s, for up to 2 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
Base Damage | 220 | 264 | 308 | 352 | 396 | 440 |
Attack Speed | 25% | 30% | 35% | 40% | 45% | 50% |
Critical Rate Boost | 10% | 12% | 14% | 16% | 18% | 20% |

Skill 3: Death Dealer
While the mark is active, she recovers Health equal to 35% of damage dealt to the target. If the target is defeated, it will immediately reset her Ultimate's Cooldown.
Hitting marked targets with Basic Attacks will also reduce the Cooldown of Skills 1 and 2 by 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 18 | 16 | 14 |
Base Damage | 400 | 600 | 800 |
Strategy Guide
A snowballing assassin: takedowns build marks, and at three stacks her next skill has no cooldown. Every kill fuels the next — once she's rolling, nobody stops the chain.
Best for: Players chasing momentum itself — patient early, then ruthless the instant the window opens.
The first enemy Skill 2 hits takes 1.5 times the damage plus a 50% slow for 1.5s. Landing it also stacks the Attack Speed and Critical Rate buff, which is why it belongs before the leap rather than after. Basic Attacks on the marked target cut 1s from Skill 1 and Skill 2 cooldowns and return 35% of the damage dealt as Health. Skill 1 closes the pattern with a shield and a speed burst that covers either the chase or the exit.
Killing the marked target resets Skill 3's cooldown on the spot. A hero takedown also banks 2 passive marks, and at 3 the next skill used skips its cooldown entirely. Marked targets take extra true damage equal to 12% of their lost Health, so start with wounded enemies. Leap onto a healthy one and no reset comes — the chain ends right there.
Skill 1 gains 25% damage for each extra enemy caught, so it belongs in the middle of a camp, not at its edge. Skill 2's hit grants the Attack Speed and Critical Rate buff, up to 2 stacks (25% and 10% at Level 1). Every monster killed banks 1 passive mark; reach 3 before you leave for a gank and the next skill costs no 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.
- •Takedown-triggered Ultimate resets give unmatched chain-kill power in brawls
- •35% damage-to-healing plus halved basic-attack damage while the mark runs
- •Lost-HP true damage finishes chipped targets through any amount of armor
- •Skill 1's shield and speed burst keep her entries and exits cheap
- •Without a first kill the resets never spin up and she fades hard
- •No CC of her own to start fights — she depends on teammates' lockdown
- •Hard CC exposes pure assassin fragility the moment it lands
- •Lacks a decisive answer to full-HP targets and healthy frontlines
You're the jungler. Skill 1 gains 25% bonus damage for every additional enemy it hits, so casting from the center of each camp is free clear speed. The opening route is both buffs plus the river camps, aiming for Level 4 around the 3-minute mark. Passive stacks build from monster kills too, and at three stacks your next skill costs no cooldown — bank them before a gank and you walk in with an extra cast. As for the 4-minute Tyrant: touch it only when you've reached Level 4 before the enemy jungler has. Otherwise it's bait.
Once your jungle item and first damage item are finished, the real work begins: erasing chipped enemies. The ideal prey is a backliner under half HP. Death Dealer's leap applies the mark, converts 35% of your damage into healing, and — the headline — resets its own cooldown instantly on a takedown. Open ganks with Skill 2: the first enemy hit takes 1.5x damage and a 50% slow, and the attack speed and crit buffs it grants let your basics finish the job. The one rule that never changes, even in this window: do not walk into a healthy enemy team from the front.
Late-game Butterfly is the cleanup crew, not the opening act. Even when the 5v5 starts, hold your side bush until the enemy's CC and attention are committed to your frontline. The Ultimate adds true damage equal to 12% of a marked target's lost HP, so anyone already chipped dies — armor stacked or not. One kill refunds the Ultimate on the spot, a hero takedown banks two passive stacks, and the chain reaction begins. The flip side: without that first kill, nothing starts. Whatever else you compromise on, never compromise on your entry timing.
Your brawl loop is enter, kill, reset, next. Lead with Skill 2 before committing — the slow keeps them in reach, the attack speed buff quickens your swings, and each basic on a marked target shaves a second off both Skill 1 and Skill 2. When focus piles up, Skill 1's shield and decaying 50% speed boost carry you back to the edge of the fight. While your mark is active you take half damage from basic attacks, so a chasing marksman often can't actually finish you. One nuance: enemy support shields can rob your takedown reset, so start with the softest unshielded target — that's the correct kill order.
Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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