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: SPLASH GRADATION
Upon reaching 3 stacks, her next Basic Attack is enhanced into the Follow-Up Skill SPLASH GRADATION, where she dashes toward the target and strikes 7 times, each strike dealing 121 (80 + 25% physical attack) physical damage while also slowing the enemy by 10%. The final strike deals extra physical damage equal to 12% of the target's lost Health. While launching an enhanced Basic Attack, she gains 21%-35% damage reduction.
Follow-Up Skills place 1 stack of Maim on enemies hit, reducing the enemy's Attack Speed by 10%-20% for 4s, for up to 2 stacks. Enemies lose 1 stack of Maim every time they use a Basic Attack.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 80 | 160 |
ASPD Reduction | 10% | 20% |

Skill 1: TRI-SLASH
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |
Base Damage | 200 | 230 | 260 | 290 | 320 | 350 |

Skill 2: SPLASH FOUNT
| 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 | 45 | 54 | 63 | 72 | 81 | 90 |
Health Recovery | 70 | 84 | 98 | 112 | 126 | 140 |

Skill 3: POWER GRADATION
When the same target is hit multiple times, subsequent hits only deal 30% damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 18 | 15.5 | 13 |
Base Damage | 320 | 480 | 640 |
Slow | 25% | 37.5% | 50% |
Strategy Guide
A duelist whose skills chain: any opener empowers the follow-up, turning three skills into a full combo table. The same kit produces different routes every fight.
Best for: Players who enjoy combo construction itself — fighting-game minds who pick the right starter for each situation.
Every skill that connects adds a mark and turns the next different skill into a Follow-Up Skill. As a Follow-Up, Skill 3 completes the seven-pointed star and launches whoever stands at its center for 0.75s. Land the seven-strike Basic Attack unlocked at 3 marks into that launch, and the final blow takes 12% of the target's lost Health.
A connecting Skill 1 grants 80% Movement Speed that decays over 2s. Ride it into range, stab six times with the Follow-Up Skill 2 for 70 Health per strike at Lvl 1, then pull out. The Follow-Up version's cooldown drops to 3s at Lvl 1, so the next trade is never far off.
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.
- •The 3-mark seven-hit flurry carries missing-HP damage that shreds even frontliners
- •Follow-up attack speed slows cripple basic-attack-reliant enemies
- •Skill 2's healing and the Ultimate's super armor win extended brawls
- •The 80% on-hit speed boost from Skill 1 dictates every engagement
- •Whiffed skills sever the chain and the marks, and the damage evaporates
- •No real answer to long-range poke or disciplined kiting
- •The wound debuff is stripped by enemy basic attacks, so it fades against heavy single hits
- •Silence locks her out of ever reaching the empowered basic attack
In the clash lane, Charlotte commits fully to touch-and-go trading until level 4. Skill 1 grants 80% movement speed on hit, so pre-cast it like a trap, close the gap the moment it connects, shave them down with Skill 2's six-stab heal, and leave. That one round trip is your winning trade pattern. The Passive's marks expire after 4 seconds, so resist any half-hearted engage that won't reach the third stack. Impose one condition on yourself—only step in deep right after your opponent whiffs a skill—and your early-game deaths plummet.
From around 8 minutes, as cooldown reduction items come online, Charlotte enters her unbeatable-in-a-1v1 window. Shove side waves to bait out the enemy fighter, then run them over from the front with the 3-mark empowered basic attack: seven dashing strikes, a final hit dealing missing-HP percentage damage, and damage reduction while it runs. The follow-up strikes' attack speed slow hurts basic-attack-reliant heroes most, so any side lane holding a retreating enemy marksman is prime hunting ground. Arrive at Tyrant fights slightly late from a flank, cycling skills on the perimeter to pre-build marks before you touch anyone.
Late-game Charlotte dives second, aiming for the enemy backline's head. Open by waiting: once your team's engage soaks the enemy's attention and crowd control, enter with Skill 2, layer the Ultimate's super armor, complete your marks, and unload the seven-hit flurry. Missing a single skill severs the whole chain—her greatest weakness—so the composure to wait for a guaranteed-hit distance converts directly into damage. Anti-heal items thin out Skill 2's sustain considerably, so check the enemy's item builds every single fight.
The teamfight ideal is carving sword scars in the middle of the brawl while the Ultimate's super armor makes enemy crowd control whiff. Timing is everything: casting it on reaction, right as you see the enemy's stun animation start, is exactly fast enough. Fire it early and you're just a statue. The empowered basic attack carries damage reduction while it runs, so you survive the center of a scrum better than you'd expect. Even without kills, continually smearing the attack speed slow onto the enemy marksman visibly cuts the damage your frontline takes—there's always work to do.
Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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