Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
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.
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: Forge Inheritor
Holding a polearm or spear puts her in Defense Form, dagger-axe or halberd puts her in Offense Form, and bow puts her in Overkill Form.
Each form grants different Skill 1 and Skill 2 effects. Entering Overkill Form instantly reduces the Cooldown of Skill 1 and Skill 2 by 50%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
ASPD Increase | 4% | 8% |
Health Recovery | 20 | 40 |

Skill 1: Peak-Crushing Polearm
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 225 | 270 | 315 | 360 | 405 | 450 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Skill 2: World-Splitting Spear
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 450 | 540 | 630 | 720 | 810 | 900 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Health Recovery | 180 | 216 | 252 | 288 | 324 | 360 |

Skill 3: Return of the Armsmaster
During this time, she commands all five weapons to attack, with each Basic Attack dealing an extra 40 (40 + 13% extra physical attack) physical damage.
While using this skill, she can use her Basic Attack while moving. Overkill Form will remain active once entered.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Extra Damage | 40 | 60 | 80 |
ASPD Increase | 35% | 52.5% | 70% |
Cooldown | 40 | 36 | 32 |
MSPD Burst | 80% | 90% | 100% |
Strategy Guide
A shapeshifting fighter who cycles five ancestral weapons with every basic attack; whichever weapon is in hand sets her form — Defense, Offense, or Overkill. Skills 1 and 2 change outright with the form, so what comes next is decided by your current weapon. Skill 3 wields all five at once.
Best for: Drill until you can name the next weapon without looking. If you can already call it out mid-fight, she pays the practice back — three heroes' worth of tools in one body.
Skill 3 lets Chicha attack on the move and lifts the Fighting Spirit cap for 6s. Cycle into the bow during that window and Overkill Form stays active — and entering it immediately cuts the Skill 1 and Skill 2 cooldowns by 50%. Kite backward and spend those two shortened skills the moment they return.
The bow's flying kick knocks enemies back, and anyone slammed into a wall is confined to that area for 2s and takes another 275 (Lvl 1). It is only worth aiming at enemies with a wall behind them. The follow-up arrows add true damage equal to 10% of the Health the target has lost, and she keeps crowd control immunity and 15% damage reduction while firing.
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.
- •Healing on every basic attack wins brawls and sustains her lane
- •Fighting Spirit stacks push attack speed past the normal cap
- •Skill 3's move-and-shoot keeps damage flowing while kiting
- •Five cycling weapons adapt her range to any situation
- •Weapons cycle in fixed order, making a specific form hard to hold
- •Four seconds without attacking drops Fighting Spirit and craters her damage
- •Hit-count design makes attack speed debuffs and hard CC brutal
- •Form management takes real practice before she comes online
Chicha is a fighter whose brawling literally heals her. Every basic attack restores Health and cycles her to the next, longer-ranged weapon, so in the farm lane the first rule is simple: never stop swinging. Fighting Spirit stacks expire after four seconds, so keep the gaps between attacks short. The polearm and spear of Defense Form are her shortest reach, and overextending there is how you die. Step to an enemy hero only when the bow's Overkill Form comes around. Learning that rhythm is your lifeline until level 4.
From level 4, one question drives everything: can you cast Skill 3 while in Overkill Form? Cast it with the bow in hand and the form stays locked in, and she can attack while moving. Entering Overkill Form also cuts the cooldowns of Skill 1 and Skill 2 by half the instant it triggers. Once your first attack speed item finishes around six minutes, start showing up to Tyrant fights. Health comes back on every basic attack, so extended damage races rarely go against you. One quiet trick that wins real games: pre-cycle your weapon on minions until you are two or three swings from the bow before the fight starts.
With three or four items done past the ten-minute mark, Fighting Spirit pushes her attack speed past the normal cap and her sustained trading gets hard to beat. She is also the first target in any teamfight, so open behind your front line and use Skill 3 as the counterpunch once the divers commit. At Shadow Tyrant standoffs, prioritize a position where you can keep swinging over hiding and waiting. The moment your attacks stop, Fighting Spirit drops and the healing stops with it. Never stopping is the best defense she has.
Half of Chicha's teamfight is decided by which weapon she is holding when it starts. The ideal is the bow's Overkill Form: entering it halves the cooldowns of Skill 1 and Skill 2, and layering Skill 3's move-and-shoot on top lets her kite backward while grinding the enemy line down. Every basic attack heals her mid-brawl, so a chunk of the damage she takes can simply be punched back. When an assassin jumps her, fighting back and cycling the weapon forward often keeps her alive longer than running would. The six seconds where Fighting Spirit has no stack limit hold her entire teamfight in miniature.
#Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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