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.
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: Wish of the Living
After using a basic skill, Devara gains an enhanced Basic Attack that deals an extra 85 (85 + 45% magical attack) magical damage to enemies within range and recovers 75 (75 + 1.2% extra Health) Health.
Ranged enhanced Basic Attacks deal 75% damage to non-target units and do not trigger on-hit effects.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Extra Damage | 85 | 170 |
Health Recovery | 75 | 150 |

Skill 1: Thunderblaze
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 240 | 288 | 336 | 384 | 432 | 480 |
Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |
Shield | 360 | 432 | 504 | 576 | 648 | 720 |

Skill 2: Divine Judgment
The closer the unit is to Devara, the farther they are knocked back.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 240 | 288 | 336 | 384 | 432 | 480 |
Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |

Skill 3: Millennium Echo
The transformation takes 1.5s, during which he ignores terrain and gains crowd control immunity and 30% Movement Speed. The golden staff at his back strikes nearby enemies in succession, prioritizing heroes. Each strike deals 100 (100 + 22% magical attack) magical damage, while also granting him 1 Thunder Resolve and a shield that negates 160 (160 + 2.5% extra Health) damage for 2s. Upon landing, he deals 200 (200 + 45% magical attack) magical damage to nearby enemies.
He remains transformed for 8s, during which the range of his enhanced Basic Attacks is increased, Basic Attacks grant 2 Thunder Resolve, and ranged Basic Attacks create chain lightning that bounces between multiple enemies, dealing 86 (50% physical attack) physical damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 60 | 54 | 48 |
Lightning Damage | 100 | 150 | 200 |
Landing Damage | 200 | 300 | 400 |
Shield per Hit | 160 | 240 | 320 |
Strategy Guide
A thunder fighter who builds power through close-range attacks, unlocking a second cast of his basic skills. His ultimate lifts him into a floating barrage at the heart of the brawl.
Best for: Players who accept the grind of staying point-blank for the payoff of double-casting — you like fighting inside the enemy's hitbox.
Every basic skill he casts leaves the next Basic Attack empowered with area magical damage and a heal. Never chain two skills back to back; slot one attack between them and collect both bonuses each time. Up close his Basic Attacks turn into melee swings with a shorter attack interval.
Each close-range Basic Attack grants 1 Thunder Resolve, capped at 6. At full stacks the power of thunder lets him cast one extra basic skill. That extra cast earns its own empowered Basic Attack, which is where the damage and healing of a short trade jump.
The 1.5s in the air carries crowd control immunity, free movement over terrain, and 30% Movement Speed. Each staff strike while airborne grants a shield and 1 Thunder Resolve, so he does not arrive empty-handed. The transformed state then runs for 8s, and anyone who closes in takes Skill 2 at point-blank, where the knockback travels furthest.
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.
- •Empowered basic attacks after every skill deliver area magic damage and healing at once
- •The Ultimate's levitation pairs super armor with terrain-free entry angles
- •Max Passive stacks grant a bonus basic skill cast for extra tempo
- •Thick shields and sustain let a magic build brawl toe to toe
- •Break the attack-weave rhythm and damage and healing dry up together
- •Engaging on an empty gauge means no empowered hits and lost trades
- •Mobility lives entirely in Skill 1—spend it engaging and the exit is gone
- •A melee-centric core that suffers under sustained long-range poke
In the clash lane, everything about Devara flows from one rhythm: one skill, one empowered basic attack. Every skill cast empowers your next basic attack with area magic damage and healing attached, so simply keeping that weave going wins the lane's war of attrition. Until level 4, treat Skill 1's shielded dash as your answer to being jumped, not as an engage tool. Basic attacks bank Passive stacks, and hitting the cap of 6 triggers thunder that lets you cast one bonus basic skill—so the iron rule is to only take trades from a full gauge.
From around 8 minutes, with one or two magic core items finished, Devara's skirmish power transforms. The Ultimate grants super armor and terrain-ignoring movement during its 1.5-second levitation, letting you drop into river scraps from over a wall. The transformed state lasts 8 seconds after landing: your empowered basic attacks grow in area and each basic attack banks 2 Passive stacks, raising both your damage and your healing a full tier. Cast it from behind a wall rather than in the enemy's face—floating in the open invites focus fire.
In teamfights past 15 minutes, Devara is a semi-carry whose frontline rank jumps a tier for the transformation's 8 seconds. Float with the Ultimate as the fight opens, collect the lightning strikes and shields on the way down, and land near the enemy's squishiest members. Your transformed ranged basic attacks carry chain bolts that ricochet between clustered enemies, spiking your damage into grouped teams. The danger is post-landing isolation: drop deeper than your support can reach and the focus fire ends you. Cap your landing depth at a spot allies can reach within 3 seconds.
In the brawl, your job is cycling in and out with Skill 1's shielded dash while keeping the empowered basic attacks' area damage and healing rolling. Against enemies glued to you, the answer is Skill 2 point-blank: the closer the target, the farther the knockback sends them, so the more suffocating the pressure, the calmer you should be about firing it in their chest. The Ultimate's super armor also answers enemy engage crowd control, so decide from their composition whether it's your sword or your shield. Whatever happens, never break the basic attack rhythm—it carries both your damage and your survival.
#Patch History

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