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Dharma

Dharma

Clash LaneFighterTankDifficulty: Hard

Latest Meta Stats

CLASH
C
Tier / Pop
51.54%
Win Rate
0.23%
Pick Rate
0.02%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Official Ratings

Survival
6/10
Attack
5/10
Difficulty
8/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3456
Max MP580
Physical Attack174
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s51
MP Regen / s14

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

Fighter
Red
Blue
Green

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

Official pickSkill 2: Enlightenment Mantra
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Frequently Paired With

2-hero team

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

#1 most used59.99% win rate / 10,230 wins
Flash

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: Heart Meridian Mantra
Passive

Passive Skill: Heart Meridian Mantra

EnhanceDamageSlow
Every time Dharma uses a skill, he receives a stack of Mantra which grants 32 physical defense and 32 magical defense for 5s, for up to 3 stacks. Using Skill 1 or his Ultimate grants 1 enhanced Basic Attack (and another 1 enhanced Basic Attack if he hits an enemy). Enhanced Basic Attacks deal an extra 28 (28 + 30% extra physical attack) physical damage and slow enemies by 15% for 2s.
DetailsLvl 1Lvl 15
Base Damage
2856
Defense Bonus
3264
Slow
15%30%
Skill 1: Formlessness Mantra
Skill 1

Skill 1: Formlessness Mantra

CD: 2s | Mana: 35
Crowd ControlMovementDamage
Dharma dashes and punches, dealing 180 (180 + 100% extra physical attack) physical damage to enemies in his path and launching them for 0.5s. He stocks 1 charge of this skill every 9s, for up to 2 charges. If he successfully knocks an enemy back into terrain with his Ultimate, the next use of this skill within 8s becomes a flying kick in the target direction. This kick deals extra physical damage equal to 15% of the target's lost Health.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Stock Interval
98.68.27.87.47
Cooldown
21.91.81.71.61.5
Base Damage
180216252288324360
Skill 2: Enlightenment Mantra
Skill 2

Skill 2: Enlightenment Mantra

CD: 10s | Mana: 45
DamageRecovery
Dharma unleashes a flurry of 5 punches every second for 4s for a total of 20 punches. Each punch deals 65 physical damage (50% extra damage to non-hero units), as well as physical damage equal to 0.35% of the target's max Health (increases by 0.25% for every extra 100 physical attack), and restores 85 (85 + 2.5% extra Health) Health. He can control the skill's direction while punching. While using the skill, he will automatically use enhanced Basic Attacks with the same effects as those of his Passive on nearby enemies. The recovery effect is halved for hits on non-hero units. Cancelling the skill will return 50% to 100% of its cooldown, depending on how long he used it for.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
657891104117130
Health Recovery
85102119136153170
Skill 3: Truth Mantra
Ultimate

Skill 3: Truth Mantra

CD: 40s | Mana: 90
Crowd ControlDamage
Dharma throws a powerful punch forward, dealing 200 (200 + 100% extra physical attack) physical damage to enemies within range and knocking them back. If enemies are knocked into a wall, they take an extra 200 (200 + 100% extra physical attack) physical damage and are stunned for 1s.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
403530
Base Damage
200300400

Strategy Guide

Playstyle

A boxer whose knockback punches deal bonus damage when enemies hit walls. Terrain is half his weapon — the same skill is trivial in the open and lethal in a corridor.

Best for: Players who track wall positions instinctively, chasing the satisfaction of a perfectly placed slam.

Recommended Combos
Slam Them Into the Wall
Skill 1 (dash, 0.5s launch) → Skill 3 (knockback; a wall impact adds damage and a 1s stun) → Skill 1 (flying kick, 15% of lost Health) → Skill 2 (punch flurry)

Confirm there is terrain behind the target before the punch goes out. A wall impact adds a one-second stun, and any Skill 1 used within the next 8s becomes a flying kick worth 15% of the target's lost Health. Skill 1 stocks one charge every 9s up to two, so entering with both keeps the dash-to-kick chain unbroken.

Stack Mantra and Stay In
Skill 1 (0.5s launch) → enhanced Basic Attack (2s slow) → Skill 2 (20 punches over 4s, healing on every hit)

Every skill cast adds a Mantra stack, layering physical and magical defense up to three times. Landing Skill 1 grants a second enhanced basic, so a connected dash means more swings and more slow. Skill 2 chips 0.35% of the target's max Health per punch while healing Dharma, and cancelling it early returns part of its 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.

Strengths
  • Huge burst from the wall stun into the flying kick conversion
  • Strong brawling stats via the Passive's defense buff and Skill 2 healing
  • Percent-HP damage on Skill 2 chews through high-health targets
  • Two Skill 1 charges give him flexibility on offense and escape
Weaknesses
  • Loses half his threat in open terrain with no walls
  • Restricted movement during Skill 2 makes him a target for big skills
  • A misjudged knockback angle shoves the enemy to safety instead
Early Game Strategy

In the Clash Lane, your first teammate is the terrain — the walls — and the early game tests how well you use them. Level 1-3 trades lean on Skill 1's dash and the Passive's defense buff, and since Skill 1 holds two charges, the standing rule is one for offense, one banked for the exit. The only green light is the moment your opponent stands near a wall; otherwise, just soak the wave. Your empowered basic also slows on hit, so stack small hit-and-run chips to open an HP gap while you wait for level 4 to unlock the wall-slam game.

Mid Game Strategy

Once you have the Ultimate, every wall on the map becomes a Dharma kill zone. The recipe is simple: knock the target into a wall, the collision stuns for a second with bonus damage, and within eight seconds Skill 1 converts into a flying kick that adds 15% of their missing HP. Land the full string and most victims don't walk away. Riverbanks and jungle corridors are nothing but walls, so your presence at Tyrant fights is actually stronger than your laning. Skill 2's punch flurry doubles as healing and percent-HP damage, giving you surprising staying power in monster tug-of-wars.

Late Game Strategy

In late-game teamfights, Dharma's grade depends entirely on forcing fights into tight terrain. Start a fight in the corridor outside Overlord or around a jungle corner and you get the dream play — wall-stunning the enemy carry right in front of your team. In the wide-open river center, though, your knockback is just a shove and half your threat disappears. Claiming the strong bush early to control where the fight happens is your hidden late-game job. Keep three Passive stacks rolling and you hold your own in frontline slugfests too.

Teamfight Strategy

You have exactly one objective: put an enemy backliner into a wall. Enter with Skill 1's dash, set your angle, then fire the Ultimate — and take the half-second before casting to confirm a wall actually sits behind them, because that pause is the difference between a kill and a whiff. Once the stun lands, finish with the flying kick and Skill 2's punch flurry. Skill 2 lets you steer mid-channel, but your movement is still restricted, so swinging it out in front of an enemy holding burst is asking to die. Canceling early is always on the table — take the kills that are actually there.

#Patch History

Dharma
DharmaAugust 13 Update
buff
Dharma — Stats Buffed Skill 1 (Formlessness Mantra) • Base damage 150 (+30/lv, 100% extra physical attack) → 180 (+36/lv, 100% extra physical attack) Skill 2 (Enlightenment Mantra) • Health recovery 65 (+13/lv, 2.5% extra Health) → 85 (+17/lv, 2.5% extra Health) What this means Formlessness Mantra is the two-charge knock-up dash Dharma uses to engage, chase, and disengage, so its damage touches every part of his game. At rank 6 it climbs from 300 to 360, or 120 more across both charges. The bigger change is the healing on Enlightenment Mantra, the channel that throws 20 punches over 4s and heals on each one: rank 6 goes from 130 to 170 per punch, about 31% more. Landing the full channel on heroes is worth roughly 800 extra Health, which makes standing in the middle of a fight and punching a far more defensible choice. The heal is still halved against non-hero units, so you cannot top yourself off on a jungle camp. In teamfights, parking in front of your carries and grinding the channel into enemy heroes is now a stronger default than ever.

Other Clash Lane Heroes

Stats: official HoK Camp, as of 2026-08-14

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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