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Di Renjie

Di Renjie

Farm LaneMarksmanDifficulty: Easy

Latest Meta Stats

FARM
B
Tier / Pop
51.68%
Win Rate
0.82%
Pick Rate
0.02%
Ban Rate

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

Official Ratings

Survival
4/10
Attack
8/10
Difficulty
3/10

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

Base Stats

Compare all heroes' base stats →
Max HP3352
Max MP600
Physical Attack170
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed370
Attack RangeRanged
HP Regen / s40
MP Regen / s15

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

Marksman (Critical)
Red
Blue
Green

Auto-attacks are the damage source, so attack speed and movement speed translate directly into kiting.

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 1: Respect the Law
1

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

2-hero team
2.37%
2.37%
1.97%
1.77%

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 used66.84% win rate / 30,586 wins
Flash
#2 most used68.15% win rate / 20,385 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: Swift Justice
Passive

Passive Skill: Swift Justice

EnhanceSpeed Up
Di Renjie gains 1 stack of Swift Justice for each Basic Attack used. Each stack increases his Attack Speed by 3.5%–7% and his Movement Speed by 5%, for up to 5 stacks.
On every third Basic Attack, Di Renjie attacks with a red or blue token at random.
Skill 1: Respect the Law
Skill 1

Skill 1: Respect the Law

CD: 8s | Mana: 60
DamageDamageSlow
Di Renjie tosses a random assortment of 6 red or blue tokens at the target area, dealing 150 (120 + 18% physical attack) physical damage.
Enemies hit by multiple tokens will only take 30% of the initial damage from subsequent tokens.
Red token: Explodes on hit and deals an extra 90 (90 + 18% extra physical attack) magical damage.
Blue token: Deals an extra 45 (45 + 9% extra physical attack) magical damage while slowing the enemy by 15% for 1s.
Six Tokens count as 1 Basic Attack. Damage dealt to the same target diminishes to 30%. Skill casting speed increases with Attack Speed.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.67.26.86.46
Base Damage
120144168192216240
Red Token Damage
90108126144162180
Skill 2: Legal Immunity
Skill 2

Skill 2: Legal Immunity

CD: 15s | Mana: 70
PurifyDamageDamage
Di Renjie tosses 8 tokens in a circle around him, gaining brief immunity to damage and crowd control, removing all debuffs from himself, and gaining 25% Movement Speed for 1s.
The damage and effects of these tokens are the same as those of Respect the Law.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1514.413.813.212.612
Skill 3: Imperial Order
Ultimate

Skill 3: Imperial Order

CD: 24s | Mana: 100
Crowd ControlEnfeebleDamage
Di Renjie tosses a secret golden token, dealing 300 (300 + 60% physical attack + 120% extra physical attack) physical damage and 300 (300 + 60% physical attack + 120% extra physical attack) magical damage to the first enemy hero hit and stunning them for 1s. This skill also reduces the target's physical defense and magical defense by 50%, while exposing their location for 5s. During this period, teammates moving toward the target enemy gain 10% Movement Speed.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
242016
Physical Damage
300375450
Magical Damage
300375450

Strategy Guide

Playstyle

A marksman who scatters homing tokens, hiding a master-class defensive tool inside an easy kit: Skill 2's brief immunity plus cleanse works as both a beginner's insurance and an expert's outplay.

Best for: Players who want approachability and survivability in one — a first marksman that never stops being worth playing.

Recommended Combos
Halve Their Defense
Skill 3 (1s stun, 50% physical and magical defense reduction for 5s) → Skill 1 (six tokens) → Basic Attack

A landed golden token stuns for a second and cuts both defenses in half. Allies also move 10% faster toward the marked target, so a jungler arriving at the same time leaves no way out. Tokens after the first deal only 30% to the same target, which is why keeping basic attacks flowing beats spamming another volley.

Absorb, Then Answer
Skill 2 (immune to damage and crowd control, cleanses debuffs, 25% Movement Speed) → Basic Attack → Skill 3 (1s stun, 50% defense reduction)

Press Skill 2 after the enemy's crowd control has already landed. Spend it early and the real lockdown arrives with nothing left to cleanse it. Once the immunity and the speed boost have reset the fight, send the golden token back at the diver for the stun and the defense shred.

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
  • Best-in-class self-peel: invulnerability plus a debuff cleanse on Skill 2
  • The Ultimate's 50% defense shred is a teamfight-opening button
  • Passive attack and move speed stacking for relentless sustained damage
  • Straightforward kit — an ideal first marksman
Weaknesses
  • No mobility skill and no way to escape over walls
  • Missing the Ultimate loses both the stun and the shred, halving his impact
  • Random token colors make slow-based chase damage unreliable
Early Game Strategy

In the Farm Lane, simply never letting your basic attacks stop is a strength in itself. The Passive stacks attack speed and move speed with every swing, and holding it at five stacks is the ideal state. Just by taking CS, the token that fires on every third attack chips your lane opponent for free — the lead builds without any deliberate harass. Skill 1 pulls double duty on wave clear and poke, but your mana is finite, so don't spam it. Skill 2's invulnerability is your lifeline; never let a greedy early trade bait it out of you.

Mid Game Strategy

Level 4 hands Di Renjie a win-on-hit button. When the golden edict connects, it stuns for a second and cuts the target's physical and magic defense by 50% — with your jungler following up, even tanks don't survive it. When a gank arrives, the edict is the opening move, every time. Around 8 minutes, with two core items finished, you start beating your lane opponent in straight shootouts, so make every Tyrant fight. The no-mobility weakness never goes away, though: confirm where your teammates are before you ever step forward.

Late Game Strategy

Late-game Di Renjie lives and dies on one decision: when to press Skill 2. An invulnerability that also cleanses debuffs is about the best self-peel any marksman gets — but it's one charge. Let the assassin's lockdown actually land, then cast it, and their whole engage evaporates; panic-press it early and the follow-up kills you every time. On offense, put the Ultimate on the enemy carry and focus-fire through the five seconds of halved defenses. One more trick worth keeping: the edict grants vision of whoever it hits, which makes it a fine tool for flushing out ambushes in bushes.

Teamfight Strategy

Your job is holding five Passive stacks and never stopping the shooting, all from the very back. The dream opener is landing the Ultimate on their engage hero — the stun blunts the dive, and the 50% defense cut invites your whole team to collapse. If you miss, no panic: steady basics and tokens over your frontline's shoulder are plenty of sustained damage. When someone finally jumps on you, that's the moment to stay calm — eat the CC first, then cleanse and go invulnerable with Skill 2. Land that reversal and the enemy has essentially nothing left that kills you. You can't cross walls, so never take a position where one blocks your exit.

Other Farm 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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