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
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
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: Swift Justice
On every third Basic Attack, Di Renjie attacks with a red or blue token at random.

Skill 1: Respect the Law
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |
Base Damage | 120 | 144 | 168 | 192 | 216 | 240 |
Red Token Damage | 90 | 108 | 126 | 144 | 162 | 180 |

Skill 2: Legal Immunity
The damage and effects of these tokens are the same as those of Respect the Law.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |

Skill 3: Imperial Order
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 24 | 20 | 16 |
Physical Damage | 300 | 375 | 450 |
Magical Damage | 300 | 375 | 450 |
Strategy Guide
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.
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.
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.
- •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
- •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
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.
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 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.
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
Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.
Report an error on this page




















