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 lifeline for heroes with no movement skill
For roles that die to a single crowd-control hit — picked after seeing the draft
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
Saint holds the highest Magical Attack in red at +5.3; Nightmare trades some of that for early penetration.
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: Explosion of Fragrance
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Health Recovery | 140 | 280 |
Base Damage | 140 | 280 |
Slow | 25% | 50% |

Skill 1: Returning Lotus
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Base Damage | 260 | 312 | 364 | 416 | 468 | 520 |

Skill 2: Petals in the Wind
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.7 | 9.4 | 9.1 | 8.8 | 8.5 |
Base Damage | 140 | 155 | 170 | 185 | 200 | 215 |

Skill 3: Flowery Potential
Tapping the skill again will close the lotus circle.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 210 | 245 | 280 |
Strategy Guide
A melee-range mage who dances through repeated blinks, her passive detonations healing her and dealing true damage. She fights from inside the enemy team — skill difference shows instantly.
Best for: Players who want to break the rule that mages stay back — dancing at the edge of every hitbox.
Skill 1 and Skill 2 only cool down faster while Diaochan stands inside the circle, so place it where you can hold ground rather than on top of the enemy. Every petal that connects returns cooldown on Skill 2, up to 3s. Stay close enough for all three to reach.
A mark goes on with every skill hit, and four of them detonate. The lotus damages enemies along its path both on the way out and on the way home, so a clean throw moves the count fast. The detonation is true damage and restores her Health at the same time.
Skill 2 is her only movement tool, and the window right after spending it on offense is when she gets hunted. Petals still fire at nearby enemies where she lands, so a chaser who eats one hands cooldown back. The lotus returns to her hand, which means a throw on the retreat can still catch them coming back.
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.
- •The detonation loop of true damage and healing gives elite staying power in brawls
- •Skill 2's teleport refunds cooldown on every orb hit, so she never stops moving
- •Inside her Ultimate's field, faster skill cycling shreds multiple enemies at once
- •True damage core means her output never falls off against late-game tanks
- •A silence or stun that stops the combo gets her deleted instantly
- •Low base durability — burst damage before marks detonate is lethal
- •A melee-range mage at heart; long-range poke comps never let her touch them
- •Very Hard difficulty — below full mastery she's just a squishy melee
Mid lane, and until level 4 it's a patience game. Skill 1's lotus travels out and back, so catching an enemy with both halves stacks two marks in one cast — that alone covers your waveclear and poke. Skill 2 is Diaochan's only escape, so don't throw it away on offense while gank threat exists. Since four marks detonate for damage and healing, you can actually take extended HP trades more confidently than your frame suggests. Your first item goal is an early Holy Grail to erase your mana problems.
From around 7-8 minutes, with Holy Grail and cooldown items online, Diaochan becomes a true close-range mage. On roams, close the gap instantly with Skill 2. Each petal that connects shaves up to 3s off Skill 2's cooldown, so landing all three point-blank strips nearly the whole 10-second timer and you can blink again right away. In skirmishes before Tyrant, lay down Skill 3's field first, then cycle Skills 1 and 2; the true damage and healing from mark detonations can push back even a numbers disadvantage. Diving while enemy stuns or silences are still up is suicide — count who has spent their CC before you go in.
In the late game, Diaochan's detonation true damage hits tanks and squishies alike, no matter how much armor they've stacked, so her relative damage actually rises. After 15 minutes, never take a teamfight without Skill 3's field down — inside it, your Skill 1 and 2 rotation speeds up, and with the healing included you become a different hero entirely. The one matchup to respect is burst: if an enemy assassin has the damage to delete you before your healing catches up, hold Purify or Flash and let a teammate take the first engage.
Teamfighting Diaochan comes down to one sentence: enter the middle the instant enemy CC is gone. With your field down, the enemy clump is your fuel — hitting multiple enemies chains mark detonations until your healing outpaces the damage coming in. The ideal is catching two or three enemies in the field and confusing their aim with Skill 2's teleports while you dance. The flip side: a single stun collapses everything, so before the fight starts, know exactly who on their team holds CC and what they haven't used yet.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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