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
Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.
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: Soul Sacrifice
When a dark orb hits a non-hero unit, he recovers 1% Health.
He can have up to 3 dark orbs orbiting him simultaneously.

Skill 1: Eclipse
When this skill hits an enemy, its Cooldown and Mana cost are reduced by 50%. If there are already 3 dark orbs present, restores 150 (150 + 60% magical attack) Health instead.
The number of dark orbs will influence the strength of Dark Impact.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.9 | 4.8 | 4.7 | 4.6 | 4.5 |
Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
Health Recovery | 150 | 180 | 210 | 240 | 270 | 300 |
Orb Recovery | 96 | 116 | 136 | 156 | 176 | 196 |

Skill 2: Dark Impact
The first orb slows enemies within range by 30% for 1s, the second slows enemies within range immensely for 1s, and the third will stun enemies within range for 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 500 | 600 | 700 | 800 | 900 | 1,000 |
Slow | 30% | 36% | 42% | 48% | 54% | 60% |

Skill 3: Forsaken Contract
He instantly gains 3 dark orbs when his Ultimate is used. During suppression, the orbs orbit 25% faster. Every 50 Magical Attack makes them orbit 5% faster, to a max of 100%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 60 | 55 | 50 |
Strategy Guide
A suppression tank who seizes one enemy for two full seconds — sharing the damage he takes with his captive. His orbs sustain him on the frontline; the plan is simply: I hold, you hit.
Best for: Players who move games through guaranteed lockdown, wagering their own body as the stake.
Donghuang has no mobility skill of his own; Flash is what closes the gap. Those 2 seconds share all damage taken between both heroes, and the trade only pays inside your team's range. The three orbs granted on cast spin 25% faster during the hold, stripping 3% of the target's Health on every contact.
A Skill 1 that connects halves its own Cooldown and Mana cost, which is how three orbs go up in seconds. Every orb contact takes 3% of the target's Health and returns 162 Health to Donghuang. Skill 2 drops each orb further out than the last, and the stun rides on the third — keep distance before firing.
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.
- •Suppression shares damage, trading his life for their fed carry
- •Orb percent damage and self-healing dominate close-range brawls
- •Flash plus the Ultimate is a simple, nearly unmissable pick tool
- •A tank who moonlights as an early-game invade threat
- •Long-range poke comps never let his orbs touch anyone
- •He is rooted during suppression; casting beyond ally range is fatal
- •Skill 2's trajectory is honest and demands predictive casting
- •No mobility skill, so his Flash timer quietly decides fights
Play Donghuang's roam aggressively from the opening seconds. Spin up three dark orbs with Skill 1 and walk into the enemy jungle alongside your own jungler — every orb touch deals percent max-HP magic damage and heals you, so even-numbers shoving matches in tight bushes are fights you simply do not lose. Contest every River Sprite to stunt the enemy jungler's curve. Your first real kill window opens the moment the Ultimate arrives at level 4, and here is the quiet truth: enemies still holding Flash are usually the careless ones.
The midgame runs through the 4:00 Tyrant and Overlord control afterward. Camp the bushes around the pit early, flush corridors with Skill 2 for damage and slows, and fish for the third orb's stun. The headline play is Flash into the Ultimate: two seconds of suppression that nothing interrupts, with the damage share letting your team pour burst into their star while they carry part of the bill. Track your own Flash cooldown obsessively — whether that card exists changes how far the enemy backline dares to walk.
Late-game Donghuang is a walking arrest warrant with the enemy carry's name on it. Just pacing the frontline with the Ultimate available forces their marksman to hang at maximum range, halving their output before anything happens. Spend the suppression exclusively on marksmen and assassins — never tanks, because the damage-share math simply does not produce a trade against beefy targets. The counter-suppress is just as strong: when an assassin lands on your backline, clamp them, press your orbs into their face, and grind them down.
In teamfights Donghuang either authors the opening or erases the enemy's. Attacking, Flash plus the Ultimate binds their centerpiece for two seconds while your team's burst flows in. Defending, catch divers with orbs and Skill 2's stun. The critical caveat: you are rooted during your own suppression, so casting it in the middle of their team is a signed confession — the beating starts the instant the lock ends. Suppress inside your team's range, no exceptions. And since activating the Ultimate instantly refunds three orbs, your grind damage never stops ticking while you hold them.
Other Roam 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
















