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
Closes out the kills you cannot quite finish
The lifeline for heroes with no movement skill
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
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
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: Only the Strong
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
ASPD Increase | 35% | 70% |
Health Recovery | 100 | 200 |

Skill 1: The King's Blade
Every unused slash reduces Cooldown by 35%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Skill 2: The King's Return
Recovers 200 (200 + 3% extra Health) Health for each hero hit (halved for non-hero units).
Hitting enemies with Basic Attacks reduces this skill's Cooldown by 5%.
While Sacred Tree Blessing is active, this skill unleashes 1 additional blast of sword energy.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 320 | 384 | 448 | 512 | 576 | 640 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |
Health Recovery | 200 | 240 | 280 | 320 | 360 | 400 |
Cooldown Reduction | 5% | 6% | 7% | 8% | 9% | 10% |

Skill 3: Sacred Tree Blessing
While this skill is active, Skill 2 and enhanced Basic Attacks unleash an extra wave of sword energy (50% damage) and continuously grant enhanced Basic Attacks.
Tap again to end the skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 230 | 345 | 460 |
Cooldown | 35 | 31.5 | 28 |
Max Health | 450 | 675 | 900 |
Resistance Boost | 10% | 15% | 20% |
Strategy Guide
A berserker who stacks empowered attacks by cycling skills, healing as he swings. His CC-immune ultimate plants him in the center of the fight, out-sustaining the damage aimed at him.
Best for: Players who want to be the last one standing in the middle of the brawl — staying and out-slugging, not weaving in and out.
Skill 2 pays full healing only when it connects with a hero; against minions it is halved. Every skill cast banks an enhanced basic that heals as well, so wave-then-basic refills whatever the trade cost you. Stopping Skill 1 after a single slash leaves two unused casts, cutting its cooldown by 70%.
Hold Skill 3 until enemies have surrounded you rather than opening with it. The max Health bonus grows by 20% for every enemy hero nearby, so a two-on-one makes Fatih tougher instead of weaker. Inside the 8s window Skill 2 and enhanced basics each add one more wave of sword energy, and all three Skill 1 slashes go out last so the 0.5s launch cuts off the escape.
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.
- •Every skill cast banks an empowered basic and 35% bonus attack speed
- •The Ultimate's HP bonus scales per nearby enemy — tankier when outnumbered
- •Outstanding sustain from Skill 2's on-hit healing plus empowered basics
- •Smart Skill 1 charge management massively compresses his cooldowns
- •Healing requires hitting heroes, so he slowly bleeds out in poke wars
- •Noticeably squishier whenever the Ultimate is down
- •Lacks a gap closer and has no answer to enemies who keep their distance
Fatih's Clash Lane edge is a healing trade: land Skill 2 on the enemy laner and 200 HP comes right back. Until level 4, the loop is simple — tag your opponent with the sword wave, win the sustain war, and reset with your Passive's empowered basic attacks whenever you get chipped. Skill 1 stores three casts, but burning all three every time is a mistake: stop at one or two and each unspent cast refunds 35% of the cooldown, letting you out-tempo your opponent on rotations. Bank the third cast's knock-up as self-defense for when the enemy jungler shows up — it visibly cuts down on early deaths.
The moment you learn your Ultimate at level 4 is your first real power spike. It grants CC immunity, raises your max HP, and — crucially — the HP bonus grows another 20% per nearby enemy hero, so you can win skirmishes even against two opponents. While it's active, Skill 2 and your empowered basics each fire an extra sword wave, and your effective damage jumps to roughly 1.5 times normal. Be the first one into the Tyrant-fight scrum and brawl while you heal. Basic attacks also shave Skill 2's cooldown on hit, so never stop swinging — that's the secret to his staying power.
Late game you're a dual threat: side-lane pushing and teamfighting. Almost nobody stops a five-item Fatih head-on, so welcome anyone foolish enough to duel you. One catch: your healing only pays full value against heroes — it's halved on minions — so recovering HP by farming a lane takes longer than you'd think. Before a big fight, don't get greedy; recall and reset. You are at your absolute strongest during the Ultimate's 8-second window and noticeably softer once it drops, so commit to finishing fights inside it.
The advanced play is holding your Ultimate instead of opening with it — pop it the instant enemy CC is aimed your way, and the immunity lets you walk straight through their lockdown into the middle of their team. From there, spray long-range empowered basics and bonus sword waves; there are stretches where your healing genuinely outpaces their damage. Any nearby squishy target is a fine focus, but don't chase deep — the second your Ultimate expires, focus fire melts you. When in doubt, just stand next to your frontline and keep swinging. The enemy formation cracks on its own.
#Patch History

Other Clash 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










