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
Recovers the group, not the individual
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: The Laws of Nature
If he is not in the enemy's field of vision when using the enhanced Basic Attack, this skill's cooldown will be increased to 10s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 300 | 600 |
Slow | 25% | 50% |

Skill 1: Prophecy - Hidden Hand
The camouflage disappears when he deals damage to enemies in any other way.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Base Damage | 450 | 540 | 630 | 720 | 810 | 900 |
Defense Reduction | 25% | 28% | 31% | 34% | 37% | 40% |

Skill 2: The Animist
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |
Shield | 600 | 720 | 840 | 960 | 1,080 | 1,200 |

Skill 3: Prophecy - Out of Sight
While camouflaged, using Basic Attacks, skills, or inflicting debuffs on enemies will immediately remove it.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 35 | 30 | 25 |
Strategy Guide
The architect of ambushes: he cloaks his entire team and delivers an invisible squad to the enemy's doorstep, with a mass pull and shields to finish the design.
Best for: Players who want to direct the whole team's opening act — enjoying the uncredited glory of an ambush that worked.
The camouflage drops the instant he uses a basic attack, a skill, or applies a debuff to an enemy. Touch nothing until the team is in position. Shred both defenses by 25% with Skill 1, then channel Skill 2 in the clump so the pull-stun arrives together with your team's damage.
Skill 2 needs a 2s channel, so starting it at a range they can simply walk out of wastes the cast. Close with Skill 1 first and the pull lands. The empowered attack requires 3s outside enemy vision, which the wait in the bush has already paid for.
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.
- •Team-wide camouflage lets him dictate exactly when fights begin
- •Pull-stun engage plus ally shields makes his openings devastating
- •Skill 1's 25% dual-defense shred raises the whole team's damage
- •Stealth and speed give him unmatched roaming range for ambushes
- •Paper durability — a failed engage usually costs him his life
- •Skill 2's two-second channel whiffs badly against anyone who reads it
- •His openings evaporate if teammates do not follow up instantly
- •Close to zero solo damage or kill threat
Guiguzi should have walked half the map before his first recall — that is the correct pace. Touch the mid wave for a moment, then slide toward a side lane under Skill 1's camouflage and 40% movement speed. Ghost through the enemy laner's back, and merely brushing them carves 25% off both defenses; your laner collapsing onto that debuff turns into a kill from thin air. One rule above all: attacking anything breaks the camouflage. The touch already did the work, so keep your hands to yourself.
Guiguzi's busiest window is the thirty seconds before each Tyrant spawn. Tuck into the pit-side bush with your jungler, and anyone who wanders up eats Skill 2's pull-and-stun — objective and numbers advantage in one motion. The Ultimate's team-wide camouflage can hand your side the opening of an entire teamfight, but spending it casually on travel leaves nothing for the moment that matters; commit it to engages, full stop. The free vision of the nearest enemy hero it grants sharpens every ambush you set.
In the late game a single engage decides everything, which makes Guiguzi's stealth the trump card of trump cards. The script: cloak all five with the Ultimate, spread across the objective approach, and land Skill 2's pull on the enemy's structural piece — usually the carry. But understand that your durability is paper against late-game damage, and the two-second channel can be burned through, shield and all. Always start the play from inside your team's effective range. Solo hero-ball adventures are this hero's number one loss condition.
The ideal sequence never changes: vanish the team with the Ultimate, thread Skill 1 through the enemy line to stamp the 25% defense shred on priority targets, then channel Skill 2 in the thick of their formation. Two seconds later the pull and stun compress them into one tidy package for your team's AoE. The shield on hero contact absorbs some of the opening fire, but the channel is your single point of failure — start it while their attention is fixed on your frontline, in that stolen instant when nobody is looking at you.
Other Roam Heroes
Stats: official HoK Camp, as of 2026-08-14
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