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
A gank succeeds or fails on whether you arrive before you are seen.
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: Killing Spear
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 90 | 180 |
ASPD Increase | 25% | 50% |

Skill 1: Ruthless Assault
He can leap again within 5s, dealing an equal amount of physical damage to enemies within range.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |

Skill 2: Fight or Die!
If the Fight or Die! sweep is his 4th Basic Attack, it carries the 4th Basic Attack's extra effects.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
Base Damage | 120 | 144 | 168 | 192 | 216 | 240 |

Skill 3: The Unrivaled Spear
While using his Ultimate, he gains crowd control immunity and 30% damage reduction.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 30 | 27 | 24 |
Base Damage | 250 | 375 | 500 |
Strategy Guide
A spear fighter who lives in motion, chaining double-jump engages and knock-ups so the target never gets a turn. Kill, reposition, flow to the next target.
Best for: Players who believe standing still is losing — you enjoy movement itself and will drill positioning until it's muscle memory.
Skill 2 only arms the sweep — you still have to press Basic Attack to throw it. Bank three hits first and that sweep arrives as the 4th, carrying the 0.5s launch and 20% physical lifesteal. Run Skill 3's four strikes through the airborne target, and its final strike puts them back up.
The first leap launches everything in the landing area for 0.5s. Skill 3 runs with crowd control immunity and 30% damage reduction, so all four strikes finish even while their control is landing on him. The second leap expires 5s after the first — spend it on the way out, not the way in.
Two leaps plus the reverse dash cover three moves' worth of ground in one motion. The awkward piece is Skill 2, which dashes opposite the direction you aim. While being chased, tap toward the enemy rather than toward where you want to end up.
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.
- •Double jumps and the reverse dash give mobility few heroes can match
- •Passive knock-up and 20% lifesteal keep his HP healthy through repeated fights
- •Ultimate's super armor and 30% reduction let him finish combos through CC
- •Elite wall-hopping makes enemy jungle invades and escapes routine
- •Fragile base stats — one CC chain after his jumps are spent is lethal
- •Skill 2's reverse input is unique, and precision directly equals survival
- •Damage is built around reaching the fourth hit, so split-second trades underwhelm
- •Long stretches of solo play mean vision-starved games blunt his edge
Han Xin junglers almost always open from the blue buff side. The Passive's fourth-hit knock-up and 20% lifesteal mean that simply spacing out clean four-hit sequences keeps your HP topped while you clear at speed. Once your Ultimate unlocks at level 4, start ganking the lane being shoved in or any enemy slow to back off. Skill 1's double jump crosses walls, so appear from the wall behind your target rather than the river — suddenly there is no correct direction for them to run.
From around 7 minutes with your first core item done, Han Xin's hunting ground moves to the enemy jungle. Bounce through unwarded territory on double jumps, catch farmers alone, and vanish — that loop alone visibly stunts the whole enemy team's growth. Skip the opening exchanges at Tyrant and mid; your role is entering from the side once both teams are worn down and collecting what's left. And before every invade, decide your exit route first. Skip that step, and all the mobility in the game won't carry you home.
After 15 minutes, Han Xin loses half his value the moment he stands in a front-on 5v5. Instead, push a side lane deep: two enemies come, hop a wall and vanish; one comes, kill him. That single repeated decision keeps the map in your team's hands. At Overlord, lurk in a flanking position and dive their backline after the fight starts. Your Ultimate carries super armor and 30% damage reduction while spinning, so committing under a tower or through a wall of enemy CC is a play you're allowed to make with confidence.
Wait on the perimeter until the enemy's CC and attention are committed to your frontline, then take Skill 1 into their isolated backline. Land three basics, then time Skill 2's sweep as the fourth hit for a guaranteed knock-up, and spin your Ultimate through them to finish — that's the ideal script. When the target drops, don't chase; leave on Skill 1's remaining jump. A Han Xin who spent every movement skill on the way in is just a fragile spearman, so always keep one in the tank for the road home.
#Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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