Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
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: Jade Carriage - View from Above
He gains the following while on top of a wall:
Jade Carriage: Stocks Stepping on Jade uses 10% faster.
View from Above: Gains 15% increased field of vision.
Crowd Control Penalty: Crowd controls last 25% longer.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Vision Increase | 15% | 30% |
Speed Up Charging | 10% | 20% |

Skill 1: Jade Chase - Returning Strike
Melee: Each attack deals 75 (75 + 20% extra physical attack) physical damage and restores 155 (155 + 1.5% extra Health) Health.
Ranged: Each attack deals 50 (50 + 13% extra physical attack) physical damage and bounces to the nearest unit within range on hit.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 6.5 | 6.2 | 5.9 | 5.6 | 5.3 | 5 |
Skill Damage | 360 | 432 | 504 | 576 | 648 | 720 |
Enhanced BA Damage | 75 | 90 | 105 | 120 | 135 | 150 |
Health Recovery | 155 | 186 | 217 | 248 | 279 | 310 |

Skill 2: Stepping on Jade
When on a wall: Feyd steps on jade, jumping to the target wall.
Stocks 1 use of this skill every 10s, for up to 4 uses.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
Stock Time | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Jump Cooldown | 1 | 1 | 0.9 | 0.9 | 0.8 | 0.8 |

Skill 3: Hardened Jade Seal
Hardened Jade Strike: Feyd slashes each marked target 4 times, causing the marks to shatter, dealing 160 (160 + 50% extra physical attack) physical damage that ignores untargetable states.
If a target's Health falls below 1/8, they will be Jadeified and shatter, being defeated.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Sweep Damage | 270 | 405 | 540 |
Slash Damage | 160 | 240 | 320 |
Strategy Guide
An assassin who walks on walls, claiming a vertical dimension no one else can use. Ranged attacks from above and sudden drops give him attack lines that simply don't exist for grounded heroes.
Best for: Players who find value in spaces nobody else is using — and enjoy being the only one fighting in three dimensions.
On a wall his Basic Attacks turn ranged, so he chips away from a spot they cannot reach. Skill 1 moves him forward as it damages the path, which carries him off the wall and into the launch. Land the three enhanced Basic Attacks in melee range: each one restores 155 Health at Lvl 1, while the ranged version carries no healing at all.
The shortest path onto a fleeing low-Health target. Once a target sits below 1/8 Health, the Hardened Jade Strike jadeifies them and the kill is guaranteed. It also ignores untargetable states, so going untargetable buys them nothing. Whether you reach them at all comes down to the Skill 1 launch stopping their feet.
Skill 2 stocks one use every 10s and holds up to 4. Spend one the moment the kill lands and the ranged chip damage starts again from safety. Crowd control lasts 25% longer while he stands on a wall, so a wall inside enemy range turns the reset into a death sentence.
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.
- •Wall movement plus ranged basics enable zero-risk scouting and poke
- •Skill 3's execute guarantees kills below 1/8 HP — nothing slips away
- •The follow-up strike shatters marks even through untargetable states
- •Skill 1's knock-up and 50% attack speed give brutal short-window stickiness
- •Slows and CC on him last 25% longer while he is standing on a wall
- •Mobility falls off a cliff once his Skill 2 stacks run dry
- •No stats for front-on brawling — late fight entries are mandatory
- •Struggles to show his identity in open areas with few walls
Feyd's wall-walking Passive is one of a kind, and you should lean on it from minute one. Clear your jungle, then scout the enemy's farm state from the walls before level 4 — you get 15% wider vision up there and your basic attacks become ranged, so you're poking and gathering information at zero risk. The standard gank is Skill 2 onto a wall, then Skill 1 to drop down and land the 0.75-second knock-up. One caveat to burn into memory: slows and CC applied to you last 25% longer while you're standing on a wall.
Around 8 minutes, once your first physical damage item is finished, the side-lane walls become your hunting grounds. Roam wall to wall with at least two Skill 2 stacks in reserve (you bank one every 10 seconds, up to four), and when you spot a low-HP target, unload the full kit: Skill 1, three empowered basic attacks, the Ultimate's mark, then its follow-up strike. Any enemy below 1/8 HP dies to that strike guaranteed — Feyd never knows the pain of a kill escaping on a sliver. Front-on brawls are not his game, so kill and leave, every time.
From 15 minutes on, commit to entering fights late. Dive in at the start and his lack of bulk gets exposed, so perch on a wall, wait for a few enemy CC abilities to be spent, then drop. Your target list is short: the isolated marksman or mage, nobody else. Skill 1's drop knock-up leads into empowered basics (which heal you at melee range), and the Ultimate's mark plus follow-up strike closes the deal. When you're down to your last Skill 2 stack, stop chasing and save it for the trip back to a wall — that discipline is what keeps you alive.
Skip the head-on collision entirely and time your entrance from the outer walls. The moment enemy eyes lock onto your frontline, drop in from the side and put Skill 1 into a backliner. Skill 3's sweep marks everything it touches, and the follow-up, Hardened Jade Strike, ignores untargetable states as it shatters those marks. An enemy who goes untargetable to slip away still takes it, so long as the mark is on them. Take the kill, Skill 2 back to a wall, and reset for the next pick. A trick that pays real dividends: choose a wall along the enemy's escape route before the fight starts — the kills you collect go up noticeably.
#Patch History

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