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Feyd

Feyd

JungleAssassin

Latest Meta Stats

JUNGLE
C
Tier / Pop
55.32%
Win Rate
0.53%
Pick Rate
0.24%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Base Stats

Compare all heroes' base stats →
Max HP3335
Max MP560
Physical Attack175
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s48
MP Regen / s14

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

Assassin
Red
Blue
Green

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

Official pickSkill 1: Jade Chase - Returning Strike
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

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

#1 most used62.84% win rate / 36,342 wins
Smite
#2 most used62.44% win rate / 15,055 wins
Smite

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
Passive

Passive Skill: Jade Carriage - View from Above

Wall WalkSpeed Up
Feyd can move freely on walls, where his Basic Attacks become ranged (and can be used while jumping).
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.
DetailsLvl 1Lvl 15
Vision Increase
15%30%
Speed Up Charging
10%20%
Skill 1: Jade Chase - Returning Strike
Skill 1

Skill 1: Jade Chase - Returning Strike

CD: 6.5s | Mana: 50
MovementCrowd ControlDamage
Feyd moves swiftly forward, dealing 360 (360 + 110% extra physical attack) physical damage to enemies in his path and launching them for 3/4s. At the same time, he gains 50% Attack Speed and enhances his next 3 Basic Attacks.
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.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
6.56.25.95.65.35
Skill Damage
360432504576648720
Enhanced BA Damage
7590105120135150
Health Recovery
155186217248279310
Skill 2: Stepping on Jade
Skill 2

Skill 2: Stepping on Jade

CD: 7s | Mana: 50
Movement
When on the ground: Feyd leaps onto the target wall. The leap's range increases by 4% for each skill level.
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.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
76.76.46.15.85.5
Stock Time
109.69.28.88.48
Jump Cooldown
110.90.90.80.8
Skill 3: Hardened Jade Seal
Ultimate

Skill 3: Hardened Jade Seal

CD: 20s | Mana: 100
GrievousDamageJadeify
Feyd swings his jade blade in a horizontal sweep around him, dealing 270 (270 + 80% extra physical attack) physical damage. (If he's on a wall, he will dash to the target area, then slash.) He marks all hit enemies and activates the skill's second phase, Hardened Jade Strike.
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.
DetailsLvl 1Lvl 2Lvl 3
Sweep Damage
270405540
Slash Damage
160240320

Strategy Guide

Playstyle

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.

Recommended Combos
Wall Entry Ambush
Skill 2 (leap from the ground onto a wall) → Basic Attack from the wall (ranged) → Skill 1 (move + 0.75s launch, +50% Attack Speed) → 3 melee enhanced Basic Attacks → Skill 3 (sweep applies marks) → Hardened Jade Strike

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 1/8 Execute
Skill 1 (0.75s launch) → Skill 3 (sweep applies marks) → Hardened Jade Strike (shatters the marks)

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.

Wall Swap Reset
Hardened Jade Strike → Skill 2 (jump to a different wall) → Basic Attack from the wall (ranged)

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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

Feyd
FeydJuly 16 Update
buff
Feyd Skill 1 (Jade Chase - Returning Strike) • Cooldown 7.5s (-0.3s/lv) → 6.5s (-0.3s/lv) What this means It reads as one second, but for an assassin the uptime on a core skill is damage. A roughly 13% cut means combos come back around sooner and you have more room to choose between chasing and disengaging. It also speeds up jungle clears, which helps him hit level thresholds first. A single line in the notes that you feel every fight.

Other Jungle Heroes

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

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© 2026 Honor of Kings Hub. All rights reserved.

Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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