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
Saint holds the highest Magical Attack in red at +5.3; Nightmare trades some of that for early penetration.
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: Fate's Guidance
Ranged: He channels the Power of Fate to attack distant enemies, dealing 165 (100% physical attack) physical damage and (15% magical attack) magical damage.
Melee: He brandishes his scepter to attack all nearby enemies, dealing 165 (100% physical attack) physical damage and (45% magical attack) magical damage.

Skill 1: Scepter of Fate
Ranged: He turns his scepter into energy and throws it, dealing 410 (410 + 75% magical attack) magical damage upon hit. He also throws 1 extra scepter at every marked enemy in front of him, dealing 75% damage.
Melee: He throws his scepter spinning, dealing 260 (260 + 45% magical attack) magical damage to enemies in its path and slowing them by 15% for 2s. He recovers 150 (150 + 5% extra Health) Health for each target hit.
Ranged: When extra scepters hit the same target multiple times, subsequent hits only deal 50% of the initial damage. Melee: Recovers Health up to 3 times.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Ranged Damage | 410 | 494 | 578 | 662 | 746 | 830 |
Melee Damage | 260 | 312 | 364 | 416 | 468 | 520 |

Skill 2: Leap of Fate
Ranged: Gains 15% Movement Speed for 2s. For each enemy hero near the starting point of the dash, his Movement Speed increases by 25%, up to 50%. If Skill 2 causes him to switch from melee to ranged mode, both the Movement Speed increase and its limit are doubled.
Melee: Gains 100 max Health and 100 max Mana, and recovers 450 (450 + 12% extra Health) Health while increasing max Health by the same amount. For each enemy hero near the endpoint of the dash, his Health recovery increases by 25%, up to 50%. If Skill 2 causes him to switch from ranged to melee mode, both the Health recovery and its limit are doubled.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
Health Recovery (Melee) | 450 | 540 | 630 | 720 | 810 | 900 |
Defense Increase | 100 | 120 | 140 | 160 | 180 | 200 |

Skill 3: Fate Rewind
The lower his Health, the more Health he recovers, up to 2 times the base value.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 80 | 75 | 70 |
Base Damage | 400 | 600 | 800 |
Base Recovery | 400 | 600 | 800 |
Damage Reduction | 15% | 22.5% | 30% |
Strategy Guide
A hybrid whose skills change between ranged and melee forms. His power source is always being the one who chooses the distance — the matchup is a duel over range control itself.
Best for: Players who want to cycle range decisions quickly, forever denying the opponent their favorite distance.
Only one memory is stored, so create it before you step forward. The mode Skill 2 lands in is decided by whether enemy heroes are near the end of the dash, not by your choice. During Skill 3 he has crowd control immunity but cannot move, so eat the burst on purpose: the lower his Health, the more he recovers, up to double.
Marks come from his skills and melee Basic Attacks and last 7s. Each marked enemy hit refunds 0.2s of Skill 1's cooldown, up to 1s. The second cast throws an extra scepter at every marked enemy in front of him for 75% of the base damage.
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.
- •Form swapping retunes his role to match the comp and the fight
- •The Ultimate's return converts aggression into guaranteed round trips
- •Healing scales up at low HP, giving him remarkable clutch survivability
- •Rewinding an allied tower 5 seconds is a defensive tool no one else has
- •Damage and healing both hinge on applying and maintaining marks
- •Rooted in place during the domain — bad casts invite focus fire
- •Dying before the return erases his entire gimmick; chained CC is lethal
- •Tracking forms and the record point at once keeps your hands busy
Start with the lane decision. Heino runs mid as a ranged poke machine or the clash lane as a melee brawler with built-in healing and max HP growth — a genuinely dual-purpose hero. Either way, the through-line is mark management: skills and melee basic attacks apply a 7-second mark, and that mark is the precondition for Skill 1's healing and rapid recasts. Keep it running or your numbers fall apart. Until the Ultimate unlocks at level 4, skip the deep plays and use the time to get a feel for Skill 2's form swapping.
The moment the Ultimate clicks, Heino transforms. Switching to ranged form with Skill 2 records that spot, and the Ultimate returns you there after 1.5 seconds — which enables an almost unfair loop: record somewhere safe, wade in and brawl, then when you're at your limit, pop the domain, heal, and vanish home. Make it a habit before every objective fight from 8 to 10 minutes: record in the back, then commit in melee form. The lower your HP, the bigger the heal (up to double), so every second you stall makes the payoff larger.
Past 15 minutes, form choice becomes your tactical dial. Thick frontline in front of you? Stay ranged and keep throwing Skill 1 with its phantom bolts. Thin frontline? Go melee, stack Skill 2's healing and max HP growth, and be the frontline yourself. In tower defenses, know this trick: if an allied tower stands inside the Ultimate's domain, the tower rewinds to its state 5 seconds earlier — a last-second save that decides siege after siege. Knowing that one interaction visibly changes your win rate in defensive games.
Before every fight, without exception, record a ranged-form point somewhere safe. That single habit converts your melee dives from gambles into round trips. Once in, hold the brawl with Skill 2's healing and Skill 1, and when the focus fire arrives, cast the Ultimate: 15% damage reduction and super armor for 1.5 seconds, an AoE burst as the parting gift, and you're gone to the recorded point. From experience, the safest pattern is tanking the enemy's burst through the domain and then leaving — panic-casting it early wastes the low-HP healing bonus.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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