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
Auto-attacks are the damage source, so attack speed and movement speed translate directly into kiting.
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: Gunner's Spirit
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Attack | 6 | 12 |

Skill 1: Unleash Your Potential
Passive: He gains 20 physical attack (doubled while the skill is active).
| 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 |
Physical Attack | 20 | 24 | 28 | 32 | 36 | 40 |

Skill 2: Lay the Mines
Up to 2 landmines can exist at the same time.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |
Base Damage | 360 | 432 | 504 | 576 | 648 | 720 |
Shield | 360 | 432 | 504 | 576 | 648 | 720 |
Sunder % | 10% | 12% | 14% | 16% | 18% | 20% |
Armor Pen % | 10% | 12% | 14% | 16% | 18% | 20% |

Skill 3: Bring out the Artillery
Passive: When he enters Turret Mode, the Cooldown of Unleash Your Potential will be refreshed.
Using the skill again allows him to exit Turret Mode.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 15 | 13.5 | 12 |
Base Damage | 350 | 525 | 700 |
Defense Bonus | 200 | 300 | 400 |
Strategy Guide
A deployable-turret marksman who chooses between mobility and mounted dominance. Once planted, few heroes match his zone control — the real skill is deciding where and when to plant.
Best for: Players who own their siting decisions — including the discipline of knowing when to pack up and leave.
Sitting in the turret takes your movement away completely. Only two mines can exist at once, so place one on your escape path and one on your flank before you deploy. An enemy hero who trips one is slowed 25% for 2s and Sundered, and you pick up a 3s shield. Shots deal full damage at the center of the area and 40% less at the edge.
Entering turret mode refreshes Skill 1's cooldown outright. Spend the boost walking to the spot you want, and your exit is already back by the time you sit. If someone flanks you, don't hold the position — Skill 1 drops the turret instantly and you leave on the 70%.
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.
- •Turret mode adds 200 to both defenses and doubles his Passive, turning him into a fortress
- •A single Skill 2 mine covers vision, a shield, armor shred, and a slow
- •Skill 1's 70% speed boost makes disengaging from turret mode fast
- •Best-in-class AoE damage among marksmen once crit items are complete
- •Completely immobile while the turret is deployed, helpless against hard CC and dives
- •No mobility skill; mines are his only answer to ganks
- •The turret deals 50% less to towers, so his solo siege power is poor
- •Mediocre fighting power until two core items are finished forces a patient early game
Huang Zhong is a hyper-late-game marksman who farms up in the farm lane. Until level 4, don't force trades — just collect last hits, because his turret only hits like a truck once crit items come online. Gank protection is entirely Skill 2's job: drop a mine in the river bush and you get 3 seconds of vision, a slow, and a shield all in one cast. Whenever the enemy jungler is missing from the map, hold your mines for defense instead of poke.
Start rotating to your team around the 10-minute mark, once two crit cores are finished. The turret deals 50% less damage to towers, so during sieges the right call is shooting the heroes defending it, not the building. Shove the wave in, set up behind your teammates, and the enemy simply can't step forward while the tower chips away. Always place a Skill 2 mine on your escape route before you sit down — deploying while three or more enemies are missing from the map is suicide.
The clumped-up fights around Shadow Tyrant and Overlord in the final minutes are where Huang Zhong takes over. In turret mode his Passive buff doubles and he gains 200 physical and magic defense, so just parking one step behind your frontline and firing melts the enemy line. The catch: you cannot move at all. If an assassin flanks you, don't get greedy — hit Skill 1 to instantly exit turret mode and retreat with the 70% speed boost. Also remember that re-entering turret mode resets Skill 1's cooldown; that detail alone changes your survival rate.
The single most important rule: never set up where you'll be hit first. Wait until the enemy's dive skills have been burned, then deploy behind your frontline. The bombardment deals full damage at the center of its area and 40% less on the edges, so aim at the middle of the enemy clump and your damage jumps dramatically. Put mines at your own feet or in a side bush — enemies who touch them get slowed and armor-shredded while you get a shield, so one mine doubles as assassin insurance and damage support.
Other Farm Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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