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: Hunter
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
True Damage | 7.5 | 15 |

Skill 1: Wavebreaker
If he uses this skill again while submerged, he will burst out of the water and dash in the target direction, dealing 300 (300 + 120% extra physical attack) physical damage to enemies in his path and slowing them by 25% for 1.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |
MSPD Increase | 40 | 48 | 56 | 64 | 72 | 80 |

Skill 2: Space Split
While he has a mark, his Basic Attack is enhanced, consuming 1 mark to dash and deal 197 (70 + 75% physical attack) physical damage while recovering 100 (100 + 1.5% extra Health) Health. Each follow-up attack reduces the cooldown of this skill by 10%-20%.
When using this skill while submerged, he will dash in the target direction and reduce Skill 1's Cooldown by 25%.
| 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 | 235 | 282 | 329 | 376 | 423 | 470 |
Basic Attack Damage | 70 | 84 | 98 | 112 | 126 | 140 |
HP Regen | 100 | 120 | 140 | 160 | 180 | 200 |
Cooldown Reduction | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 3: Death From Below
When using this skill while submerged, he will drag enemies to the dash destination, and Skill 1's Cooldown will be reduced by 50%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 520 | 780 | 1,040 |
Strategy Guide
An execution specialist: enemies below 30% Health are marked as Prey and take bonus true damage from his skills and Basic Attacks. He closes the gap on the +40 Movement Speed of Submerge mode and finishes wounded targets one by one — he has almost no tools for a fair fight.
Best for: Players who constantly count who is about to fall, and want the finishing blow to reliably be theirs.
Cast from underwater, Skill 3 hauls everyone in its path all the way to the dash destination. Deliver the target into your team, bank marks with Skill 2, then spend them on Basic Attacks for dashing follow-ups. Half of Skill 1's cooldown comes back, so even a miss leaves you a way out.
Marks come one from the cast and one more for each different enemy struck, capped at three. A Basic Attack spends one to dash in for 70 at Lvl 1 plus 75% of physical attack while restoring 100 Health. Each follow-up trims 10-20% off Skill 2's cooldown, which keeps the loop turning through a brawl, and enemies below 30% Health take extra true damage on top.
The dive lasts 3s and returns 50% of Skill 1's cooldown when it ends. Use the speed to open the gap, then dash past the terrain with the submerged version of Skill 2. That dash shaves another 25% off Skill 1, so the next dive is never far away.
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.
- •True damage below 30% HP means chipped targets never escape
- •Chained dashes from dive mode and mark chases make him hard to pin down
- •Skill 2's on-hit healing keeps him brawling on the frontline
- •The dive-mode Ultimate hauls enemies to the dash endpoint—a premier catch
- •Missing the Ultimate strands him alone in the middle of the enemy team
- •Hard crowd control breaks the dash chain and his thin frame melts fast
- •Managing dive mode, marks, and empowered attacks at once demands high APM
As a jungler, Lam's first goal is using Skill 1's dive mode (+40 movement speed) to cut travel time between camps and secure level 4 plus the Ultimate before the 4-minute Tyrant spawns. The on-hit healing from Skill 2 keeps your HP topped up mid-clear, so you can often full-clear without recalling. Pick gank targets around the Passive: enemies below 30% HP take bonus true damage, so hit lanes where the enemy is already chipped. Train your eyes on that 30% line on every health bar—the number of kills you convert changes visibly.
Mid-game Lam owns the river. Use dive mode's speed to slip into the enemy jungle and drag isolated targets to the dash endpoint with the Ultimate, delivering them into your team's arms. Cast during dive mode, the Ultimate hauls every enemy along its path, so the dream opening at objectives is abducting the enemy jungler before the fight starts. Around 10 minutes, with two physical core items done, the mark-chase combo alone chips squishy enemies to 30% HP—then the Passive's true damage zone finishes the job.
The late game is an exercise in patience. Lam is not a first-engage piece; he's a finisher who slips into the backline seconds after enemy targeted crowd control and attention lock onto your frontline. Stack marks with Skill 2, weave the empowered basic attack's dash and healing, and execute enemies in order as they cross below 30% HP. Resetting after each kill matters too—whether you can ride out cooldowns in dive mode is the difference between life and death. In Overlord standoffs, keep showing the enemy marksman the threat of a dive-mode Ultimate abduction.
Lam's teamfight motto: enter second, outlast everyone. Circle the perimeter in dive mode at the start, and the moment enemy crowd control is spent, drag out their squishiest member with the Ultimate. From there, cycle Skill 2 into empowered basic attack dashes, healing through the on-hit sustain while you execute targets one at a time. The Passive works harder as health bars drop across the fight, so simply surviving the early chaos is itself a damage steroid. If chasing deep means ending up 1v3, dive out and wait for the next victim instead—that composure defines good Lam play.
#Patch History

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