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 lifeline for heroes with no movement skill
For the player absorbing damage at the front
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
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
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: Ancient Wisdom
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
MSPD Increase | 60 | 88 |
ASPD Increase | 30% | 58% |
True Damage | 80 | 160 |

Skill 1: Corporal Punishment
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.8 | 7.6 | 7.4 | 7.2 | 7 |
Duration | 1.5 | 1.7 | 1.9 | 2.1 | 2.3 | 2.5 |
Base Damage | 320 | 384 | 448 | 512 | 576 | 640 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 2: Intuition
While enhanced, he reflects 50% of the damage taken after being hit by the first Basic Attack and slows his attackers by 15% for 2s. This reflected damage carries his Basic Attack's on-hit effects.
Passive: His Basic Attack has a 25% chance of being followed up with another Basic Attack that inflicts 50% damage and on-hit effects.
| 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 |
MSPD Increase | 25% | 28% | 31% | 34% | 37% | 40% |
Damage Reduction | 45% | 49% | 53% | 57% | 61% | 65% |
Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 3: Sage's Might
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 45 | 40 | 35 |
Base Damage | 600 | 900 | 1,200 |
Strategy Guide
A brawler who powers up through repeated basic attacks, pulls enemies in with his ruler, and reflects the first attack that hits his stance. He is built to win while being hit.
Best for: Players who like switching between offense and defense in a single beat — and savor the lesson taught when a reflect connects.
The dash only catches the first enemy hero it touches, so find an angle past their frontline instead of driving through it. A bound target deals 20% less damage. Hold the 45% reduction (Lvl 1), keep swinging, and drag them back with Skill 1 when they drift to the edge of the zone.
Each landed Basic Attack adds a stack, and five of them open a 5-second enhanced window. While enhanced, every hit adds true damage and shaves 1s off Skill 1 and Skill 2. Five seconds is short, so stack on minions and close the distance immediately after.
The enhanced state runs for only 2s, so press it just as the enemy winds up a Basic Attack. That first hit is reduced, 50% of it bounces back, and the attacker is slowed by 15% for 2s (Lvl 1). Pull them in with Skill 1 and take the trade.
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.
- •Five-stack true damage makes him one of the game's best 1v1 brawlers
- •Skill 2's 45% damage reduction and reflect turn enemy aggression against them
- •The Ultimate's 5-second bind and 20% damage cut shuts down the enemy ace
- •A late-game power curve that keeps climbing as items complete
- •Needs uninterrupted basic attacks to function — kiting shuts him down hard
- •His only real gap-closer is the Ultimate; missing it leaves a long window
- •Skill 1's pull radius is small and whiffs against high-mobility targets
- •Without stacks, both his damage and durability are merely average
Take Skill 2 first in the clash lane — the damage reduction and bonus-attack procs let you clear the opening wave and trade at the same time. Fuzi's lifeline is his Passive: whether you have five stacks banked from hitting minions before you commit changes the fight entirely. The empowered state adds true damage and shaves the cooldowns of Skills 1 and 2, so at even HP you win most slugfests on math alone. Don't chase before level 4, and any time the enemy jungler disappears from the map, assume the river brush and back off.
At the 4-minute Tyrant fight, your job is to open by binding the enemy fighter or jungler with your Ultimate. Five seconds of restricted movement plus 20% reduced damage output means they fight the whole skirmish at a disadvantage. In lane, lean on your 1v1 strength to push the side, and drag anyone who collapses on you into melee with Skill 1. Skill 2 reflects 50% of the first basic attack you take while it's active — read the tell on an enemy's empowered attack and pop it in response, and you win the trade on that alone.
True to his late-game label, Fuzi peaks once Doomsday and Blood Rage come online after 15 minutes. Five-stack true damage all but ignores armor, so almost nobody wins a straight brawl against you. But games are decided at Shadow Tyrant and Overlord, not in a side lane. Leave the 1v1 thirty seconds before the objective spawns, regroup with your team, and claim the position that lets you land your Ultimate as the fight's opening move.
The dream scenario: bind the enemy carry right before the brawl starts and turn it into a 5v4. The dash latches onto the first hero it touches, so when their frontline is walling you out, look for a flank angle. Once the bind lands, activate Skill 2's 45% damage reduction and never stop swinging — as long as your basics connect, the stacks and cooldown refunds keep cycling, and Fuzi only gets stronger the longer the fight runs. Standing around without a target is the one thing that kills you.
Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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