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Fang

Fang

Farm LaneMarksmanDifficulty: Normal

Latest Meta Stats

FARM
B
Tier / Pop
48.61%
Win Rate
0.87%
Pick Rate
0.03%
Ban Rate

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

Official Ratings

Survival
3/10
Attack
8/10
Skill
4/10
Difficulty
4/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3257
Max MP600
Physical Attack165
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed360
Attack RangeRanged
HP Regen / s37
MP Regen / s15

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

Marksman (Critical)
Red
Blue
Green

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

Official pickSkill 1: Target Sighted
1

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

2-hero team

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 used60.19% win rate / 17,054 wins
Smite
#2 most used60.11% win rate / 10,754 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: Going Undercover
Passive

Passive Skill: Going Undercover

VisionDamage
Fang's big ears allow him to sense nearby movement and pick up the trail of enemy heroes, gaining their vision for 1s. This skill works on the same hero once every 6s.
He can also identify monster weak spots, letting him deal 7.5-15% extra physical damage to monsters.
DetailsLvl 1Lvl 15
Extra Damage
7.5%15%
Skill 1: Target Sighted
Skill 1

Skill 1: Target Sighted

CD: 10s | Mana: 60
DamageEnhanceMark
Fang marks an enemy with a Dark Mark that explodes after 4s, dealing 230 (230 + 75% extra physical attack) physical damage to enemies within range. His Basic Attacks place 1 stack of Dark Mark, for up to 4 stacks, with each stack dealing an extra 230 (230 + 75% extra physical attack) physical damage. The Dark Marks detonate immediately upon reaching 4 stacks.
He also gains 35% Attack Speed and 75 Attack Range for 4s when using this skill.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
230276322368414460
Extra Damage
230276322368414460
Attack Speed
35%42%49%56%63%70%
Skill 2: Wheel Away
Skill 2

Skill 2: Wheel Away

CD: 10s | Mana: 65
MovementImmunitySlow
Fang launches his blade in the target direction and catches it on the other end with uncanny speed. He is untargetable while using this skill. The blade deals 260 (260 + 80% extra physical attack) physical damage to enemies in its path and slows them by 15% for 2s. He also leaves a burning trail behind him for 2.9s, which deals 110 (110 + 30% extra physical attack) physical damage every 0.25s to enemies treading on it and slows them by 15%.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
260312364416468520
Damage Over Time
110132154176198220
Slow
15%18%21%24%27%30%
Skill 3: Bladestorm
Ultimate

Skill 3: Bladestorm

CD: 30s | Mana: 110
DamageSlow
Fang throws his blade to the target location, dealing 320 (320 + 100% extra physical attack) physical damage to enemies within range. After reaching its destination, it spins for 5.4s, dealing 140 (140 + 40% extra physical attack) physical damage to enemies within range every 0.5s while slowing them by 50%.
The blade deals double damage to enemies at the center and places Dark Marks on them.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
302724
Base Damage
140210280
Strike Damage
320480640

Strategy Guide

Playstyle

A rhythm-based marksman who detonates dark marks on every fourth stack. His chakram dash turns him untargetable mid-fight, and his tornado claims ground with lasting damage.

Best for: Players who shoot in four-counts — efficiency-minded types who fold their dodge into their offense.

Recommended Combos
Instant Four-Stack Blast
Skill 1 (+35% Attack Speed, +75 Attack Range) → Basic Attack ×4 (4 stacks detonate at once)

Each basic attack adds one Dark Mark, and reaching the fourth detonates it with no wait. Marks also go off on their own after 4s, so there is no need to force a fourth hit onto someone out of reach. That extra 75 range is what gets all four attacks onto an enemy marksman.

Killing Inside the Storm
Skill 3 (5.4s storm, 50% slow) → Skill 1 → Basic Attack (repeat)

The storm lasts 5.4s and doubles its damage on enemies caught at the center. Storm ticks stack Dark Marks too, so together with basic attacks the fourth stack arrives fast. Place it on the escape route and make them walk over the middle.

Untargetable Sidestep
Skill 2 (untargetable while traveling / 2.9s burning trail) → Skill 1 → Basic Attack

While chasing the chakram Fang cannot be targeted, which is enough to make a diving assassin's skill miss outright. The trail burns for 2.9s, hitting anyone standing on it every 0.25s and slowing them by 15%. It is his only escape, so turn it into offense only when the kill is certain.

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
  • Mark detonations plus a monster bonus give elite objective speed
  • Skill 2's untargetable dash dodges burst skills outright
  • Doubled damage inside the tornado dominates tight-quarters fights
  • Passive reveals lurking enemies, defusing bush ambushes
Weaknesses
  • Damage depends on stacking marks; single-hit burst is modest
  • Badly exposed after Skill 2 is spent and melts to focus fire
  • Late-game sustained damage trails pure basic-attack marksmen
  • If enemies sidestep the tornado, his teamfight control halves
Early Game Strategy

Fang works in the farm lane or the jungle, and either way the game plan is the same: four mark stacks, instant detonation. In lane, hit Skill 1 for the attack speed and range boost, land four basic attacks on your opponent, and watch the trade swing hard your way. His Passive adds bonus damage against monsters, so as a jungler he burns down the four-minute Tyrant about as fast as anyone in the game. That same Passive reveals enemy heroes lurking nearby, which makes bush ambushes far easier to smell out. Whatever you do, keep Skill 2 in reserve as your escape.

Mid Game Strategy

From around seven minutes, with one or two damage items finished, you become an objective monster — the monster bonus and mark detonations stack up, and Tyrant and Overlord visibly melt a size faster under your shots. When a teammate catches someone, the standard play is dropping your Ultimate's tornado on their escape route to box them in. Damage inside the tornado is doubled and tornado ticks also stack marks, so layered with Skill 1, squishy targets rarely make it out. Just remember Skill 2 is your only self-defense tool; spend it with care.

Late Game Strategy

Late game Fang designs teamfights around tornado placement. Pre-place it on the tight terrain in front of Shadow Tyrant and the enemy must either eat the doubled-damage core or break formation walking around it. Past ten minutes, cut back on solo play: Skill 2's untargetable dash is excellent, but the seconds after it's spent leave you genuinely defenseless, and getting caught there kills you through any item lead. In sieges, mark detonations splash onto enemies packed under the tower, so lean on your front line and grind forward together.

Teamfight Strategy

Open every teamfight with the tornado. Place it where the enemy back line will retreat — or where your front line will shove them — and let the five-plus seconds of doubled damage shrink the battlefield. From there, boost your attack speed with Skill 1 and stack marks off everything the tornado touches; a brawl with chained four-stack detonations is Fang's private playground. When assassins dive, slip through them with Skill 2, leave the burning trail's slow behind, and re-position behind your front line. The detonations are area damage — the tighter the enemy clumps, the harder you hit.

Other Farm Lane Heroes

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

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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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