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
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: Reinforced Shells
Only the 2 middle shells from each shot can crit and trigger equipment effects. Structures are not affected by extra shells.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Physical Pierce | 5 | 10 |

Skill 1: Dual Shot
| 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 |
Base Damage | 110 | 132 | 154 | 176 | 198 | 220 |

Skill 2: Leading the Charge
Hitting an enemy hero reduces this skill's cooldown by 2s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |
Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |

Skill 3: Hearts and Minds
He also gains 100 physical attack and a shield that negates 1,000 (1,000 + 15% extra Health) damage for 6s.
While the shield is active, 60% of the damage he deals to enemy heroes and 20% of the damage he deals to minions and monsters is added to the shield.
Shield points are capped at 150% of the initial value.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 60 | 55 | 50 |
Shield | 1,000 | 1,500 | 2,000 |
Attack Boost | 100 | 150 | 200 |
Strategy Guide
A shotgun brawler who walks his damage forward. His ultimate cleanses CC and grants a huge shield, letting him force the range where every pellet connects.
Best for: Players who want to dictate the range of every exchange, and commit fully to the simple rule: closer is stronger.
The dash knocks the target back and leaves Liu Bei standing where it ended. Walk back into range and keep firing — that re-approach is part of the combo, not a mistake. Every shell that hits an enemy hero adds a stack of Combat Instinct, up to 12, and his Physical Pierce climbs with it.
Skill 3 strips the crowd control already on him and blocks anything new for 3s. It also grants 100 physical attack and a 1,000 shield (both Lvl 1), so treat those three seconds as pure damage time. 60% of the damage he deals to enemy heroes flows back into the shield, which rebuilds up to 150% of its initial value.
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.
- •Devastating point-blank burst when all four pellets connect
- •Ultimate's cleanse and 3-second immunity walk through enemy CC
- •Damage dealt converts into shield, so he gets tankier as he swings
- •Pellet hits stack armor shred, keeping damage high even into tanks
- •Damage falls off sharply at range as the outer pellets stop connecting
- •Skill 2 is his only dash; miss it and he can neither chase nor leave
- •Extremely vulnerable to CC the moment his Ultimate wears off
- •Only the two center pellets crit, making item efficiency awkward
Liu Bei is played jungle first. His Passive shotgun fires four pellets and all four only connect at point-blank range, so hug every buff monster while you clear — your camp speed improves visibly. Level 4 and the Ultimate unlock is your first real decision point; until then, don't force anything and just bank your second buff rotation. When you do gank, enter with Skill 2 from the enemy's escape side so the knockback shoves them toward your teammates. Every pellet that lands stacks physical defense shred, so make it a rule: fight inside their face and empty everything.
Six to eight minutes, when your core damage item finishes, is when Liu Bei runs wild. Skill 3 cleanses CC, grants three seconds of CC immunity, and converts 60% of the damage you deal to enemy heroes into shield. Press it the moment enemy CC turns toward you and the brawl becomes one-sided. At Tyrant and Overlord, keep the stack condition straight: Combat Instinct only builds when a pellet hits an enemy hero, so hammering the boss adds nothing. What the boss does feed is the shield — 20% of the damage dealt to minions and monsters comes back as shield points. Open Skill 3 to thicken the shield while you burn the objective, then turn the pellets onto whoever contests. Sequenced that way, the shred is stacked in time for the Smite duel. When you spot an isolated target, walk them down while saving Skill 2 for the chase — holding the dash in reserve is what separates good Liu Bei players from impatient ones.
Past ten minutes, switch to entering fights second. The moment enemy CC and attention lock onto your front line, flank with Skill 2 onto their back line and delete a squishy with point-blank pellets — that's Liu Bei's signature win condition. The Ultimate's shield rebuilds as long as you keep shooting, so answer panicked CC chains with your immunity window and simply out-damage them. Once it expires, though, you're just a melee hero; don't get greedy after a kill. Secure the Shadow Tyrant buff, then close out with the numbers advantage.
In teamfights, Liu Bei becomes the star a few seconds after the opening, not at it. Wait until the enemy dumps skills and CC on your front line, then Skill 2 onto something soft and unload — pellets, Skill 1's double shot, more pellets. If they try to stop you, cleanse instantly with your Ultimate and keep firing. The outer two pellets whiff at range, so your teamfight position is permanently inside the enemy's pocket. From their perspective, the fight is basically lost the moment lockdown stops working on you. Cycling shields in the middle of the scrum, he plays like a fighter wearing a marksman's tag.
#Patch History

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