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
Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.
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: Magnetic Barrier
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Health Recovery | 280 | 672 |

Skill 1: Overcharge!
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
Base Damage | 350 | 400 | 450 | 500 | 550 | 600 |
Movement Speed | 50% | 60% | 70% | 80% | 90% | 100% |
Shield | 650 | 780 | 910 | 1,040 | 1,170 | 1,300 |

Skill 2: Robo Smash
| 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 | 400 | 480 | 560 | 640 | 720 | 800 |

Skill 3: Take It for a Spin
Other skills can be used while spinning.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 380 | 570 | 760 |
Slow | 15% | 22.5% | 30% |
Strategy Guide
A siege-specialist support tank who jams towers, breaks them, and heals off the scrap. He attacks the enemy's win condition at the structural level, with a stun and charge for ordinary fights.
Best for: Players who put tower destruction at the center of their win plan — advancing the game on an axis fights can't answer.
The speed bonus peaks the instant you cast and decays from there. Start the run-in immediately. A 1s launch straight into a 1s stun buys your team two full seconds on a target that cannot act.
His skills deal full damage to structures and hand back Health every time they connect (280 at level 1). Disrupting the tower is a crowd control skill's job, so time your stay around Skill 2 — 7.5s cooldown at level 1. Win the fight, skip the recall, take the tower.
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.
- •One-of-a-kind siege power — he jams towers while tearing them down directly
- •Knock-up and stun in one kit make his CC chain fully self-sufficient
- •Skill 1's shield and speed make the first step of every engage a safe one
- •HP refunds on every structure hit keep him healthy through long sieges
- •Every skill is point-blank — good kiting means he never touches anyone
- •Skill 1's speed boost is his only gap-closer, so mobile enemies slip away
- •His personal damage is modest; without allied follow-up, the CC achieves nothing
Liu Shan roams with his team while constantly shopping for the next structure to touch — a habit no other support needs. His Passive lets skills damage towers, CC skills jam them for 1.2 seconds, and every skill hit on a structure refunds 280 HP. Early on, though, the star is Skill 2: time the tip of the fan-shaped stun with your jungler's gank and the kill is all but booked. His range is short, so always approach behind Skill 1's shield and speed boost. At the 4:00 Tyrant, stand at the front and use the stun to shut down anyone contesting.
Liu Shan's mid game peaks in the seconds right after a won fight. The moment the enemy backs off, march to the nearest tower, jam it with Skill 2, and start swinging: the tower's counterattack stops for 1.2 seconds, your skills damage it directly, and the HP refunds let you finish sieges other teams would abandon. With two defensive items around eight minutes, you're also a real engage threat — Skill 1 in, empowered basic knock-up, Skill 2 stun. Take mid's first tower early and your roaming radius explodes.
Late-game Liu Shan closes matches with a two-part threat: the CC chain and the siege. In fights, rotating Skill 1's empowered knock-up, Skill 2's stun, and the Ultimate's spinning slow locks enemies down for over two seconds singlehandedly. But what makes him genuinely scary past ten minutes is what happens after the fight. Win at Overlord and he jams towers and the crystal into silence while dismantling them — ending games at the moment other teams would recall to heal. Decide what you're breaking after you win before you ever commit to the engage. That's the Liu Shan way.
Your role is to hold enemies in place where your team's damage can reach them. Enter behind Skill 1's shield and speed, open with the empowered basic knock-up, land the Skill 2 fan stun on the enemy carry, then keep the Ultimate spinning for the area slow. Since other skills stay castable during the spin, the CC never has to stop. The thing to fear is distance: every tool in the kit is point-blank, so chasing deep and dying alone is the classic Liu Shan mistake. Meeting the enemies who dive your backline is the far more reliable version of the same fight.
Other Roam Heroes
Stats: official HoK Camp, as of 2026-08-14
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