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Luara

Luara

Farm LaneMarksmanDifficulty: Hard

Latest Meta Stats

FARM
A
Tier / Pop
49.62%
Win Rate
1.86%
Pick Rate
0.25%
Ban Rate

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

Official Ratings

Survival
3/10
Attack
8/10
Skill
3/10
Difficulty
6/10

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

Base Stats

Compare all heroes' base stats →
Max HP3304
Max MP600
Physical Attack170
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 2: Furtive Attack
2

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
2.89%
1.76%
3-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 used59.76% win rate / 1,457 wins
Teleport
#2 most used61.77% win rate / 1,212 wins
Flash

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: Serpent's Envoy
Passive

Passive Skill: Serpent's Envoy

EnhanceDamage
When using Skill 1 and her Ultimate, Luara gains up to 2 serpent blades that attack enemies during her Basic Attacks.
She gains a 5% Attack Speed boost for 3s when using skills, for up to 3 stacks.
DetailsLvl 1Lvl 15
Attack Speed
5%10%
Skill 1: Deadly Fang
Skill 1

Skill 1: Deadly Fang

CD: 10s | Mana: 30
Bypass TerrainSpeed UpEnhance
Luara gains 60 Movement Speed that diminishes over 2s and a serpent blade. While the serpent blade is active, she gains a brief Movement Speed burst and can leap over a wall once.
The serpent blade attacks targets continuously, dealing 50 (30 + 12% physical attack) physical damage (attack speed scales with her Attack Speed).
Every 3 serpent blade attacks count as 1 Basic Attack. Attacks grant vision of the attacked target, and deal 50% damage to secondary targets.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
303642485460
MSPD Increase
60728496108120
Skill 2: Furtive Attack
Skill 2

Skill 2: Furtive Attack

CD: 10s | Mana: 40
DamageSlow
Luara summons the Fire Serpent at the target location. After a short delay, the Fire Serpent charges at her, dealing 350 (350 + 100% extra physical attack) magical damage to enemies in its path, slowing them by 25% for 2s, and pulling them back slightly (not considered a crowd control effect).
If Luara has active serpent blades, the serpent blades immediately attack enemies hit by the Fire Serpent. If she does not have active serpent blades, 25% of Skill 2's Cooldown is returned.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
350420490560630700
Slow
25%30%35%40%45%50%
Skill 3: Blazing Glare
Ultimate

Skill 3: Blazing Glare

CD: 60s | Mana: 100
BlindCrowd ControlEnhance
Luara summons the Fire Serpent in the target direction, dealing 450 (450 + 140% extra physical attack) magical damage to enemies in its path and blinding them for 1.5s. This skill can be used while moving.
Luara enhances herself and gains a serpent blade. While enhanced, she gains Energy every time she deals damage with Basic Attacks and skills. Each time she reaches max Energy, she rains fire on nearby enemies, dealing 150 (150 + 45% extra physical attack) magical damage and launching enemies within range for 1/3s.
Blinded enemies cannot deal damage with Basic Attacks, and their skill projectiles will deviate from their normal trajectories by a random offset and hit enemies along the way.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
605448
Base Damage
450675900
Fire Rain Damage
150225300

Strategy Guide

Playstyle

A marksman who carries up to two serpent blades: every basic attack sends them slicing at the target, and three blade hits count as one basic attack. The blades also grant vision of whatever they cut, so her damage and her scouting run on the same track.

Best for: Players who enjoy running two damage sources at once — her own attacks and the blades already in the air. The fire serpent asks you to read placement and timing yourself, and she is rated Hard. If you would rather win on positioning than on raw reaction speed, she fits.

Recommended Combos
Serpent Blade Kiting
Skill 1 (+60 Movement Speed, 1 serpent blade) → Basic Attacks to keep the blade cutting → vault a wall to reset spacing

Every 3 serpent blade strikes count as 1 Basic Attack, and the blade grants vision of whatever it hits. That keeps a target lit up even after they duck into a bush. While Skill 1 is active she can also leap over one wall, which doubles as the escape route.

Blind Counterplay
Skill 3 (1.5s blind + 1 serpent blade) → sustained Basic Attacks → fire rain at max Energy (1/3s launch) → Skill 2 (25% slow)

Blinded enemies cannot deal damage with Basic Attacks, so landing this on an attack-reliant hero buys 1.5s of free trading. While enhanced, every point of damage builds Energy, and each time it caps she rains fire that launches nearby enemies. That also answers an assassin who sticks to her.

Fire Serpent Pull-Through
Skill 1 (1 serpent blade) → Skill 2 (summon behind the enemy) → the serpent's charge (slow + slight pull)

The Fire Serpent always charges back toward Luara, so summoning it behind a target guarantees the path runs through them. With a serpent blade active it immediately carves everyone the serpent clips; without one, 25% of Skill 2's cooldown is returned instead.

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
  • Blades that keep cutting the target and grant vision of it, beating bushes and escape attempts
  • The 1.5s blind shuts off the damage of any basic-attack hero
  • Skill 1's 10s cooldown keeps the speed boost and wall vault coming, making her hard to catch
  • The 1/3s knock-up from the fire rain during her enhanced state doubles as anti-assassin self-peel
Weaknesses
  • Zero burst; targets often walk away before she can finish the job
  • Cashing in the self-buff means staying forward and eating damage
  • Skill-heavy comps blank the blind and cut deep into her identity
  • Heavily attack-speed dependent — underwhelming until the core is built
Early Game Strategy

Take the farm lane and let the serpent blades do the early work until your first attack speed item is finished. Pick up a blade with Skill 1, land a basic attack, and the blade cuts the target continuously while granting vision of it — an enemy who ducks into a bush stays visible and keeps bleeding. Feel a gank coming? Skill 1 again: 60 bonus Movement Speed (up to 120 at max rank) and one free wall vault while it lasts, which most junglers cannot answer. The boost diminishes over 2 seconds, so pick your exit before you press it. She has no burst this early, so prioritize last-hitting over hero kills.

Mid Game Strategy

Around 10 minutes, with two attack speed core items online, her sustained damage starts to bite. Every skill cast raises her Attack Speed for 3 seconds, stacking up to three times, so keep Skill 1 and Skill 2 rolling instead of hoarding them. Three serpent blade hits count as one basic attack, which means your attack speed directly sets how fast the blades cut. In skirmishes, drop Skill 2's fire serpent behind the enemy: it charges back toward you, carving through everyone in its path, slowing them by 25% at rank 1 (up to 50%) and pulling them back slightly — that pull is not a crowd control effect. Hold a blade when it lands and the blade immediately attacks every enemy the serpent hit. Jumped by a basic-attack jungler? Skill 3. Their attacks deal nothing for 1.5 seconds, and that window is enough to turn the fight around.

Late Game Strategy

With full build in sight, build your marksman duels around Skill 3. A blinded enemy cannot deal damage with basic attacks, and their skill projectiles deviate from their path at random, so for those 1.5 seconds you are effectively fighting a player up. The same cast hands her a serpent blade and enhances her. While enhanced, every point of damage she deals with basic attacks and skills charges Energy — damage dealt, not damage taken — and each time the bar fills, fire rains down and launches nearby enemies for 1/3s. That is genuine self-peel against an assassin glued to your back. The catch: Energy only builds while you are attacking, so backing out of range turns the buff into a dead card. Knowing exactly when to step out is where Luara players separate.

Teamfight Strategy

Your job is steady area damage: keep two serpent blades cycling from behind your frontline. Land Skill 3 on the enemy marksman as the fight opens and their basic attacks deal nothing for 1.5 seconds while you push in with the buff running. If someone dives you, do not just retreat — keep attacking, fill the Energy bar, and the fire rain's 1/3s launch pries them off. Once there is space, take Skill 1's speed and wall vault to reset. One escape trick: when running, drop the fire serpent behind your pursuer. It charges back to you straight through them, leaving a slow behind as it goes.

#Patch History

Luara
LuaraAugust 13 Update
buff
Luara — Quality Upgrade Stats • Base Health 3,204 → 3,304 Passive (Serpent's Envoy) • New: gains 5%–10% Attack Speed for 3s after using a skill, stacking up to 3 times • Reworked serpent blades: they used to carry 30% of the skill's effect. Now every 3rd continuous strike counts as a Basic Attack, grants vision of the target, and deals 50% damage to secondary targets Skill 1 (Deadly Fang) • New: gains 200 Movement Speed after traversing a wall, diminishing over 0.6s • Serpent blade strike rate now scales with her Attack Speed instead of skill level • Removed: serpent blade strikes no longer reduce Deadly Fang's cooldown by 0.15s • Serpent blade duration 6s → 5s • Movement speed attenuation 2s → 1.5s • Movement Speed increase 45% (+9% per level) → 60 (+12 per level) • Base damage 40 (+8/lv, 20% physical attack) → 30 (+6/lv, 12% physical attack) • Cooldown 12.5s (-0.5s per level) → 10s (-0.4s per level) Skill 2 (Furtive Attack) • New: can pull enemies back • Base damage 320 (+64/lv, 80% extra physical attack) → 350 (+70/lv, 100% extra physical attack) • Cooldown returned 50% → 25% (+5% per level) Ultimate (Blazing Glare) • Cooldown 50s (-5s per level) → 60s (-6s per level) • Base damage 480 (+96/lv, 120% extra physical attack) → 450 (+225/lv, 140% extra physical attack) • Meteorite damage 240 (+120/lv, 60% extra physical attack) → 150 (+75/lv, 45% extra physical attack) • Blind duration 2s → 1.5s What this means Luara's damage now lives in her Attack Speed rather than her Skill 1 numbers. Serpent blades strike at a rate tied to her Attack Speed, and every third strike is treated as a Basic Attack — so it grants vision and, crucially, triggers on-hit item effects. The new passive Attack Speed stacks feed straight back into that loop. In exchange, each blade strike fell from 40 (20% physical attack) to 30 (12% physical attack), nearly halving it, and blades now last 5s instead of 6s. Rushing raw damage items no longer pays off the way stacking Attack Speed and on-hit effects does. The removal of the 0.15s cooldown refund per strike matters as well: Deadly Fang used to come back faster the longer she stayed glued to a target, but it is now a flat 10s (-0.4s per level), so choosing between using the wall hop to escape or to commit carries more weight. Skill 2 gaining a pull is the change that alters her positioning most — a marksman who can now grab a target herself and hand it to her team, with the AD ratio up from 80% to 100% so the same cast both stops a retreat and chunks. The Ultimate went the other way: 10 more seconds of cooldown, half a second less blind, and weaker meteorite damage mean it is no longer available for every fight. Save it for a window where you can actually spend the 6s of enhancement swinging.

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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