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 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
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: Sea Beast's Favor
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Defense Bonus | 100 | 212 |

Skill 1: Torrential Blade
Tap and hold: Lapulapu throws his weapon in the target direction, dealing 498 (320 + 110% physical attack) physical damage to enemies hit and slowing them by 15% for 1s. After his weapon drops to the ground, it continuously deals 99 (75 + 15% physical attack) physical damage. When Lapulapu retrieves his weapon, he slashes nearby enemies and knocks them back.
When this skill hits an enemy, it reduces their physical defense by 50 for 2s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 320 | 384 | 448 | 512 | 576 | 640 |
Weapon Flying Damage | 320 | 384 | 448 | 512 | 576 | 640 |
Ground Damage Over Time | 75 | 90 | 105 | 120 | 135 | 150 |
Weapon Flight Damage | 320 | 384 | 448 | 512 | 576 | 640 |
Ground Continuous Damage | 75 | 90 | 105 | 120 | 135 | 150 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Skill 2: Island's Blessing
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Skill 3: Raging Sea
The ground remains fractured for 5s, and enemies caught in the fissures take 80 (80 + 25% extra physical attack) physical damage per 0.5s, and are slowed by 30%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 650 | 975 | 1,300 |
Cooldown | 40 | 35 | 30 |
Damage Over Time | 80 | 120 | 160 |
Slow | 30 | 45 | 60 |
Strategy Guide
A walking aura: he armors himself and whichever ally is lowest, automatically. His sweeping ultimate interrupts channels — a breakwater built to crush the enemy's biggest cast.
Best for: Players drawn to making teammates tougher just by existing, saving games with one perfectly timed interrupt.
Spend the 0.75 seconds they are airborne finishing the Skill 3 charge. They land, get launched again for a full second, and the fissures stay on the ground for 5s. The closing tap slash returns 100 Health per enemy hit, so you can hold the spot instead of backing out.
The thrown weapon keeps dealing damage where it drops, and anyone in its path is slowed by 15% for 1s. Retrieving it slashes and knocks back everyone nearby, so picking it up doubles as a shove. The defense shred only runs 2s — time the dash to land inside that window.
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.
- •Passive raises defenses for himself and the lowest-HP nearby ally at once
- •Ultimate interrupts enemy skill casts, shutting down channeled abilities
- •Skill 1's healing and cooldown refunds make him excel in extended brawls
- •Skill 2 into Ultimate chains a punishing double knock-up
- •Low personal damage — his lockdown is wasted without allied follow-up
- •Ultimate needs a charge-up and often misses high-mobility targets
- •Skill 2 is his only dash, leaving no escape after he commits
- •No answer to long-range poke and gets chipped down for free
Start the game glued to your marksman in the farm lane. Lapulapu's Passive, Sea Beast's Favor, raises defenses for both himself and the lowest-HP ally nearby, so simply standing next to your carry does work — camping a bush alone wastes the buff. Once you have Skill 2, punish any enemy who steps up by dashing in for a short trade with the knock-up. Skill 1's tap slash comes back fast and heals you on every hit, so spam it freely whenever a brawl breaks out. And don't forget to rotate toward mid before the Tyrant spawns at four minutes.
From level 4 onward, Lapulapu's hidden strength is that his Ultimate interrupts enemy skill casts. One charged strike can cancel a channeled ultimate or a Recall mid-cast, so at Tyrant fights, time it on top of the enemy jungler's Punish attempt. Between roams, you can also pre-throw your weapon with Skill 1 (hold) to tag enemies with the 50 physical defense shred before your team commits. You're the one eating hits at the front of every fight, so start playing forward in earnest around the six-minute mark, once your first core defensive item is finished.
The Shadow Tyrant fights after ten minutes are where you earn your keep. Skill 2 into Ultimate chains two knock-ups for roughly 1.75 seconds of total airtime — whether your team's damage lands inside that window decides the fight, so only engage within range of your allies. The rift lingers for five seconds, and dropping it across a narrow chokepoint in front of the Overlord pit dramatically slows any enemy approach. The Passive does boost your defenses by another 50% when you're alone, but you have no kill threat, so never chase deep. In retreats, cover the back line with the weapon throw's slow.
Skill 2 is your signal to start the fight. Drag the knocked-up target into your Ultimate's charge and force the brawl on top of the rift — that's the ideal shape. Once the scrap starts, keep landing Skill 1's tap slash; the healing and cooldown refunds make you far harder to kill than you look. Be picky about who you launch: aim for an overextended mage or marksman, never the enemy tank. And the instant you see a healing or recall channel start, cancel it with your Ultimate's interrupt. It's unglamorous work, but it wins games.
#Patch History

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