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
A gank succeeds or fails on whether you arrive before you are seen.
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: HISSATSU SHINOBI-BACHI
When Mai Shiranui is performing an enhanced Basic Attack or casting a skill, moving the movement wheel causes her to dash again and gain 50% Movement Speed that diminishes over 0.5s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 100 | 198 |

Skill 1: HISHOU RYUUENJIN
She recovers 25 Energy if an enemy is hit.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 9 | 8.4 | 7.8 | 7.2 | 6.6 | 6 |
Base Damage | 600 | 680 | 760 | 840 | 920 | 1,000 |

Skill 2: KACHOUSEN
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 3 | 2.9 | 2.8 | 2.7 | 2.6 | 2.5 |
Base Damage | 470 | 564 | 658 | 752 | 846 | 940 |
Defense Reduction | 50 | 70 | 90 | 110 | 130 | 150 |

Skill 3: CHOU HISSATSU SHINOBI-BACHI
She recovers 25 Energy for each enemy hit.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 25 | 22.5 | 20 |
Base Damage | 800 | 1,000 | 1,200 |
PATK Down | 20% | 25% | 30% |
Strategy Guide
A close-range burst mage who weaves empowered attacks and dashes while managing an energy bar. The hands are busy, but a clean sequence simply deletes the target.
Best for: Players who want their combos to flow like choreography, and enjoy optimizing inside the constraint of an energy resource.
Whether the fan debuff lands first decides how much the same four inputs actually remove. The enhanced Basic Attack knocks the target back, so aim Skill 3 along the direction they were pushed. The three skills cost 205 Energy in total while hits refund only 70, so start the sequence on a full gauge.
The fan carries the same magical damage to the closest unit standing behind whatever it hits first. Heroes take half of it, but this is one of the few ways to reach someone tucked behind the wave. Each throw costs 35 Energy and refunds 10 on a hit, so stop while 70 is still left for Skill 1.
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.
- •Skill 2's 50-point magic defense shred multiplies her entire combo
- •Two dashes plus rolls deliver elite in-and-out mobility
- •Knock-up, knockback, and an attack shred give her real self-defense
- •Energy loops indefinitely as long as skills keep connecting
- •Whiffed skills drain energy and create dead time where she can't act
- •Zero defensive tools — a single CC ends her
- •Misrolled inputs send her the wrong way, straight into danger
- •High skill floor: her damage tracks directly with practice
Early mid lane is not the time to force anything. Mai's energy only refunds meaningfully on skill hits, so whiffing repeatedly leaves you unable to act at all. Clear waves with Skill 2's fan — it pierces to the unit behind the first target it hits, so lining it through a minion onto the enemy laner clears and harasses in one throw. Level 4 unlocks the Ultimate, and with rolls woven in, she finally becomes the ambush hero she's meant to be.
From level 4 on, shove mid quickly and roam the side lanes. Every engage starts with Skill 2 — the 50-point magic defense shred lasts 3 seconds, and the same combo does visibly different damage depending on whether it led. Sliding the stick during an empowered basic or skill triggers a roll, and the small habits pay huge dividends: roll to the wall side to cut off the escape, or roll out of the flight path of their answer skill. One extra input, dramatically better survival.
Late game is entirely about timing your entry, not the size of the hit. One CC kills you, so hover the perimeter of frontal fights flashing roll threats, and commit Skill 2 into Skill 1 the instant the enemy's point-and-click CC or lockdown gets spent elsewhere. The Ultimate's knockback and 20% physical attack shred double as insurance — landing it on the enemy marksman buys defense and cuts their damage at once. Having the discipline to leave based on your energy bar is what actually decides your win rate.
The ideal teamfight entry is three seconds late, after the scrum has started. Shred a target's magic defense with Skill 2, stack Skill 1's knock-up on top, push with the empowered basic, and finish with the Ultimate. When the full string lands, squishy targets simply disappear — but decide your roll-out path BEFORE you dive. The same input handles both aggressive and escaping rolls on this hero, so the escape route you hold in your head is your actual lifeline.
#Patch History

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