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 lifeline for heroes with no movement skill
For roles that die to a single crowd-control hit — picked after seeing the draft
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
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
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: Chain Reaction
His Basic Attacks and skills deal an extra 100 (100 + 35% extra physical attack) true damage to enemies with Destroyed Defense.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
True Damage | 100 | 200 |

Skill 1: Resplendent Revolver
Every 3 bullets fired counts as 1 Basic Attack.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 120 | 144 | 168 | 192 | 216 | 240 |
Energy Cost | 75 | 69 | 63 | 57 | 51 | 45 |
Projectile Count | 5 | 6 | 7 | 8 | 9 | 10 |

Skill 2: Roaming Gun
Passive: When there are enemy heroes nearby, he gains 15% Movement Speed and deals 20% extra damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Energy Cost | 75 | 69 | 63 | 57 | 51 | 45 |
MSPD Increase | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 3: Fevered Barrage
Every 3 barrages counts as 1 Basic Attack.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 50 | 45 | 40 |
Energy Cost | 75 | 60 | 45 |
Base Damage | 170 | 235 | 300 |
Barrage Count | 12 | 15 | 18 |
Strategy Guide
The definitive run-and-gun marksman — his revolver fires on the move, his stacks shred defenses into true damage, and two teleports serve both chase and escape.
Best for: Players who treat standing still as death, converting kiting technique directly into damage.
Each bullet plants one stack of Destruction on whatever it hits. Skill 1 only fires 5 bullets at level 1, so weave in Basic Attacks to reach ten stacks. For the 5s of Destroyed Defense that follows, every Basic Attack and skill hit adds true damage on top. Barrage count is fixed by skill level — 12 at level 1 — and Attack Speed raises the firing speed, not the number of shots.
Blink away from the engage with Skill 2, then fire bullets while backing off. The Skill 2 passive only runs while enemy heroes are near Marco Polo himself, and it adds 20% damage. Movement Speed goes up as well, though that amount scales with skill level. Skill 3's blink is a second exit, but committing to the barrage leaves him crawling.
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.
- •Armor break plus true damage keeps his output relevant against tanky frontlines
- •Two blinks across Skill 2 and the Ultimate for total positional freedom
- •Bullets count as basic attacks, so Passive stacks build extremely fast
- •Crawls during the Ultimate's channel and loses it all to one hard CC
- •Underwhelming damage until his attack speed items come online
- •No burst — deny him sustained firing time and he goes quiet
Until your first attack speed item is finished, farming is the entire job. Skill 1 is your best CS tool — five bullets that clear minions and, when they carry through to your lane opponent, double as free harass. Every three bullets count as one basic attack, so your Passive's armor-break stacks build on their own while you farm. Even when the enemy engages, Skill 2's instant blink buys space immediately, letting you take CS a step further forward than most marksmen dare. Just keep one rule in the back of your mind: burn Skill 2 aggressively and you have no exit for the next several seconds.
Around 8 to 10 minutes, with your second attack speed item done, the Passive's armor break starts triggering in every single fight. Ten stacks shatter the target's defense, and every follow-up hit adds bonus true damage — the reason you can genuinely shoot it out with fighters and tanks who walk at you. Show up to Tyrant and mid-lane skirmishes, thread Skill 1 into the scrum to farm stacks, and keep an escape budgeted: Skill 2 first, the Ultimate's blink as the emergency reserve. Two dashes' worth of insurance converts directly into extra seconds of firing time — and firing time is Marco Polo's entire game.
The closer you get to full build, the more the Ultimate's three-second barrage becomes a fight-deciding weapon. The spray hits every enemy around you, fires faster with attack speed, and late game it cycles armor-break stacks almost instantly. Catch the enemy team clumped on Overlord from a side angle and their frontline's defense simply peels away. The flip side: you crawl while channeling, and one hard stun cancels the whole thing. Who on their team has hard CC, and is it up? Counting that before you channel is the single habit that improves your Marco Polo the most.
Your spot is the very back, at maximum Skill 1 range. Don't step up at the opening bell — pour bullets into the enemy frontline to build stacks while their crowd control gets spent. When an assassin dives, answer instantly with Skill 2 and keep shooting from the far side of your blink. Your window opens after their lockdown is committed: blink into a flank with the Ultimate and hose the whole fight down while drifting. Enemies with armor break active simply melt in order, so you don't need fancy target selection — just never stop moving, and never stop firing.
Other Farm Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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