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 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
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
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: Dream-eating
He loses 5 Mass per second while in combat, and 15 Mass per second when out of combat.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
PATK Increase | 6 | 20 |
PDEF Increase | 8 | 57 |
MDEF Increase | 8 | 57 |

Skill 1: Lingering Dream
This skill's Cooldown is reduced by 0.5s every time he hits an enemy with his Basic Attack.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 260 | 312 | 364 | 416 | 468 | 520 |
Shield | 175 | 210 | 245 | 280 | 315 | 350 |

Skill 2: Dream Bubble
After reaching its max range, the Dream Bubble returns to him.
Upon catching the Dream Bubble, he throws it again at a nearby enemy, and it returns to him after it reaches its max range.
The Dream Bubble deals 130 (130 + 25% magical attack) magical damage to enemies in its path and places 1 stacks of slow on them for 2s, for up to 4 stacks. The slow effect is dependent on Menki's physical attack.
After retrieving the Dream Bubble a second time, he gains 30 Mass and the bubble turns into a Dream Bubble. He can throw the Dream Bubble in a target direction to deal 100 (100 + 24% magical attack)-550 (550 + 132% magical attack) magical damage to enemies within range of its explosion.
The longer the Dream Bubble flies, the higher the damage of the Dream Bubble, with maximum damage dealt at 5.5s of flight time.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Base Damage | 130 | 156 | 182 | 208 | 234 | 260 |

Skill 3: Dream Roam
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 150 | 225 | 300 |
Launch Damage | 150 | 225 | 300 |
Strategy Guide
A fighter who stacks mass through skills, literally growing heavier and tougher. Manage the bubble's round trip and your mass economy, then plant your inflated self in the enemy team.
Best for: Players who enjoy resources you can see as size — where preparation outside the fight decides the fight.
The bubble flies out and comes back by itself, and the second catch turns it into the Dream Bubble. Skill 2 is a single press. Mass bleeds 15 per second out of combat, so run this right before you engage; slotting Skill 1 into the wait banks 30 Mass on top of the 30 from the catch, and the bomb peaks at 5.5s of flight time.
The crowd control immunity lasts only a moment at the start of the roam, not for the whole trip. Treat it as a way through one piece of enemy crowd control and end the roam standing on their marksman. The closing launch is only 0.75s, so press Skill 1 the instant it connects for the shield and 30 Mass.
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.
- •His stats at full Mass rank among the best of any fighter in the game
- •A fully grown Dream Bubble detonates for up to 550 plus 132% magic attack
- •Skill 1's shield recycles constantly thanks to basic-attack cooldown reduction
- •Super armor on the Ultimate makes rotations and backline dives reliable
- •Fighting at zero Mass leaves both his damage and durability below average
- •Mass drains every second in combat, so long fights taper off badly
- •The bomb needs travel time to grow, so he has no instant burst on demand
- •The Ultimate's super armor only covers the start; CC catches him mid-roam
Menki is a clash lane fighter who brawls while banking Mass. Every skill cast adds Mass, and each 10 points grants +6 physical attack and +8 to both defenses, so the golden rule is cycling skills to charge up before you commit. It drains 5 per second while in combat, so the longer a brawl drags, the more you fizzle — keep that in mind. Open trades behind Skill 1's shield: every basic attack shaves 0.5 seconds off its cooldown, so as long as you keep swinging, you can keep re-shielding. Lane opponents hate it.
Skill 2 carries your mid-game damage. The bubble flies out and returns, then launches at a nearby enemy and returns again — after two retrievals it becomes the Dream Bubble, which at 5.5 seconds of flight time detonates for up to 550 plus 132% magic attack. In a 1v1, stack the bubble's slows while punching, then slam the grown bomb onto their escape path. Push the side lane, and when a river fight breaks out, join with your Ultimate's roam. The super armor at activation lets you start the rotation straight through enemy CC — quietly one of his best tools.
Your late game changes faces with your build: physical items make you a backline diver, defensive items make you a frontline wrecking ball. Either way, cycle skills on jungle camps and minions to top off your Mass before joining any fight. Entering at zero Mass versus full Mass is a difference of dozens of points of attack and both defenses — literally a different hero. At Overlord standoffs, your job is arriving from an unexpected angle with the Ultimate and splitting their formation with its ending knockup.
Enter deliberately. First, send Skill 2 bubbles through their line to spread slows while the bomb grows. Once your team commits, roam to their backline with the Ultimate and time the reactivation knockup right under their marksman's feet. The instant you land, press Skill 1 — shield plus 30 Mass in one cast — then cycle basic attacks to reset it and squat in their backline through a second and third shield. Overstaying until your Mass runs dry makes you crumble fast, so the moment it starts dropping, back out and recharge.
#Patch History

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