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: Fiery Temper
Excited: Enhances all skills and reduces the cooldowns of Awesome Barrage and Heavy Shot by 25%−50% while recovering (0−3 + 1% physical attack) Health for every 1 surplus Anger.
When not gaining any Anger for 3s, Anger will begin to diminish over time.

Skill 1: Awesome Barrage
Excited: Bullets have a piercing effect, dealing 50% damage to subsequent enemies. Firing speed is increased by 1% for every 2% Attack Speed, up to 100%.
Tap and hold to use. Damage can deal critical hits. Strafing can be paused temporarily to use other skills. Hits grant 5 Anger, while critical hits grant 10 Anger.
Every 2% Attack Speed increases skill casting speed by 1%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
Base Damage | 35 | 42 | 49 | 56 | 63 | 70 |
Duration | 4.5 | 5.4 | 6.3 | 7.2 | 8.1 | 9 |

Skill 2: Heavy Shot
Excited: The number of splinters increases from 5 to 9.
Gains 5 Anger every time rounds or splinters hit an enemy. If multiple splinters hit the same target within 1s, subsequent hits only deal 25% damage.
| 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 | 200 | 240 | 280 | 320 | 360 | 400 |
Splinter Damage | 410 | 492 | 574 | 656 | 738 | 820 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 3: Missile Mayhem
Excited: The minimum interval between subsequent missiles is reduced from 1s to 0.5s.
The skill button can be held down for up to 3s to expand the scan range. He gains 50% Movement Speed while scanning.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 60 | 55 | 50 |
Base Damage | 450 | 675 | 900 |
Strategy Guide
A gatling marksman whose attack speed converts into cooldown reduction — the faster he fires, the faster everything reloads. At full fury his rounds pierce, and his zone control jumps a tier.
Best for: Players who love builds that change how the machine feels — chasing the omnipotence of the fully spun-up gun.
The heavy round detonates on an enemy, on a wall, or at max range, breaking into five splinters. Splinters ricochet off walls and deal 410 at Lvl 1 to the first enemy each one hits. Splinters that stack on the same target within 1s only deal 25%, so pin the target with the slow and layer the strafe on instead.
Skill 3 runs on your teammates' attacks rather than your own. Enemies damaged by allies inside the scan have their locations marked, and missiles then rain once per second for 8s after the scan finishes. Holding the button grants 50% Movement Speed, so you can back off while aiming. Feed Anger with the heavy round and the strafe to stay Excited, and the interval between follow-up missiles drops to 0.5s.
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.
- •Full Fury empowers every skill and overflow converts into constant healing
- •Attack speed feeds cooldown reduction and fire rate, so no stat goes to waste
- •The Ultimate supports fights from far outside enemy reach
- •Wall-bounced Skill 2 spikes to absurd damage in tight corridors
- •No mobility skill whatsoever—once reached, he cannot escape on his own
- •Skills underperform on an empty Fury gauge, so pre-fight ramp-up is mandatory
- •Spraying Skill 1 slows him, making enemy skillshots hard to dodge
- •The Ultimate depends on allies attacking and does little in a solo fight
In the farm lane, Meng Ya's job starts with grinding Fury off every basic attack and skill from minute zero. Bounce Skill 2 off a wall and let the shrapnel chip your lane opponent—that's your safe poke, and each pellet packs 100% of your bonus physical attack, with several landing in tight spaces. You have zero mobility skills, so stay away from the riverside bushes whenever the enemy jungler is missing from the minimap. His whole design revolves around skills only being empowered at full Fury, so never wander into a fight with an empty gauge—always start the fight topped up.
From around 7 minutes, once your first attack speed item is finished, Meng Ya's barrage becomes the real thing—his Passive converts every 5% attack speed into 1% cooldown reduction, so his skills cycle faster with every item. For Tyrant fights and mid-game skirmishes, layering the Ultimate from the backline is ideal: allies' attacks mark enemies and missiles rain down for up to 8 seconds, letting you join fights without stepping forward. Hold the back row, sweep Skill 1 across the fight, and let the full-Fury overflow healing keep you on the front.
Past 15 minutes, Meng Ya's spot is two steps behind your frontline. At full Fury, Skill 1's bullets pierce and still deal 50% to the enemies behind the first, so anyone stacked in a line melts together — narrow corridors are where he defends best. Strafing slows him by 50 and he has no dash. Never be caught alone while the enemy assassin's position is unknown. Strafing can also be paused to fire another skill: when someone dives you, break off, land Skill 2's slow, and re-open the gap. With a wall at your back, the splinters ricochet into whoever is in your face. Splinters that hit the same target within 1s only deal 25% damage, so this is no way to dump a whole spread into one hero. Each splinter stops at the first enemy it hits, and with 9 of them at full Fury, spreading them across several bodies is what keeps every hit at full damage.
Open every teamfight by firing the Ultimate. Hold the button to widen the search area, mark everyone your teammates touch, and let the missile rain begin. From there, spray Skill 1 from the very back and tag divers with Skill 2's slow to keep them off you. At full Fury, overflow keeps converting into healing, so you win plenty of extended shootouts even while taking damage. Your positioning rule of thumb: stand where no enemy can reach you with a single skill. Keep that true and Meng Ya is still standing when the teamfight ends.
#Patch History

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