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Meng Ya

Meng Ya

Farm LaneMarksmanDifficulty: Normal

Latest Meta Stats

FARM
C
Tier / Pop
53.33%
Win Rate
0.47%
Pick Rate
0.01%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Official Ratings

Survival
2/10
Attack
8/10
Skill
4/10
Difficulty
4/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3331
Max Resource100
Physical Attack165
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed370
Attack RangeRanged
HP Regen / s40
Resource Regen / 5s0

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

Marksman (Critical)
Red
Blue
Green

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

Official pickSkill 1: Awesome Barrage
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Frequently Paired With

2-hero team
2.93%
2.69%
3-hero team

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

#1 most used64.81% win rate / 18,096 wins
Flash
#2 most used64.14% win rate / 8,882 wins
Flash

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
Passive

Passive Skill: Fiery Temper

EnhanceRecovery
For every 5% increase in Attack Speed, gains 1% Cooldown Reduction. Gains 5 Anger upon Basic Attack and skill hits (10 upon critical hits). At max Anger, enters the Excited state.
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
Skill 1

Skill 1: Awesome Barrage

CD: 9s
Damage
Uses the Apocalyptor to strafe continuously for 5s. Each bullet deals 87 (35 + 32% physical attack) physical damage. While strafing, he is slowed by 50. Enters cooldown after use.
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%.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
98.68.27.87.47
Base Damage
354249566370
Duration
4.55.46.37.28.19
Skill 2: Heavy Shot
Skill 2

Skill 2: Heavy Shot

CD: 10s
DamageSlow
Shoots a heavy round in the target direction, dealing 200 (200 + 50% extra physical attack) physical damage to all enemies hit and slowing them by 25% for 2s. When the round hits an enemy or wall, or reaches its maximum range, it explodes and splits into 5 splinters that can ricochet off walls and deal 410 (410 + 100% extra physical attack) physical damage to the first enemy they hit.
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.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
200240280320360400
Splinter Damage
410492574656738820
Slow
25%30%35%40%45%50%
Skill 3: Missile Mayhem
Ultimate

Skill 3: Missile Mayhem

CD: 60s
Damage
Meng Ya scans the vicinity and marks the locations of enemies within range when they take damage from his teammates (up to 5 locations can be marked). When the scan is complete, he fires missiles that deal 450 (450 + 120% extra physical attack) physical damage. Subsequent hits on the same target deal 75% less damage and grant 10 Anger. He continues to fire up to 1 missile every second for 8s after the scan. 50% of the skill's cooldown is refunded if the skill is canceled or interrupted.
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.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
605550
Base Damage
450675900

Strategy Guide

Playstyle

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.

Recommended Combos
Ricochet Spread
Skill 2 (Heavy Shot into a wall — splits into 5 splinters, 25% slow for 2s) → Skill 1 (Awesome Barrage strafe)

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.

Missiles Off Your Team
Skill 3 (Missile Mayhem — hold up to 3s to widen the scan) → allies damage enemies inside the scan to mark their locations (up to 5) → missiles fire once per second for 8s → Skill 2 → Skill 1

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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

Meng Ya
Meng YaAugust 13 Update
nerf
Meng Ya — Stats Adjusted Skill 1 (Awesome Barrage) • Base damage 40 (+8/lv, 34% physical attack) → 35 (+7/lv, 32% physical attack) What this means Awesome Barrage is the held-fire spray that carries Meng Ya's damage — each shot is small, so the total comes from volume. At rank 6, per-shot base damage drops from 80 to 70 and the physical attack ratio falls from 34% to 32%. With 300 physical attack that is 182 per shot becoming 166, a cut of roughly 9%. Because a single channel lands dozens of shots, that 9% applies to the whole spray. His passive still builds Fiery Temper on every hit, so the pace at which he enters his excited state is unchanged. What does change is wave pressure and sustained teamfight output, so lean more on the pellets from Heavy Shot rather than trying to win an exchange with the barrage alone.

Other Farm Lane Heroes

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

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© 2026 Honor of Kings Hub. All rights reserved.

Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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