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
Saint holds the highest Magical Attack in red at +5.3; Nightmare trades some of that for early penetration.
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: Mechanical Minions
Minion Basic Attack: 120 (120 + 25% magical attack) magical damage. Health: 500 (500 + 110% magical attack).
Movement Speed: 450 (450 + 10% magical attack).
Minions deal 75% damage to structures. Merging increases Basic Attack and self-destruction damage by 30%, and max Health by 20%.
Up to 4/2/1 minion(s) can exist at the same time. Once exceeding the limit, older minions will attempt to merge or self-destruct.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 200 | 410 |

Skill 1: Air Superiority
Using this skill again during flight splits the aircraft into two smaller aircraft. Each attacks the enemy nearest to it multiple times, dealing 65 (65 + 10% magical attack) magical damage. Enemies attacked by both aircraft have their Movement Speed reduced by 25% for 1.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |
Base Damage | 65 | 78 | 91 | 104 | 117 | 130 |
Split Damage | 65 | 78 | 91 | 104 | 117 | 130 |
Extra Damage | 140 | 168 | 196 | 224 | 252 | 280 |

Skill 2: Forced Invasion
She stocks 1 charge of this skill every 12−15s (affected by Cooldown Reduction), up to 3 charges.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Stock Interval | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |

Skill 3: Chaos Field
If the target dies while marked, immediately summons 3 mechanical minions. While the Ultimate is active, allied mechanical minions in range gain 100% Attack Speed and Movement Speed, and will rush to attack the marked target.
Can be used on structures, but does not stun them.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 30 | 27 | 24 |
Base Damage | 80 | 120 | 160 |
Damage % | 25% | 37.5% | 50% |
Strategy Guide
A commander mage who spawns robots on takedowns and merges them into stronger units. Her own damage is modest — the army's upkeep and placement is the real weapon.
Best for: Players who enjoy leading units rather than piloting a carry — winning through the swarm, not the self.
The minions soak the tower's shots while the mark ticks every 0.5s. With Skill 3 running, allied minions in range gain 100% Attack Speed and Movement Speed and rush the marked target. When the mark expires it explodes for 25% of the damage dealt to that target during it (Lvl 1). Structures cannot be stunned, so this is damage only.
Fired straight at the diver, the signal device stuns for 0.75s and slows by 15%. While the sped-up minions swarm that target, a fresh pair at your feet walls off the approach. Enemies attacked by both split aircraft are slowed 25% for 1.5s (Lvl 1). Kill the target before the mark expires and 3 more minions spawn on the spot.
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.
- •Robots soak tower shots, letting her break towers without minions
- •Ultimate fires directly at towers for the fastest siege of any mage
- •Every kill spawns another robot, so long brawls tilt numbers her way
- •Skill 2 stocks keep the shove pressure running nonstop
- •No mobility skill; once gap-closed she cannot shake pursuers alone
- •AoE mages that clear her robots in one cast gut her damage
- •Enemies who kite outside robot range blunt her kill threat
- •Weak personal burst; loses head-to-head damage races
Milady's job from the first wave is simple: drop robots with Skill 2 and shove everything into the enemy tower. Skill 2 banks a charge roughly every 15 seconds up to three stocks, so resist the urge to dump all of them — with no mobility skill in her kit, a robot dropped at your own feet is the only gank insurance you have. When the enemy jungler vanishes from the minimap, hug your tower. Skip the 4-minute Tyrant fight entirely and keep shoving mid instead; the pressure you generate is what lets your teammates rotate freely.
Around the 10-minute mark, the moment the enemy mid laner drifts to a side lane is your cue to take the tower. Your Ultimate fires directly at towers and crystals, ticking damage while the mark lasts and detonating for an extra 25% of the damage dealt when it expires — stack that with your robots and towers evaporate. Never cross an unwarded river alone; a caught Milady is a dead Milady. After the tower falls, don't chase. Wait for the next wave and your Skill 2 stocks to recover before stepping up again, and the throws stop happening.
You lose the burst race against traditional mages late, so win with siege instead. Nobody else can chip high-ground towers while robots soak the tower shots — you don't even need a minion wave to start the job. If the enemy turtles, don't force a dive; grind them down with Skill 1 fighter jets and endless robot waves and win the patience war. Before Overlord or Shadow Tyrant spawns, bank all three Skill 2 stocks about 30 seconds early and the standoff practically plays itself.
Your spot in teamfights is the very back. Keep Skill 2 rolling to feed robots forward, and recast Skill 1 to split the fighter jet in two — enemies clipped by both take a 25% slow that lets your team close the gap. When an assassin jumps you, land your Ultimate on them for the 0.75-second stun, sic your frenzied robots on the target, and walk away. Milady doesn't win face-to-face damage races, so hold your position until you've seen at least one enemy dash hit the ground.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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