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Ming

Ming

RoamSupportDifficulty: Normal

Latest Meta Stats

ROAM
C
Tier / Pop
50.9%
Win Rate
0.44%
Pick Rate
0.02%
Ban Rate

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

Official Ratings

Survival
6/10
Attack
4/10
Skill
7/10
Difficulty
3/10

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

Base Stats

Compare all heroes' base stats →
Max HP3330
Max MP620
Physical Attack168
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed365
Attack RangeRanged
HP Regen / s46
MP Regen / s15

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

Tank / Support
Red
Blue
or
Green
or

Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.

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: Time - Carefree
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
7.21%
6.18%
5.00%
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 used57.17% win rate / 6,737 wins
Heal
#2 most used55.14% win rate / 6,489 wins
Heal

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: Good Omens
Passive

Passive Skill: Good Omens

HealDamage
Every 5s, the next Basic Attack deals 238 (70 + 100% physical attack + 20% magical attack) magical damage and steals Health from the hit enemy, restoring 225 (225 + 40% magical attack) Health to the linked teammate and to Ming. Ming additionally recovers 4% extra Health.
Hitting a non-hero enemy unit only restores 50% Health.
DetailsLvl 1Lvl 15
Base Damage
70140
Health Recovery
225450
Skill 1: Time - Carefree
Skill 1

Skill 1: Time - Carefree

CD: 5s | Mana: 40
EnhanceDamage
Ming throws his instrument. If it hits a teammate, it links to them. If it misses, it automatically links to a teammate within range. The instrument increases the linked teammate's main attack stat by 20 (20 + 10% magical attack) (1 main attack stat = 1 physical attack or 2 magical attack) and their Attack Speed by 10%. If the instrument hits a teammate, increases the main attack stat boost by an extra 25% (rapidly diminishes over 4s).
Enemies who touch the link take 30 (30 + 25% magical attack) magical damage every 0.5s.
Passive: Increases his physical attack by 30, magical attack by 65, and Movement Speed by 7.5%.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
303642485460
Main Attack Stat
202428323640
Physical Attack
303642485460
Magical Attack
657891104117130
Skill 2: Mastery - Glide
Skill 2

Skill 2: Mastery - Glide

CD: 5s | Mana: 40
EnfeebleDamage
Ming throws his instrument. If it hits an enemy hero, it links to them. If it misses, it automatically links to an enemy hero within range. The instrument reduces the linked enemy's physical defense and magical defense by 10%. If the instrument hits an enemy hero, it reduces their physical defense and magical defense by an extra 25% (rapidly diminishes over 4s).
Enemies who touch the link take 30 (30 + 25% magical attack) magical damage every 0.5s.
Gains vision of the linked enemy.
Passive: Increases his physical defense and magical defense by 15%.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
54.84.64.44.24
Base Damage
303642485460
Reduced Defense
10%12%14%16%18%20%
Increased defense
15%18%21%24%27%30%
Skill 3: Peace - Longevity
Ultimate

Skill 3: Peace - Longevity

CD: 40s | Mana: 120
HealDamage
After channeling for 0.75s, Ming deals true damage to an enemy linked to his instrument and restores Health to a linked teammate.
If the instrument is linked to 1 target, Ming spends 600 (600 + 125% magical attack) of his own Health to deal an equal amount of true damage to the target if it's an enemy, or to restore an equal amount of Health if it's a teammate.
If the instrument is linked to 2 targets, Ming steals 600 (600 + 125% magical attack) Health from the enemy and gives it to the teammate.
If the targets die before Ming finishes channeling, 70% of the cooldown is returned. The Health spent is slowly restored over 5s.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
403530
Base Damage
6009001,200

Strategy Guide

Playstyle

A support who links to one ally and pours attack power into them — a carry-amplification device. He plays the supporting role completely, manufacturing his partner's prime.

Best for: Players who want their chosen carry to win, moving as one two-body unit through the whole game.

Recommended Combos
Two Links, No Self-Cost
Skill 1 (link an ally) → Skill 2 (direct hit to link an enemy) → Skill 3 (after a 0.75s channel, drain the enemy to heal the ally)

Only with both an ally and an enemy linked does Skill 3 pull the Health out of the enemy instead of out of you. The 0.75s channel is short enough that you can start it after you see their damage turn onto your carry. If a linked target dies mid-channel, 70% of the cooldown comes straight back.

One Link, True Damage
Skill 2 (direct hit — an extra 25% defense reduction) → Passive-empowered Basic Attack (drain Health back into your own bar) → Skill 3 (spend your own Health for equal true damage)

This shape only holds while no ally is linked and the instrument carries a single enemy. A direct hit stacks an extra 25% shred on top of the 10% base at level 1, and that extra portion fades over 4s. Skill 3 then buys true damage with your own Health, so take the empowered Basic Attack first to refill. Against a non-hero unit it returns only half that Health — spend it on an enemy hero.

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
  • Skill 1's link permanently boosts one ally's offensive output
  • Skill 2's defense shred and vision tagging set up focus-fire kills
  • The Ultimate's instant burst heal acts as a second life for the carry
  • The Passive's drain attack heals both Ming and his linked partner at once
Weaknesses
  • Nearly zero solo combat power or self-peel; dies instantly when isolated
  • Link range is limited, so highly mobile allies can leave him behind
  • No hard CC of his own to stop an enemy engage
  • The Ultimate can self-damage; a mistimed cast gets both of you killed
Early Game Strategy

Open the game by linking Skill 1 to your jungler at their first buff — the attack and attack speed boost speeds up the clear — then follow your marksman to lane. Ming's link directly pumps an ally's main attack stat, so any 2v2 next to your linked partner is numerically in your favor. Play forward and push that edge. Skill 2 links to an enemy and cuts both their defenses by 10%, or an extra 25% on a direct hit. Stick it on the lane opponent right before a trade and the exact same combo from your carry chunks visibly harder.

Mid Game Strategy

From here on, the default is gluing yourself to your most fed teammate. Keep the link alive and weave in the Passive's empowered basic attack every 5 seconds — on hit it drains HP and heals both you and your linked ally, and that quiet little hit decides wars of attrition. Skill 2 doubles as a vision tool: if the link is still attached when an enemy ducks into a bush, their position stays lit up. Tag the enemy jungler with it before a Tyrant fight and you're moonlighting as the team's gank alarm.

Late Game Strategy

Late game, become the carry's shadow. Your Ultimate, after a 0.75-second cast, changes with your links: linked to one ally, you burn 600 plus 125% magic attack of your own HP to instantly heal them the same amount; linked to both an enemy and an ally, it drains the enemy to heal your ally with zero self-damage. Time it against the enemy's burst on your carry and it's effectively a second life. The consumed HP does trickle back over 5 seconds, but be very careful about self-damage casts while you're near death yourself.

Teamfight Strategy

Lock your position half a step behind your linked ally and never open enough distance to break the link. On engage, throw Skill 2 at their ace or the assassin diving in — up to 35% defense shred means your team's focus fire suddenly goes through. The soul chain also damages enemies it touches, so deliberately placing your body so the chain drags across enemies is a real micro-play worth practicing. Hold your Ultimate through the opening exchange and heal reactively after their burst lands. Casting it early is only justified when you're certain you've read the play.

#Patch History

Ming
MingJune 17 S15 "Grand Venture" Version Update
buff
Ming Skill 1 (Time - Carefree) • New: hitting an ally boosts their main attack stat increase by an additional 25%, decaying over 4s • MP cost 50 → 40; cooldown 3s → 5s (-0.2s/lv) • Base damage 25 (+5/lv) → 30 (+6/lv), 25% magic power unchanged Skill 2 (Mastery - Glide) • New: hitting a target increases the armor and magic resist reduction applied by an extra 25%, decaying over 4s • MP cost 50 → 40; cooldown 3s → 5s (-0.2s/lv) • Base damage 25 (+5/lv) → 30 (+6/lv), 25% magic power unchanged What this means Cooldowns went from 3 to 5 seconds, but each cast now carries 25% more effect. That converts him from a support who spams small buffs into one who picks his moment. Since both the ally damage buff and the enemy defense shred gained the same 25%, timing a cast to line up with your carry's burst creates a bigger swing than anything he could do before. The reduced MP cost also quietly makes it easier to keep supporting through a long fight.

Other Roam 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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