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
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
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: Good Omens
Hitting a non-hero enemy unit only restores 50% Health.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 70 | 140 |
Health Recovery | 225 | 450 |

Skill 1: Time - Carefree
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%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 30 | 36 | 42 | 48 | 54 | 60 |
Main Attack Stat | 20 | 24 | 28 | 32 | 36 | 40 |
Physical Attack | 30 | 36 | 42 | 48 | 54 | 60 |
Magical Attack | 65 | 78 | 91 | 104 | 117 | 130 |

Skill 2: Mastery - Glide
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%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Base Damage | 30 | 36 | 42 | 48 | 54 | 60 |
Reduced Defense | 10% | 12% | 14% | 16% | 18% | 20% |
Increased defense | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 3: Peace - Longevity
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 600 | 900 | 1,200 |
Strategy Guide
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.
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.
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.
- •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
- •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
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.
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, 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.
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

Other Roam Heroes
Stats: official HoK Camp, as of 2026-08-14
Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.
Report an error on this page













