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: Fight for Peace
Whenever he uses a skill, he gains 1 stack of shield for 3s, for up to 3 stacks. Each stack negates 300 (300 + 35% magical attack) damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 450 | 870 |
Shield | 300 | 580 |

Skill 1: Peacebringer
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9 | 8 | 7 | 6 | 5 |
Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |

Skill 2: Cannon Blast
The explosion deals 525 (525 +45% magical attack) magical damage to enemies within range and stuns them for 1s.
The electrified crater lasts for 4s and deals 50 (50 +5% magical attack) magical damage to enemies within range every 0.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 525 | 575 | 625 | 675 | 725 | 775 |
Damage Over Time | 50 | 56 | 62 | 68 | 74 | 80 |

Skill 3: Think Inside the Box
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 50 | 45 | 40 |
Base Damage | 200 | 250 | 300 |
Strategy Guide
A mobile fortress between mage and fighter, controlling space with cannon fire and a stunning barrier. His skills stack shields, so he pushes forward without a backliner's fragility.
Best for: Players who want backline damage and frontline durability in one body — advancing the siege one meter at a time.
The shell detonates on the first thing it touches, so thread it past the minion line. One second of stun is all you get to close the distance. Three casts leave you on three shield stacks, and the barrier holds for up to 3.3s.
The Passive's fourth swing runs on a hit counter, so bank the first three before anyone gets on top of you. Knock them back, then put the barrier up straight away. Anything touching it eats a stun every 0.5s, and Skill 1 aimed backwards takes you out of the mess.
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.
- •A one-second stun from long range, backed by the Passive knockback and Skill 3's stunning barrier
- •Passive shields give him frontline staying power no ordinary mage has
- •The Skill 2 field and Skill 3 barrier lock down corridors and choke points
- •Flexible enough to play both mid and the clash lane
- •Skill 2 flies in a predictable straight line and gets sidestepped by anyone paying attention
- •The Ultimate roots him during deployment, inviting ranged punishment
- •His only mobility is the short Skill 1 dash — his escapes are poor
Mozi's lane is entirely about how you aim Skill 2. The shell detonates on the first enemy it touches, so fire it through gaps in the wave — or the moment your opponent steps forward for a last hit. Land the one-second stun and the follow-up is free: Skill 1 dash into the empowered basic attack, guaranteed. Wave clear is no problem — Skill 1 plus the fourth-hit empowered basic from your Passive handles it, and since every skill cast stacks a shield, you can shrug off some return fire. Tag your opponent with one or two stuns before level 4 and they'll flinch every time they step up. That fear is worth more than the damage.
This is when Skill 2 turns into gold. A mage who stuns from long range is rare, and the moment your jungler shows up, landing one shell converts directly into a kill. With one AP item and one durability item done around 6-8 minutes, Mozi stops playing like a mage and starts playing like a CC frontliner — stand slightly ahead of your team and let the threat of the stun freeze the enemy's advance. Don't rush your Ultimate barrier out; placed across a narrow corridor or a brush exit, it's far harder to play around.
Late-game Mozi is the one who can end a match with a single stun. In the standoffs before Overlord past ten minutes, aim Skill 2 at where the enemy carry will retreat to, not where they stand. One hit and your whole team collapses on the target — that's the objective won on numbers alone. Keep your Passive shield at three stacks and you can eat an assassin's opener, which is exactly why you're allowed to stand a step ahead of any other mage. One warning: your Ultimate roots you while it's deployed, so never lead with it while the enemy still has long-range CC in hand.
Your impact swings heavily on whether the opening Skill 2 catch lands. If it misses, don't panic-force anything — chip the frontline with Skill 1 and empowered basics while the cooldown comes back around. Once the fight turns messy, deploy your Ultimate barrier across the path to your carry: enemies who touch it get stunned repeatedly, and in tight quarters it's a genuine wall. And when everything lines up on one target — stun, dash, empowered basic, barrier — Mozi outputs enough damage to kill anything that isn't a tank.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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