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Mulan

Mulan

Clash LaneFighterAssassin

Latest Meta Stats

CLASH
C
Tier / Pop
51.03%
Win Rate
0.37%
Pick Rate
0.03%
Ban Rate

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

Base Stats

Compare all heroes' base stats →
Max HP3321
Max Resource100
Physical Attack161
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s54
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

Fighter
Red
Blue
Green

This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.

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: Snaking Strike / Sundering Slash
1

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

2-hero team
2.39%
1.66%
1.56%
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 used58.06% win rate / 3,949 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: Great Wall Guardian
Passive

Passive Skill: Great Wall Guardian

Speed UpSilenceSlow
While her dual swords are drawn, Mulan gains 40 Movement Speed, and her Basic Attacks and skills place 1 stack of Balance on enemy heroes every second for 5s. At 5 stacks, the marks detonate, dealing 225 (140% physical attack) physical damage to enemies while silencing them and slowing them immensely for 1s.
While her heavy sword is drawn, her Attack Speed is reduced, but Basic Attacks deal an extra (50% physical attack) damage. She also gains crowd control immunity and 45% damage reduction while using skills.
Skill 1: Snaking Strike
Skill 1

Skill 1: Snaking Strike

CD: 8s
MovementDamage
Mulan dashes in the target direction. During the dash, she can dash again by using the movement wheel. Each dash deals 134 (70 + 40% physical attack) physical damage to enemies in her path.
If she hits an enemy during the dash, she can use this skill again within 5s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.67.26.86.46
Base Damage
708498112126140
Skill 2: Dagger Waltz
Skill 2

Skill 2: Dagger Waltz

CD: 12s
SlowDamageCooldown
Mulan throws a sword in the target direction, dealing 400 (400 + 110% extra physical attack) physical damage to enemies in its path. When the sword reaches its max range, it spins in place for 3s, dealing 160 (160 + 50% extra physical attack) physical damage to enemies within range every 0.5s and reducing their Movement Speed by 25% for 1s.
She can retrieve the sword by walking next to it. Doing so reduces the skill's Cooldown by 5s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
400480560640720800
Damage Over Time
160192224256288320
Slow
25%30%35%40%45%50%
Skill 3: Blooming Blade
Ultimate

Skill 3: Blooming Blade

CD: 6s
Switch FormDamage ReductionDamage
Mulan draws her heavy sword, gaining 45% damage reduction while doing so and dealing 377 (200 + 110% physical attack) physical damage to nearby enemies. She also gains 60 physical attack for 5s.
She gains access to her heavy sword skills while her heavy sword is drawn.
DetailsLvl 1Lvl 2Lvl 3
Base Damage
200280360
Attack Boost
60180300

Strategy Guide

Playstyle

A two-form fighter: agile dual blades that stack a silencing seal, and a heavy greatsword whose charged swings end the fight. Each form demands its own way of fighting.

Best for: Players who want to play two weapons in one match — and love the weight of a fully charged, fully landed heavy blow.

Recommended Combos
Stacking Balance to Five
Skill 1 (Light Sword Form: dash, recastable within 5s on hit) → Basic Attack → Skill 2 (Light Sword Form: sword throw, 25% slow at Lvl 1) → Basic Attack → Skill 1 (recast dash) → 5 Balance stacks detonate (1s silence + heavy slow)

Balance goes on once per second at most, from Basic Attacks and skills alike, and each stack lasts 5s. Five separate touches are needed before it detonates, and a gap longer than a second starts dropping the earliest stack. Walking next to the thrown sword refunds 5s of Skill 2's cooldown, so throw it toward your own escape route.

Heavy Charge After the Silence
5 Balance stacks detonate (1s silence + heavy slow) → Skill 3 (Light Sword Form: draw the heavy sword, 45% damage reduction, +60 physical attack at Lvl 1) → Skill 1 (Heavy Sword Form: charge 1.5s or more to launch for 0.5s) → Skill 2 (Heavy Sword Form: 4 slashes, knockback + 25% slow for 2s at Lvl 1)

The silence runs out after one second. What holds the target through the charge is the heavy slow left behind it, plus the crowd control immunity on heavy sword skills. Charge 1.5s or longer for the launch; if they look like escaping, release at 0.75s and settle for the 25% slow.

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
  • The 5-stack silence plus slow creates windows where enemies simply can't answer
  • Unstoppable and damage reduction on greatsword skills shrug off CC-heavy comps
  • No mana — she trades on cooldowns alone, forever
  • Swaps between dual-blade mobility and greatsword burst to fit the moment
Weaknesses
  • Charged greatsword swings whiff entirely if the enemy makes distance
  • Gap-closing leans on the dual-blade Skill 1 dash, so she gets kited hard
  • Picking the wrong stance leaves her with neither damage nor speed
  • No built-in sustain — holding lane after getting chunked is miserable
Early Game Strategy

Mulan starts in the clash lane, and the early game belongs to her dual blades. That stance grants 40 Movement Speed and lets her basic attacks and skills place one stack of Balance per second, so build your laning around short trades that carry a target to the 5-stack detonation. The thrown sword is dual-blade Skill 2, and walking next to it to retrieve the sword cuts 5 seconds off that same skill's cooldown — which is exactly why you throw it toward your own escape route rather than behind the enemy. Until level 4 unlocks the greatsword, don't force kills; spend the time drilling mark management and sword pickups into muscle memory.

Mid Game Strategy

Level 4 is when Mulan actually starts playing. The core loop: stack five marks in dual-blade stance to detonate them, swap to the greatsword with Skill 3, and follow with a charged slash. The swap also raises her physical attack for 5 seconds, so land the swing inside that window. Mind the crowd control, though — the hit slows but does not root, and the silence itself only locks skills for 1 second. The target keeps walking. A full charge needs 1.5 seconds or more, which the silence cannot cover. The practical version is the 0.75-second charge: 25% slow for 2 seconds, pinning them down again. Greatsword skills grant unstoppable (CC immunity) and 45% damage reduction while they are active, so swing through the retaliation. Charge 1.5 seconds or more and the hit launches them for 0.5s — enough to finish any laner already below half HP.

Late Game Strategy

Late game, split your time between pushing side lanes and playing silence-bot in teamfights. The silence lasts 1 second. That sounds short, but dropped on a mage the instant they start a cast, it erases that spell outright — treat it as a tool for denying one action, not for muting someone through a fight. At Overlord contests, use dual-blade mobility to flank, then time the greatsword swap onto a marked target the moment fighting starts. Walk in through the front and you'll get surrounded and accomplish nothing; the entry angle is everything.

Teamfight Strategy

Your job in a teamfight is to silence the one action the enemy most wants to take. Orbit the edge in dual-blade stance spreading marks, and save the fifth stack for the target you need muted. Watching an enemy mage start their cast animation and slamming the silence on top of it feels fantastic — their entire damage output just evaporates. Then swap to the greatsword and lean on the unstoppable frames to land a charged slash in the scrum. Even when you don't kill, the damage reduction gets you out alive more often than it should.

Other Clash Lane Heroes

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

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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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