Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
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
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
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: Great Wall Guardian
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
If she hits an enemy during the dash, she can use this skill again within 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 | 70 | 84 | 98 | 112 | 126 | 140 |

Skill 2: Dagger Waltz
She can retrieve the sword by walking next to it. Doing so reduces the skill's Cooldown by 5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
Damage Over Time | 160 | 192 | 224 | 256 | 288 | 320 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 3: Blooming Blade
She gains access to her heavy sword skills while her heavy sword is drawn.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 200 | 280 | 360 |
Attack Boost | 60 | 180 | 300 |
Strategy Guide
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.
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.
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.
- •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
- •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
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.
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, 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.
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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