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
A gank succeeds or fails on whether you arrive before you are seen.
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: DANCING SWORD ARTS
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 120 | 240 |

Skill 1: AMUBE YATORO
Further damage dealt by her will activate the marks, dealing physical damage equal to 6% of the target's Health (max damage to monsters from the mark capped at 300).
Every 40 additional Physical Attack increases max Health by 1%. Activating the mark will reduce the cooldown of AMUBE YATORO by 2.5s and recover 35 Mana.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
Base Damage | 380 | 456 | 532 | 608 | 684 | 760 |

Skill 2: RERA MUTSUBE
When this skill hits a monster, it deals 50% more damage. Hitting non-hero units restores 50% of the Health restored when hitting heroes.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
Health Recovery | 400 | 480 | 560 | 640 | 720 | 800 |

Skill 3: KAMUI MUTSUBE
Using this skill again causes her to charge toward the target area, dealing 600 (600 + 190% extra physical attack) physical damage to enemies within range. Enemies hit by her are slowed by 25% and deal 30% less damage for 3s.
Passive: Nakoruru summons Mamahaha to fly with her after staying out of combat for 4s, increasing her Movement Speed by 10%. She loses the Movement Speed increase upon re-entering combat.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 15 | 13.5 | 12 |
Base Damage | 600 | 900 | 1,200 |
Slow | 25% | 37.5% | 50% |
Movement Speed Reduction | 25% | 37.5% | 50% |
Strategy Guide
A straightforward, hard-hitting assassin who fights alongside her hawk. Land a skill, follow with an empowered attack, repeat — and her dash heals, giving her more staying power than she looks.
Best for: Players who want to learn the assassin role without a very-hard kit. Simple sequence, satisfying damage.
The mark only fires when other damage reaches the target, taking 6% of their max Health. Detonating refunds 2.5s of Skill 1's cooldown and 35 Mana, so the pressure never stops. Anyone caught by the charge deals 30% less damage for 3s.
Skill 2 hits monsters for 50% more and still heals, at half the amount heroes give you. Mark damage on monsters caps at 300, but the 2.5s cooldown refund and 35 Mana come back all the same. Hold this order and you move camp to camp without running dry.
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.
- •Out-of-vision ganks powered by the 50% speed boost and terrain hopping
- •The mark's max HP percent damage stays relevant against tanks
- •The charge debuff cuts an enemy ace's damage output by 30%
- •Skill 2's healing and monster bonus keep clears fast and healthy
- •An all-in kit with no escape when the dive goes wrong
- •MP-hungry — missing mark detonations leads to fast burnout
- •No answer to hard CC; getting caught means dying on the spot
- •The speed boost decays over time, so prepared enemies blunt the ambush
Nakoruru lives in the jungle. Skill 2 deals 50% bonus damage to monsters and heals on hit, giving her both clear speed and sustain through camps. Take both buffs and head straight to level 4 — the moment the Ultimate's 50% speed boost and terrain hop unlock, the quality of her ganks changes completely. The early trap is mana: detonating Skill 1's mark with any other damage refunds 35 MP, so build the habit of always following up a mark instead of leaving it to expire.
Mid game, wall-hop ganks from outside vision are your main weapon. Fly in through an unwarded route, mark with Skill 1, and detonate with the charge — with the max HP percent damage included, that string takes most targets to half or lower. At Tyrant and Shadow Tyrant contests, the standard play is landing the Ultimate's charge on the enemy jungler: their damage output drops 30% for 3 seconds, which tilts the entire objective burn in your favor on paper.
The mark's max HP percent damage keeps her honest against tanks even late. But she has no exit tool after committing, so opening a fight from the front is off the table. Wait in side bushes and hunt chunked or isolated enemies instead. Her Ultimate's flight passive — activating after 4 seconds out of combat — quietly wins the late game's map movement: reset in a bush after each fight and you'll reach the next one before anybody else.
Enter from the flank or the back. Your first job isn't damage — it's landing the Ultimate's charge on the enemy's main damage dealer to shred their output by 30%. Put that debuff on their marksman and your frontline's lifespan visibly stretches. From there, loop Skill 1 marks into detonations while weaving empowered basics onto chunked targets. Each detonation refunds 2.5 seconds of Skill 1's cooldown, so as long as you keep connecting, the pressure never stops.
Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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