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
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.
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: Scorching Ember
The true damage shield can be recovered at the spawn point.
When he deals damage using Basic Attacks or Scorching Ember, or deals damage to a non-hero unit, he only gets a shield negating 20 (20 + 0.5% extra Health) true damage.
Each target can trigger Wind-Fire Wheels up to 1 time.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Shield | 75 | 150 |
Other Shield | 20 | 40 |
Shield Limit | 800 | 1,600 |

Skill 1: Fire-tipped Spear - Sweep
The duration of Scorching Ember is refreshed when Nezha deals damage to the target.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
Base Damage | 345 | 460 | 575 | 690 |
Cooldown | 5 | 4.7 | 4.3 | 4 |
Ember Damage | 45 | 60 | 75 | 90 |

Skill 2: Red Armillary Sash - Bind
This skill cannot be used on the same target again for 3s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
Cooldown | 1.5 | 1.4 | 1.3 | 1.2 |
Use Interval | 3 | 2.8 | 2.6 | 2.4 |
Base Damage | 150 | 200 | 250 | 300 |
Base Shield | 24 | 32 | 40 | 48 |

Skill 3: Universe Ring - Skyfall
After landing, Nezha gains 10% damage reduction and 20% Resistance for 4s.
This skill enters a 50%-100% Cooldown based on flight distance. If the target is untargetable upon arrival, Nezha waits until the untargetable state ends and then immediately knocks the target back (can wait up to 0.5s).
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
Base Damage | 450 | 600 | 750 | 900 |
Damage Reduction | 10% | 13.3% | 16.7% | 20% |
Cooldown | 50 | 46.7 | 43.3 | 40 |
Range | 2,400 | 2,800 | 3,200 | 3,600 |
Damage Reduction % | 10% | 13.3% | 16.7% | 20% |
Activation Range | 2400 | 2800 | 3200 | 3600 |

Skill 4: Universe Ring
Heroes revealed by this effect cannot use recall.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 140 | 210 | 280 |
Cooldown | 80 | 72 | 64 |
Strategy Guide
A fighter who stacks true-damage shields and drops from the sky onto one chosen enemy with Skill 3. Skill 4 stretches that dive across the whole map for five seconds, and the enemies it reveals cannot recall. He is a marksman-catching device — his whole kit erases one target's escape options.
Best for: Built for players who want guaranteed delivery on 'kill that one hero and we win'. If you can spend one second on the minimap before committing and judge whether your team can follow, you have the aptitude. Restraint counts as much as nerve — two or three flights a game, saved for the moments that decide something.
For those 5 seconds Skill 3 can reach any enemy hero on the map. Revealed heroes also lose access to recall, so anyone trying to go home is fair game. Landing grants 10% damage reduction and 20% Resistance for 4s, which buys the time your team needs to arrive.
Scorching Ember ticks 45 true damage per second for 5s and grows 50% stronger with each of its 3 stacks. It also cuts the target's healing by 15%, which matters against sustain picks. Skill 2 cannot repeat on the same target for 3s, and that wait lines up closely with Skill 1's 5s cooldown.
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 3 dives straight onto a distant backliner, and Skill 4 stretches its range across the whole map for 5s
- •True-damage burn plus healing reduction breaks sustain-heavy heroes
- •Shield stacks off every skill hit, keeping him alive in the scrum
- •Post-landing damage reduction and resistances make dives stick
- •Skill 3 has no return trip; without follow-up he dies alone
- •Lacks burst, so targets can slip away before the burn finishes them
- •Shield depends on landing skills; whiff and he is suddenly fragile
- •Minimal self-defense before level 4 and easily bullied in lane
Nezha's first four levels are about patience. Do not force wins in the Clash Lane — tag enemies with Skill 1, let the five-second true-damage burn and its healing reduction do the grinding, and settle for short trades. Every skill hit on an enemy hero banks a true-damage shield, so lots of brief touches beat one long slugfest. Skill 2 rolls you behind a target for free hits, but remember it locks out on that same target for three seconds and burns your escape route. Priority number one is simple: reach level 4 without dying.
Nezha's game starts moving the moment you learn Skill 3, Universe Ring - Skyfall. Spot a low-HP or isolated backliner on the minimap and fly straight to them. The landing knockback breaks their position while an ally collapses from the other side. For four seconds after landing you take 10% less damage at level 1 and gain 20% Resistance, so you can commit harder than it looks. The skill enters only 50%-100% of its cooldown depending on flight distance, so short hops come back fast. Range grows from 2,400 at level 1 to 3,600 at level 4. In a Tyrant standoff, pressuring the opposite side of the map without showing yourself forces the enemy to split bodies. Check the minimap for follow-up before every flight — that one habit erases most of this hero's deaths.
After 15 minutes Nezha is the teamfight start button. Skill 3, Universe Ring - Skyfall, is a one-way ticket, so only fly onto targets your team can reach within five seconds. The dream window is the enemy marksman stepping forward. Dive, knock them back out of the formation, then stack Skill 1's Scorching Ember; its 15% healing reduction slows every patch-up the support attempts. Skill 4, Universe Ring, moves nobody. It damages and reveals every enemy hero on the map, and for the next five seconds Skyfall reaches all of them. Revealed heroes cannot recall, so backing off to reset stops being an option. During Shadow Tyrant or Overlord standoffs, simply holding the dive warps the enemy backline's positioning. Great Nezhas save it for the two or three moments per game that actually decide something.
Nezha flies first or flies last — nothing in between. If your team has another initiator, the late dive is safer: wait for the enemy CC (stuns and other lockdown) to be spent, then drop on whoever is left carrying. After landing, stack Skill 1's burn to three, keep rolling behind fleeing targets with Skill 2, and let the true damage cook. Your shield rebuilds as long as skills keep connecting, which makes the center of the brawl the safest place you can stand. What you cannot beat is a spread formation kiting you in the open, so push for fights in tight terrain.
#Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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