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
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: Divine Consciousness
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Vision Range Increase | 10% | 20% |

Skill 1: Divine Glow - Creation
The cross deals an extra 50% damage to enemies at its center, and sets off explosions if it touches matrices.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
Cooldown | 8.5 | 8 | 7.5 | 7 |
Base Damage | 225 | 300 | 375 | 450 |

Skill 2: Divine Glow - Coalescence
Whenever a matrix is hit by one of Nuwa's other skills, it sets off an explosion that deals 210 (210 + 40% magical attack) magical damage to nearby enemies.
When matrices fuse, they deal 180 (180 + 35% magical attack) magical damage (+50% extra damage in the center) on collision and knock back enemies for 0.5s. Collisions gain up to 30% extra range based on the initial distance between matrices. Up to 3 matrices can be stocked. When multiple matrices explode simultaneously, they only deal damage to the same target once.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
Stock Time | 15 | 14 | 13 | 12 |
Explosion Damage | 210 | 280 | 350 | 420 |
Emergence Interval | 0.4 | 0.3 | 0.2 | 0.1 |
Stack Duration | 15 | 14 | 13 | 12 |
Detonation Damage | 210 | 280 | 350 | 420 |
Dash Interval | 0.4 | 0.3 | 0.2 | 0.1 |

Skill 3: Divine Glow - Emergence
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
Cooldown | 30 | 28 | 26 | 24 |
Base Damage | 300 | 400 | 500 | 600 |
Shield | 600 | 800 | 1,000 | 1,200 |
Slow | 25% | 33.3% | 41.7% | 50% |

Skill 4: Divine Glow - Annihilation
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 50 | 45 | 40 |
Base Damage | 600 | 900 | 1,200 |
Strategy Guide
A mage with some of the longest range in the game, dropping judgement from off-screen. Her matrix corridors are paths only she can walk, letting her chip enemies who can never reach her.
Best for: Players fully committed to winning from safety — custodians of the one advantage that never gets traded: distance.
Place one matrix, then send Skill 1's energy into it. The energy halts where it connects, expands into a cross, and the matrix it touches goes off for 210. Center the cross on the target for the extra 50%, and land Skill 4 before the 3.5s runs out.
Enemy heroes cannot pass through a matrix, which turns the lane behind a Skill 3 teleport into a sealed corridor. Fusing two of them knocks enemies back for 0.5s, and a wider initial gap grows that collision by up to 30%. A stalled chaser then eats another knockback from Skill 1.
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.
- •Passive range lets her poke from outside any retaliation distance
- •Walls become hero-only terrain that dominates every chokepoint
- •Wall-triggered chain explosions give a setup mage real burst damage
- •Skill 3's warp and shield answer one dive attempt for free
- •Needs setup time, so sudden brawls and mobile skirmishes blunt her
- •Skill 3 is her only escape; she is helpless right after using it
- •A misplaced wall can seal her own team's retreat
- •Open ground with no chokepoints devalues her walls sharply
Nuwa's Passive extends her basic attack and skill cast range, so from level 1 she farms mid from a step farther out than her opponent can reach. There is no reason to push up — thread Skill 1 through the spot where the enemy overlaps their minions and let the chip damage add up. Skill 2's walls are insurance before they are offense: block the gank path your jungler is not watching and any dive loses a full beat. Sit on Skill 3. Its warp and shield are the only reason she survives a collapse, so keep it pocketed until the gank threat is genuinely gone.
The Tyrant spawn at 4:00 begins Nuwa's setup game. Lay two Skill 2 walls in the narrow paths leading to the pit, then thread Skill 1 into anyone touching them — the chain explosions plus the cross's bonus damage carve chunks out of enemies before the fight even starts. Since the matrix blocks only enemy heroes, smart placement seals both their retreat and their reinforcement route. After your first core item, her damage takes a real jump, so cycle between shoving mid and spending time on wall placement until the objective area belongs to you.
Once Shadow Tyrant and Overlord are on the line after 10 minutes, a single wall rewrites the geometry of a fight. Seal the pit entrance and the enemy eats a detour while your team pokes them apart. Ideally you bank all three Skill 2 charges before anything starts. Stay at the absolute back, and treat Skill 3's warp and shield as an anti-assassin escape button, never an engage tool. Warp out, drop one more wall behind you, and the chase simply dies. A prepared Nuwa is oppressive; an unprepared one is a minion with a health bar.
Nuwa's job starts ten seconds before the fight does. Read the enemy's approach path, pre-lay walls, and thread Skill 1 into the densest clump for chain explosions. Once the brawl is live, wall placement is the judgment call that defines her: cut off a fleeing enemy at the nose, or drop one between their assassin and your carry as a screen. The most painful mistake in practice is walling off your own team's retreat — when in doubt, bias the placement toward the enemy side. Keep Skill 3's warp and shield in reserve as your final card.
#Patch History

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