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 lifeline for heroes with no movement skill
Recovers the group, not the individual
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
Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.
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: Firefly Protection
When there are no enemies nearby, charging his Basic Attack recovers 50 (50 + 10% magical attack + 1.5% extra Health) Health. He will stop restoring Health to teammates while charging.

Skill 1: Mulberry Power
Luminescence: He gains 1 stack every 1.5s, for up to 9 stacks. The skill's range increases with the number of stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Skill Damage | 500 | 600 | 700 | 800 | 900 | 1,000 |

Skill 2: Ride the Wind
This skill stocks up to 3 charges. Tap it to fly to a brush in front of him without aiming.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Stock Time | 12 | 11.5 | 11 | 10.5 | 10 | 9.5 |

Skill 3: Firefly Fields
Illuminating Brush: 1s after the brush has been summoned, it releases fireflies at up to 5 nearby heroes every second. Every firefly deals 100 (100 + 20% magical attack + 3% extra Health) magical damage to enemies, or restores 50 (50 + 10% magical attack + 1.5% extra Health) Health to teammates.
Enemies that step into this brush will have their location revealed. After a while, the Illuminating Brush will stop releasing fireflies and turn into a regular brush that lasts for 30s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 25 | 22.5 | 20 |
Duration | 9 | 12 | 15 |
Strategy Guide
A forest-keeper who grows his own bushes and sends fireflies to scout and heal. He is the only hero who adds terrain to the map, monopolizing the economy of hiding places.
Best for: Players electrified by the idea of planting terrain — information warfare's chief operator.
Skill 1 launches everyone in the area for 1s and spends Luminescence for an extra 100 magical damage per stack. With teammates nearby, those same stacks instead restore 50 Health to the lowest-Health ally. Stacks build one every 1.5s up to nine, and the more you hold, the wider the area gets — so fly to a brush with Skill 2 right before you fire.
One second after it appears, the brush sends fireflies at up to five nearby heroes every second. Enemies take 100 magical damage, teammates get 50 Health, and anyone who steps into the brush has their location revealed. Recasting within 6s carries Sakeer there himself. From that ground, hold Skill 1's launch and deny the entrance.
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.
- •Healing, a knock-up, vision, and stealth detection packed into one support kit
- •Bush-hopping through Skill 2 and the Ultimate gives him rare mobility for the role
- •The glowing bush dominates space and scouts around objectives
- •Fireflies auto-target the lowest-HP ally, so the support never misses
- •Skill 1 stays thin until Firefly Power builds, so he cannot spam it
- •Open terrain without bushes cuts his mobility and scouting in half
- •Low personal damage and no answer to chained hard crowd control
- •Healing dies when separated from allies—solo play is not an option
Sakeer's early game starts with juggling two jobs: escorting your marksman and sweeping bushes for vision. The fireflies from your basic attacks reveal stealth, and the Passive automatically heals the lowest-HP ally near you, so standing in the right spot alone stabilizes the lane. Skill 2 holds 3 charges—assign roles up front (one for river scouting, one for escape, one for gank follow-up) and your death count drops. Firefly Power builds 1 stack every 1.5 seconds, and Skill 1's radius and healing scale with stacks, so the patience to sit on them until the moment you fire is itself a form of power.
Once you learn the Ultimate, plant the glowing bush at the entrance to the battlefield before the 4-minute Tyrant and mid-game skirmishes. Fireflies launch every second—damaging enemies, healing allies—and you gain vision of any enemy who steps inside, so the side that placed it fights on terrain that wins both numbers and information. For gank follow-up, fly ahead with Skill 2 to a bush along the enemy's escape route and place Skill 1's knock-up on their exit—a brutal trap. At 9 stacks, Skill 1's radius is a different animal, so burn its maximum size into your muscle memory to sharpen your interceptions.
Late-game Sakeer stands half a step behind the carry, focused on one thing: delivering the 1-second knock-up at the perfect moment. The instant an enemy assassin or fighter touches your backline, launch them with a fully stacked Skill 1 and cut the follow-up cold—that single play swings teamfights directly. Firefly healing flies to the lowest-HP ally automatically, so as long as your own position is right, the support never stops. Against stealth heroes, your fireflies' true sight is close to a unique answer—build the habit of pre-firing a basic attack into any suspicious bush.
Whether the glowing bush is placed before a teamfight nearly doubles Sakeer's contribution. After setting it, fly with Skill 2 to a bush near your backline and bank Firefly Power while you wait for the engage. Answer enemy dives with Skill 1's knock-up, and let the automatic firefly healing raise your whole team's HP floor through the brawl. Your personal damage is low, so there's no need to chase or step forward. Accept that not dying converts directly into healing output, and keep moving bush to bush, always one step outside the enemy's reach.
#Patch History

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