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
Closes out the kills you cannot quite finish
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: Piercing Brush
Recovers 100 (100 + 22% magical attack) Health and gains an enhanced Basic Attack when near intersecting brush strokes.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Enhanced Damage | 255 | 510 |
Contact Damage | 255 | 510 |
Health Recovery | 100 | 240 |

Skill 1: Ink Burst
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 200 | 240 | 280 | 320 | 360 | 400 |

Skill 2: Seething Script
This skill can be stocked every 10s (affected by Cooldown Reduction), for up to 2 uses.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Stock Interval | 10 | 9.4 | 8.8 | 8.2 | 7.6 | 7 |
Brush Landing DMG | 150 | 180 | 210 | 240 | 270 | 300 |
Writing Damage | 300 | 360 | 420 | 480 | 540 | 600 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |
Stack Interval | 10 | 9.4 | 8.8 | 8.2 | 7.6 | 7 |
Brush Drop Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Path Damage | 300 | 360 | 420 | 480 | 540 | 600 |
Movement Speed Reduction | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 3: Finishing Stroke
She can dash up to 5 times, and she can attack and use skills between dashes. If interrupted, the skill's Cooldown is reduced by 20%-80%, depending on the number of dashes performed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 35 | 31 | 27 |
Dash Damage | 250 | 375 | 500 |
Base Damage | 460 | 690 | 920 |
Strategy Guide
An ambush mage who detonates intersecting ink strokes. Skill 3 chains a fresh dash every time she clips an enemy or a stroke, up to five; three or more launches her skyward, untargetable while the strikes rain down.
Best for: Players who love puzzle-combos with linking conditions — and the omnipotence of a fully-routed flight.
Where ink from two different skills meets, nearby enemies take extra damage. Touching her own strokes restores Health and readies an enhanced Basic Attack. Every dash that clips an enemy or another skill's ink buys another dash within 3s, so the route you draw first decides how far the chain runs. Five dashes turn into 10 strikes from the air, and she is untargetable and cleansed of all crowd control throughout.
She can cast between dashes, so a new ink line mid-chain bends the approach angle. Run out of things to touch and the chain simply stops; breaking it there refunds 20-80% of the cooldown depending on how many dashes went out. Three dashes yield only 4 strikes from the air. Decide before the first dash whether five are actually reachable.
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.
- •Untargetable and CC-immune while airborne, dealing unanswerable damage
- •Crossing brush and ink detonations poke and heal simultaneously
- •Solo tower dives delete enemy backliners from level 4 onward
- •Flexible dash routes make her entry angle nearly unreadable
- •Among the hardest heroes in the game; one missed dash means death
- •Hard CC before take-off shuts down her entire game plan
- •Long landing recovery invites the counter-kill if the target survives
- •Minimal self-defense before level 4 and extremely gankable
Before level 4, Shangguan is a paper mage who can't take off yet. Use Skill 2's brush and Skill 1's ink for wave clear, and fish for the Passive detonation that triggers where the two trails cross — it chips enemies and heals you at the same time. Simply playing around that intersection roughly doubles your harass output on the exact same casts. Her gank resistance is poor, so sit toward your tower whenever river vision is down, and don't bother showing up for the 4-minute Tyrant before level 4.
The moment you learn your Ultimate, Shangguan becomes an assassin. Dash three to five times through ink or enemies and you ascend — untargetable, cleansed of all CC, raining ink on everything below, with five dashes granting the maximum number of strikes. You can do this under an enemy tower with total impunity, so the mid-game job is roaming to the farm lane and solo-diving the enemy marksman. With a core item done by around 10 minutes, anyone caught under a clean take-off simply melts.
Late game, one failed take-off can be the losing moment of the match. If your dashes get interrupted you are stranded in the middle of five enemies, so before committing, confirm the enemy's lethal lockdown — any suppression-style ultimate — has already been spent. Always enter from a flank. Poke with the Skill 2 into Skill 1 crossing detonation until your target drops below roughly 70% HP and their escape is burned, and your take-off success rate climbs dramatically. The landing recovery is long, so have the discipline to skip take-offs you can't confirm.
Spend the fight's opening at the back, scattering crossing detonations and collecting the heals while you read the fight. Two or more enemy CCs down is the take-off signal. You can dash along your own ink trails without touching a single enemy, so pre-draw your approach route in ink. Once airborne, the strikes fire automatically at whatever stands nearby, which makes the launch point everything — land your final dash right beside their carry. Repeat hits on the same unit deal only 25% damage, so a position that catches two or three bodies adds up to more total damage. Land toward your own team, always. Taking off through the enemy frontline is a mistake everyone in the lobby can identify.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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