Honor of Kings HubUNOFFICIAL FAN SITE
Shangguan

Shangguan

Mid LaneMageAssassinDifficulty: Very Hard

Latest Meta Stats

MID
C
Tier / Pop
48.22%
Win Rate
0.36%
Pick Rate
0.04%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Official Ratings

Survival
3/10
Attack
7/10
Skill
6/10
Difficulty
8/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3389
Max MP640
Physical Attack161
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed360
Attack RangeRanged
HP Regen / s48
MP Regen / s16

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

Mage
Red
or
Blue
Green
or

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

Official pickSkill 1: Ink Burst
1

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

2-hero team
4.53%

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

#1 most used59.71% win rate / 3,787 wins
Frenzy
#2 most used57.07% win rate / 1,316 wins
Flash

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
Passive

Passive Skill: Piercing Brush

EnhanceDamageRecovery
Enhances every 3rd Basic Attack, dealing an extra 255 (255 + 50% magical attack) magical damage to enemies in a line. When brush strokes intersect, nearby enemies take 255 (255 + 50% magical attack) magical damage (damage is reduced by 50% for successive hits within 1s).
Recovers 100 (100 + 22% magical attack) Health and gains an enhanced Basic Attack when near intersecting brush strokes.
DetailsLvl 1Lvl 15
Enhanced Damage
255510
Contact Damage
255510
Health Recovery
100240
Skill 1: Ink Burst
Skill 1

Skill 1: Ink Burst

CD: 5s | Mana: 30
Damage
Flings a powerful drop of ink in the target direction, dealing 200 (200 + 40% magical attack) magical damage to enemies hit. Upon reaching the end of its range, the ink explodes, dealing 200 (200 + 40% magical attack) magical damage to nearby enemies.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
200240280320360400
Skill 2: Seething Script
Skill 2

Skill 2: Seething Script

CD: 1.5s | Mana: 60
DamageSlow
With her current location as the finishing point, Shangguan starts writing from a target location, dealing 150 (150 + 20% magical attack) magical damage where her brush lands. Enemies touched by her brush strokes take 300 (300 + 40% magical attack) magical damage and are slowed by 25% for 2s.
This skill can be stocked every 10s (affected by Cooldown Reduction), for up to 2 uses.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Stock Interval
109.48.88.27.67
Brush Landing DMG
150180210240270300
Writing Damage
300360420480540600
Slow
25%30%35%40%45%50%
Stack Interval
109.48.88.27.67
Brush Drop Damage
150180210240270300
Path Damage
300360420480540600
Movement Speed Reduction
25%30%35%40%45%50%
Skill 3: Finishing Stroke
Ultimate

Skill 3: Finishing Stroke

CD: 35s | Mana: 100
DamageImmunityMovement
Dashes wildly with her brush, dealing 250 (250 + 32% magical attack) magical damage to enemies in her path. If she hits an enemy or ink left behind by another active skill, she can dash again in the target direction within 3s. If she dashes 3-5 times, she will jump into the air, becoming untargetable and cleansed of all crowd control effects, and perform continuous attacks on nearby enemies, dealing 460 (460 + 70% magical attack) magical damage. The number of attacks is decided by the number of dashes, with 3/4/5 dashes yielding 4/7/10 attacks. When hitting the same unit multiple times, subsequent hits deal only 25% damage.
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.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
353127
Dash Damage
250375500
Base Damage
460690920

Strategy Guide

Playstyle

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.

Recommended Combos
Ink First, Then Take Off
Skill 2 (brush stroke, 2s slow) → Skill 1 (lay ink across it) → Skill 3 (5 dashes along the trails)

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.

Bent-Route Take Off
Skill 2 → Skill 3 (2 dashes) → Skill 1 (fresh ink on the route) → Skill 3 (last 3 dashes)

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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 Strategy

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.

Teamfight Strategy

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

Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.

Report an error on this page

© 2026 Honor of Kings Hub. All rights reserved.

Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

This website is an unofficial fan site and is not affiliated with Tencent or Level Infinite in any way.
Honor of Kings is a registered trademark of Tencent.