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
Recovers the group, not the individual
Gives a hero without crowd control a way to start a fight
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: Hourglass of Time
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
MSPD | 65 | 130 |

Skill 1: Time Bomb
The bomb explodes 3s later or when the target dies, dealing 575 (575 + 60% magical attack) magical damage to enemies within range and slowing them by 15% for 2s.
Cleansing the bomb will cause it to detonate immediately.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Base Damage | 200 | 240 | 280 | 320 | 360 | 400 |
Phase 2 Damage | 575 | 690 | 805 | 920 | 1,035 | 1,150 |
Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 2: Time Flux
Passive: He gains 7.5% Cooldown Reduction.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
Cooldown Reduction | 7.5% | 9% | 10.5% | 12% | 13.5% | 15% |
MSPD Increase | 130 | 156 | 182 | 208 | 234 | 260 |
Return % | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 3: Time Lapse
The energy field explodes 5s later, dealing 1,500 (1,500 + 135% magical attack) magical damage to enemies within range.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 45 | 40 | 35 |
Base Damage | 500 | 625 | 750 |
Phase 2 Damage | 1,500 | 1,875 | 2,250 |
Strategy Guide
A time-keeper who accelerates allies and converts damage they took into healing. His silencing ultimate directly answers enemy channels — an understated kit that touches every critical moment.
Best for: Players who appreciate distributing the invisible resource of speed — governing the match's tempo itself.
The bomb's real payload is the blast 3 seconds later. Skill 2 is not an escape here — it is the speed that keeps your team on the target until the fuse ends. The blast damages an area and slows by 15% for 2s. It also detonates if the target dies first, so attach it to anyone you might finish off.
The field lands 500 (Lvl 1) and an immense 1s slow the moment it unfurls. Interrupt an enemy skill with it and a 1s silence comes along. The best targets are heroes holding an escape or casting something long. The 1,500 (Lvl 1) explosion arrives 5 seconds later, so place it on their exit rather than their feet.
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 2 speeds up the entire team, winning rotations and chases before they start
- •25% of damage taken during the boost returns as healing — a strong burst counter
- •Ultimate silences on interrupt, and its delayed blast dominates whole areas
- •No stuns or hard CC, so he can't lock down a kill by himself
- •Both Skill 1 and the Ultimate have delayed payoffs, lacking instant stopping power
- •Personal damage and durability are below average — a misused speed boost leaves nothing
Sun Bin is a roaming support built around time manipulation. Start by shadowing your marksman and holding the farm lane bushes; when the enemy commits, Skill 2's team-wide speed boost gets everyone out. The boost heals 25% of damage taken during its duration when it ends, so cast it just before enemy skills connect — not after you've started running — and the HP difference is plain to see. Skill 1's bomb is all about the 3-second detonation, so in skirmishes, sandwich the tagged target with an ally and chase until it pops.
From level 4, ganks built around your Ultimate start connecting at a much higher rate. The field applies a heavy 1-second slow on hit and even silences enemies caught mid-cast, making it the answer to targets holding escape skills. At the 4-minute Tyrant and mid-game rotations, ferrying your whole team with Skill 2's +130 move speed is a job only Sun Bin does. Walking speed converts directly into numbers advantages — arrive at objectives five-strong one beat before the enemy, over and over, and the map tilts your way.
Late game, placing your Ultimate is map control in itself. The field detonates 5 seconds after deployment, so drop it in the narrow entrance to Shadow Tyrant or Overlord and the enemy must either fight inside the blast zone or concede the spawn. When fights break out, stick Skill 1 on their key hero and play for the detonation; when your team needs to reset, Skill 2's speed and refund heal rebuild the line. Your personal damage is modest, so operate from behind your team, out of enemy reach, and keep pulling the strings.
Open teamfights by placing your Ultimate on the enemy's escape path, not at their feet. The 1-second slow lets your team's follow-up land, and the 5-second delayed blast catches them on the retreat. Attach Skill 1 to a frontliner and the 3-second fuse plus AoE slow completes the trap. Skill 2 works as an engage tool too, but its best use is covering the exact moment enemy burst lands — with 25% of damage taken coming back a few seconds later, it feels like haggling the enemy mage's full combo down to three-quarters price.
#Patch History

Other Roam 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



















