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
Gives a hero without crowd control a way to start a fight
The lifeline for heroes with no movement skill
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
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
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: Raging Tide
Whenever he receives physical damage or true damage or hits a target with a skill, he gains 1 stack of Undaunted, for up to 10 stacks. Each stack increases his Physical Defense by 16-32 for 6s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Extra Damage | 110 | 250 |
Health Recovery | 55 | 125 |
PDEF Increase | 16 | 32 |

Skill 1: Wave Render
After a short delay, he deals another strike of equal physical damage to enemies within range and launches them for 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 8 | 7.8 | 7.6 | 7.4 | 7.2 | 7 |
Path Damage | 125 | 150 | 175 | 200 | 225 | 250 |
Area Damage | 250 | 300 | 350 | 400 | 450 | 500 |

Skill 2: Typhoon
The Cooldown of the Basic Attack is refreshed every time he uses this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 9 | 8.4 | 7.8 | 7.2 | 6.6 | 6 |
Base Damage | 180 | 242 | 304 | 366 | 428 | 490 |
Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 3: Set Sail!
He can disembark while moving by using the skill again. When the ship collides with a wall, structure, ancient monster, or enemy hero, or when the time is up, it will explode. The explosion deals 549 (350 + 120% physical attack) physical damage to enemies within range and launches them for 1-1.5s (duration increases with time traveled).
He gains 5 stacks of Undaunted if the ship's explosion hits an enemy.
While he is piloting the ship, a nearby teammate can tap a button to embark. The teammate will disembark when they are hit by hard crowd control, when they use a movement skill, or when Sun Ce disembarks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 350 | 525 | 700 |
Strategy Guide
A fighter who sails a ship into the enemy team. The boat opens the fight, then he disembarks and brawls, sustained by empowered-attack healing. Ninety percent of playing him is the entrance.
Best for: Players who want to personally start every teamfight — and dream of engages that carry the whole enemy team with them.
The explosion's launch scales with how long the ship travelled, so a longer approach buys a longer hold. A connecting explosion also returns 5 stacks of Undaunted, which is what keeps him standing in the brawl. Dashing Skill 1 its full distance adds an area hit, and a second strike lands shortly after to launch again for 1s. Walls and structures set the ship off too, so scout the route before you commit.
Each Skill 2 cast refreshes his Basic Attack cooldown. Weaving a swing between hacks beats spamming them, and every hack deals 25% more than the one before it. The slow stacks up to three times, 15% each for 2s (Lvl 1). His enhanced Basic Attack comes back every 6s with healing attached, and every skill hit adds an Undaunted stack for more Physical Defense.
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.
- •The boat crosses the map and ferries an ally straight into ganks
- •Boat explosion plus Skill 1 chains two knock-ups back to back
- •Stacks physical defense when hit, winning drawn-out AD brawls
- •Empowered-attack healing outlasts lane wars of attrition
- •The boat detonates on walls, so one steering error wastes the engage
- •Missing both the boat and Skill 1 leaves no CC and easy kiting
- •Solo engages without follow-up lock enemies down but kill nothing
- •Noticeably soft at fight start before his defense stacks build
Sun Ce hunts for lane control with level 2 trades in the clash lane. The core pattern is Skill 1 in, Skill 2, weave a basic attack, then Skill 2 again — each Skill 2 cast hits 25% harder and resets your basic attack cooldown, so punctuating casts with swings hurts far more than mashing. His Passive stacks physical defense every time he takes physical damage, so against AD matchups, brawl freely; the empowered basic attack every 6 seconds heals enough to win the war of attrition.
From level 4, the boat is Sun Ce's calling card. While sailing you have super armor — immune to knock-ups and the like — and can carry one teammate, so scooping up your mid laner for a gank is a devastating play. The ideal rhythm: sail to a side lane before the 4-minute Tyrant, create a numbers advantage, then arrive at the pit on spawn. The boat detonates on contact with walls and enemies, knocking targets up, so watch your spacing against terrain, not just your target. Winding routes are where boats go to die.
Late game, Sun Ce is the team's designated engage. The longer the boat sails, the longer the knock-up — up to 1.5 seconds — but steering gets harder too, so pre-plan the shortest hidden approach before you commit. Aim for their backline. If the hit misses, swallow your pride, hop off mid-route, and join the frontline fight with Skill 1 and Skill 2. A boat that connects cleanly on the right target ends the teamfight before it begins; a solo boat launched beyond your team's reach is Sun Ce's single most common way to lose.
Launch from bushes or from behind walls. Hop off just before impact so only the boat connects — you stay free to act during the knock-up, letting you layer a max-range Skill 1 for the second knock-up in the chain. With the target locked down, unload all three Skill 2 casts with basic attacks in between. While enemy Flashes are still up, holding the boat and firing it as the follow-up to an ally's CC is the disciplined play. With his defense stacks rolling, Sun Ce is far harder to kill than he looks.
Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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