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Ukyo Tachibana

Ukyo Tachibana

JungleAssassinFighterDifficulty: Hard

Latest Meta Stats

JUNGLE
C
Tier / Pop
48.68%
Win Rate
0.36%
Pick Rate
0.02%
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 HP3250
Max Energy1050
Physical Attack170
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed385
Attack RangeMelee
HP Regen / s48
Energy Regen / s0

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

Assassin
Red
Blue
Green

A gank succeeds or fails on whether you arrive before you are seen.

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: CONCEALED SABRE SWALLOW SWIPE
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
3-hero team

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 used60.55% win rate / 3,747 wins
Smite
#2 most used62.7% win rate / 1,595 wins
Smite

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: CONCEALED SABRE HAZY BLADE
Passive

Passive Skill: CONCEALED SABRE HAZY BLADE

DamageSlowRecovery
Ukyo Tachibana's next Basic Attack is enhanced to a quick-draw slash that has longer range, dealing 40 (40 + 35% extra physical attack) physical damage to enemies and slowing them by 15−30% (scales with hero level) for 2s. Enemies on the edge of the attack take 80 (80 + 70% extra physical attack) extra physical damage. Damage is halved against non-hero units. He recovers 125 (125 + 2% extra Health) Health.
The quick-draw slash has a cooldown of 4−5s (scales with hero level). Cooldown is shortened by 0.5s upon dealing skill damage.
DetailsLvl 1Lvl 15
Cooldown
54
Base Damage
4080
Farthest Point Damage
80160
Health Recovery
125250
Skill 1: CONCEALED SABRE SWALLOW SWIPE
Skill 1

Skill 1: CONCEALED SABRE SWALLOW SWIPE

CD: 7s
MovementDamage
Ukyo Tachibana leaps backward and slashes enemies in his path, dealing 330 (330 + 150% extra physical attack) physical damage and activating the skill's second phase. If no enemy units are hit, the second phase will be activated after 2s.
If he returns near the start point of phase 1 after using phase 2, he enhances the second phase to slash enemies in a larger range, and his Ultimate's Cooldown is reduced by 1s for every enemy hero hit (halved for non-hero units). For every 2% Health lost by the target, this skill's damage is increased by 1%.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
76.76.46.15.85.5
Base Damage
330396462528594660
Skill 2: CONCEALED SABRE HEAVENLY HACK
Skill 2

Skill 2: CONCEALED SABRE HEAVENLY HACK

CD: 10s
DamageCrowd Control
Ukyo Tachibana slashes in the target direction, dealing 580 (580 + 190% extra physical attack) physical damage to enemies within range.
Enemies at the far end of the area are stunned for 0.75s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.598.587.5
Base Damage
5806968129281,0441,160
Skill 3: CONCEALED SABRE SNOWFALL SLASH
Ultimate

Skill 3: CONCEALED SABRE SNOWFALL SLASH

CD: 12.5s
DamageRecovery
Ukyo Tachibana quickly slashes 4 times in the target direction, with each slash dealing 210 (210 + 65% extra physical attack) physical damage to enemies within range. If an enemy hero is hit, each slash restores 300 (300 + 4.5% extra Health) Health to him.
The healing is halved if only non-hero units are hit.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
12.511.210
Base Damage
210315420
Health Recovery
300450600

Strategy Guide

Playstyle

A swordsman defined by spacing: his draw-cut rewards hitting at the very tip of its range, so every fight is measured in single steps. His backward leap makes enemies whiff at the moment they commit.

Best for: Players who love fighting-game footsies — turning a one-step difference in distance into a weapon.

Recommended Combos
Far-Edge Stun into Four Slashes
Skill 2 (hit at the far end of the area for a 0.75s stun) → Skill 3 (4 slashes, healing for each enemy hero hit) → Basic Attack (quick-draw slash, bonus damage at the tip)

Where Skill 2 connects changes what it is. Only a hit at the far edge stuns for 0.75s, and that is the window all four slashes fit into. Every point of skill damage trims 0.5s off the quick-draw slash's cooldown, so the closing hit arrives in time.

Swallow Swipe Round Trip
Skill 1 (leap backward and slash) → Basic Attack (quick-draw slash at tip range) → Skill 1 phase 2 (land near the phase 1 cast point for the enhanced slash)

Hit even one enemy unit and phase 2 is available immediately. Whiff and you wait 2s, which makes this a trade you open only when you are confident. Returning near the original cast point widens the slash and refunds 1s of Skill 3's cooldown for each enemy hero hit.

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
  • Tip hits pay out damage, healing, and a stun all at once
  • The Ultimate's multi-hit healing wins extended small-scale brawls
  • Skill 1's double jump covers both aggression and clean exits
  • Skill hits refund the Passive's cooldown, keeping his output constant
Weaknesses
  • Everything depends on spacing — wrong range means no damage and no healing
  • Fragile at baseline; getting CC'd is his number one cause of death
  • Skill 1's unusual movement takes real practice to stop misplaying
  • Struggles to show his strengths in CC-heavy frontal teamfights
Early Game Strategy

Ukyo is primarily a jungler, though his dueling power makes clash lane workable. Clear camps around the Ultimate's four slashes and Skill 1, weaving the Passive's iai slash into every camp — skill damage refunds 0.5 seconds of its cooldown per hit, so clean rotations alone speed up your route. What matters before level 4 is internalizing tip range: both the iai slash and Skill 2 only pay their bonuses when they land at the very edge of their reach.

Mid Game Strategy

Around 10 minutes, with two physical items done, Ukyo wins almost any small-scale fight he takes. The ideal engage starts with Skill 2's tip stun — pour the Ultimate's four slashes into the 0.75-second lock, and the healing per enemy hero hit lets you out-sustain the brawl. He has genuine 1v2 potential, but he also folds instantly to CC, so while enemy lockdown is still up, measure the fight from one step back.

Late Game Strategy

Late game, his bait game on side lanes shines. Shove the wave; if one enemy comes, cook them at tip range — if two come, double-jump out with Skill 1. Repeat, and you're feeding your team a permanent numbers advantage. Never enter teamfights through the front: the CC-saturated middle is a death zone for Ukyo. Flank, wait for the formation to crack, and enter on a chunked target with the tip stun.

Teamfight Strategy

Ukyo's teamfight is a continuous act of measuring tip distance inside the chaos. Too close and the bonus vanishes; too far and nothing lands. Watch for the enemy's dash, jump backward with Skill 1, and land the iai slash at the tip as they arrive — when that counter connects, the aggressor is the one who gets shredded. Angle the Ultimate through as many enemy heroes as possible: the healing stacks per hit, so slashing through two or three from the side actually keeps you healthier than dueling one target point-blank.

Other Jungle Heroes

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

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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.

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