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
The lifeline for heroes with no movement skill
For roles that die to a single crowd-control hit — picked after seeing the draft
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: Frozen Heart
Her every third Basic Attack will be enhanced, firing 3 icicles that deal a total of 180 (180 + 36% magical attack) magical damage. Each icicle applies 100% of the Basic Attack's on-hit effects.
Hits from her active skills and enhanced Basic Attacks will chill enemies, reducing their Movement Speed by 25-50% and Attack Speed by 25-50% for 2s. These effects diminish over time.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Shield | 450 | 900 |
Break Damage | 400 | 800 |
Icicle Damage | 180 | 360 |
ASPD Reduction | 25% | 50% |

Skill 1: Shattered Ice
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |

Skill 2: Frigid Prison
She deals an extra 150 (150 + 20% magical attack) magical damage to frozen enemies.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
Extra Damage | 150 | 180 | 210 | 240 | 270 | 300 |

Skill 3: Winter Is Here
Summoning a snowstorm grants her the shield from her passive.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 36 | 32 |
Base Damage | 200 | 300 | 400 |
Strategy Guide
A slow-acting lockdown mage who layers chill until enemies freeze solid. Her out-of-combat shield keeps her alive while her blizzard gradually strangles the enemy formation.
Best for: Players who prefer certainty over speed — tightening the net one degree of frost at a time.
The snowstorm deals damage and applies chill every 0.5s. With up to 50% of their Movement Speed gone, they can't simply walk out of Skill 2's delayed circle. Frozen targets take extra damage, so pack Skill 1 and the empowered Basic Attack into those 2.5 seconds.
Skill 2 takes time to go off, so chasing with it never connects. Aim at where they're heading — a landed freeze holds them for 2.5s, long enough for your jungler to arrive. Skill 1 also reveals whoever it hits for 2s, so brush stops being cover.
Skill 1 grants vision of the target area and of any enemy it hits for 2s. On a 5s cooldown (Lvl 1), spending it on reconnaissance still gets it back quickly. If something shows, go place the freeze; if nothing does, return to the wave.
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's 2.5-second freeze converts into a near-guaranteed kill with follow-up
- •Chill strips movement and attack speed at once — brutal against marksmen
- •The Ultimate refreshes her Passive shield, making her tougher than she looks
- •Skill 1's vision grant makes her excellent at scouting and dodging ganks
- •Skill 2's trigger delay makes it nearly impossible to land unassisted
- •No movement skill — once an enemy reaches her, she rarely gets away
- •Damage lives in placed zones, so constantly moving enemies out-trade her
- •Enemies who step out of the blizzard halve her teamfight output
In the mid lane, Skill 1 is your everything until level 4. It clears waves, and since it grants 2 seconds of vision at the impact point, firing scout shots into the river brush warns you of ganks before they happen. Your Passive shield regenerates out of combat and chills any physical attacker who breaks it, so trade confidently whenever the shield is up. Skill 2 has a long delay before it triggers, so at this stage only aim it at enemies rooted in place clearing the wave — anything else is a coin flip.
Wang Zhaojun's setup game begins with the 4-minute Tyrant. Drop your Ultimate's blizzard on the river entrance and that path is closed for 5 seconds — anyone forcing through eats chill that strips both movement and attack speed. When a gank arrives, pre-place Skill 2 on the enemy's escape route — more precisely, on the spot where they'll stand after using their blink. Land the 2.5-second freeze with your jungler present and the kill is all but booked. The Ultimate also refreshes your Passive shield, which is exactly the license you need to play forward.
With Savant's Wrath and Void Staff done after 15 minutes, the blizzard's ticks turn genuinely heavy. Before Shadow Tyrant and Overlord fights, seed the chokepoint with your Ultimate early, warp their formation, and give your team the signal to commit. If the freeze → Skill 1 → empowered third basic sequence reaches their backline, the numbers advantage ends the game on the spot. You have zero mobility, so live in the deepest position — and when the enemy assassin vanishes from the map, your first thought should be about your own feet.
Your contribution is decided by who you chill. Cooling down their frontline tank moves nothing. The target is their marksman: chill strips up to 50% of both movement and attack speed, which functionally disarms a carry — damage and kiting gone in one status effect. The ideal opening: blizzard on their backline's heads, Skill 2 on the retreat path, then Skill 1 and empowered basics to follow. Frozen enemies also take bonus damage, so tell your team before the fight to focus whoever's frozen first — it visibly changes the results.
#Patch History

Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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