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Dun

Dun

Clash LaneTankFighterDifficulty: Normal

Latest Meta Stats

CLASH
A
Tier / Pop
52.61%
Win Rate
1.55%
Pick Rate
0.53%
Ban Rate

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

Official Ratings

Survival
8/10
Attack
5/10
Skill
4/10
Difficulty
4/10

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

Base Stats

Compare all heroes' base stats →
Max HP3590
Max MP600
Physical Attack183
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s84
MP Regen / s15

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

Tank / Support
Red
Blue
or
Green
or

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

Official pickSkill 2: Gale's Benediction
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Frequently Paired With

2-hero team
2.68%
1.97%
1.67%
1.42%
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 used61.15% win rate / 16,899 wins
Execute
#2 most used59.49% win rate / 4,683 wins
Execute

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: Unyielding Might
Passive

Passive Skill: Unyielding Might

Recovery
If Dun takes damage while his Health is below 50%, he becomes enhanced for 8s. While enhanced, whenever he hits an enemy with a Basic Attack or skill, he recovers 220 (220 +6% extra Health) Health. This passive effect can only be triggered once every 25s. (Decreases with hero level.)
DetailsLvl 1Lvl 15
Cooldown
2520
Health Recovery
220440
Skill 1: Wind Slash
Skill 1

Skill 1: Wind Slash

CD: 8s | Mana: 40
Crowd ControlDamageSlow
Dun swings his blade, creating a gust of wind in the target direction, dealing 400 (400 + 130% extra physical attack) physical damage to enemies within range and slowing them by 25% for 2s.
If the wind hits any enemy, he can use the skill again within 5s in the target direction, dealing 400 (400 + 130% extra physical attack) physical damage and launching enemies for 1s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.77.47.16.86.5
Base Damage
400480560640720800
Slow
25%30%35%40%45%50%
Skill 2: Gale's Benediction
Skill 2

Skill 2: Gale's Benediction

CD: 7s | Mana: 35
ShieldDamageEnhance
Dun deals 300 (300 + 100% extra physical attack) magical damage to nearby enemies and gains a shield that negates damage equal to 500 (500 + 12% extra Health) for 5s. His next 3 Basic Attacks are enhanced for 8s, dealing an extra 150 (150 + 45% extra physical attack) true damage each. Hitting enemies reduces the cooldown of his Ultimate by 1s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
76.76.46.15.85.5
Base Damage
300360420480540600
True Damage
150180210240270300
Shield
5006007008009001,000
Skill 3: Unruly Blade
Ultimate

Skill 3: Unruly Blade

CD: 16s | Mana: 50
MovementCrowd ControlDamage
Dun throws his chained blade in the target direction, which stops upon hitting an enemy or reaching its max range.
The blade stuns the first enemy it hits for 1s. Dun deals 400 (400 + 10% extra Health) physical damage to enemies near the blade and pulls himself to its location. Upon reaching the blade's location, he deals 400 (400 + 10% extra Health) physical damage to nearby enemies again.
Dun gains immunity to crowd control while using this skill.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
1614.513
Base Damage
400600800

Strategy Guide

Playstyle

A defensive tank whose healing awakens below half Health — he wins by refusing to finish dying. A stunning chain-blade and area shield round out a kit built for weathering storms.

Best for: Players strongest in the defensive hour, laying the foundation for comebacks one refused death at a time.

Recommended Combos
Chained Catch
Skill 1 (2s slow) → Skill 3 (1s stun, pulls Dun to the blade) → Skill 1 recast (1s launch) → Skill 2 (shield, 3 enhanced Basic Attacks)

Open with the wind slash so their feet are stuck. The chained blade stops on the first enemy it touches, so do not throw it through a minion wave. Once the pull drops Dun on top of the target, the recast — available within 5s of the first hit — launches them for another second. Skill 3 also grants immunity to crowd control while it runs, so enemy peel will not stop the entry.

Trade From Low Health
Skill 1 (2s slow) → Skill 1 recast (1s launch) → Skill 2 (shield, 3 enhanced Basic Attacks) → 3 enhanced Basic Attacks

Dun is at his best once his Health falls under 50%. Take damage there and the passive turns on for 8s, healing him every time a skill or Basic Attack connects. Land the Skill 1 recast on a slowed target, put up the shield, and swing all three enhanced Basic Attacks. Those three carry true damage, and every hit shaves 1s off Skill 3's cooldown.

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
  • Reliable pick potential with the Ultimate's one-second stun and pull
  • Excellent frontline staying power from stacking the shield with Passive healing
  • True damage on empowered basics punishes armor stackers
  • CC immunity during the Ultimate makes his engage unstoppable
Weaknesses
  • Skill 3 stops on minions and rarely reaches its real target in messy fights
  • Passive healing has a 25-second cooldown, leaving him weak in back-to-back fights
  • His only mobility is Skill 3's pull — miss it and long-range kiting goes unanswered
Early Game Strategy

Your Clash Lane game plan starts with landing Skill 1's shockwave. Connect the first hit and the second cast's knock-up follows, letting you clear the wave and harass your lane opponent in one motion — that is what makes Dun's laning so comfortable. Don't be afraid to take even trades below 50% HP, since your Passive kicks in and refunds the damage through on-hit healing. Just remember it only triggers once every 25 seconds; the moment it's spent, take a step back so you don't get run down. Once you hit level 4 and unlock your Ultimate, a coordinated dive with your jungler generates real kill pressure.

Mid Game Strategy

From the 4-minute Tyrant fight onward, your Ultimate's stun and pull is your team's engage button. The priority targets are the enemy jungler or mid laner — but the chain blade stops on the first thing it touches, so never throw it through a screen of minions or frontliners. In fights, cycle Skill 2's shield and your empowered basic attacks: every hit shaves a second off your Ultimate's cooldown, setting up your next catch. With one or two defensive items online, Dun doesn't fold to a bit of focus fire.

Late Game Strategy

By the time your third defensive item is finished, you're playing pure engage tank. Your single most important job is landing the one-second stun on the enemy carry and pulling your team in behind it. Decide your escape route before you throw, so a miss doesn't turn into a death. In standoffs before Overlord or Shadow Tyrant, an ambush from a bush lands far more often than a face-to-face throw. Even after dumping your full combo, the shield and Passive healing let you survive one more exchange — that's what makes late-game Dun so dependable.

Teamfight Strategy

Open every teamfight with an Ultimate catch. On hit, the pull puts you point-blank, so stack Skill 1's two-part knock-up on top, throw up Skill 2's shield, and simply refuse to leave the enemy's side of the fight. You're immune to crowd control while the Ultimate is active, so nothing they do can stop your entry. Keep landing empowered basics and the Ultimate comes back faster than you'd expect — throwing it twice in one fight is common. Staying alive is priority one: cutting off the enemy carry's escape route beats chasing kills every time.

#Patch History

Dun
DunJuly 30 Update
nerf
Dun Skill 1 (Wind Slash) • Base damage on both hits 420 (+84/lv) → 400 (+80/lv), 130% bonus AD unchanged Skill 3 (Unruly Blade) • Base and area damage 420 (+210/lv) → 400 (+200/lv), 10% bonus HP unchanged What this means This is a flat shave of roughly 5% off his key skills, with the scaling ratios untouched. That means his late-game output is essentially intact and the pain lands in the early and mid game, where base values carry more weight. Expect lane pressure and kill thresholds to be a step further out of reach than before.

Other Clash Lane 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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