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
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: Whirling Featherblades
While in ranged mode, every 1% Attack Speed increases her damage by 1.5. Each consecutive rebound of the blade further increases its damage and flight speed by 5%, stacking up to 3 times.
When attacking nearby targets, Umbrosa switches to melee mode. Her Basic Attack becomes a flurry of 3 rapid strikes, dealing a total of 110% physical attack physical damage.
Each Basic Attack applies a Mark to the enemy. Marked enemies take extra damage when hit by Feathered Tempest.

Skill 1: Feverish Dance
She then enters the Frenzied state for 3s, during which she gains 25% Movement Speed that diminishes over time and 60% Attack Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
MSPD Increase | 25% | 30% | 35% | 40% | 45% | 50% |
ASPD Increase | 60% | 72% | 84% | 96% | 108% | 120% |
Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Skill 2: Feathered Tempest
If there are enemies ahead, Umbrosa performs a graceful dance, throwing flying blades that strike 8 times, each dealing 110 (110 + 38% extra physical attack) physical damage and recovering 45 (45 + 0.8% extra Health) Health (healing is halved when hitting non-hero units). If Umbrosa is in the Indomitable state, the final strike deals an extra 100% damage. Each hit consumes 1 stack of the target's marks, dealing an extra 40 (40 + 15% extra physical attack) physical damage.
She can move freely while dancing, and using the skill again will cancel its effects. If the dance is not triggered, the skill's cooldown will be reduced to 60% of the original.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Flying Blade Damage | 110 | 132 | 154 | 176 | 198 | 220 |
Self Recovery | 45 | 54 | 63 | 72 | 81 | 90 |

Skill 3: Final Frenzy
If Umbrosa is defeated while this skill is not on cooldown, she will resurrect after a short delay. Upon resurrecting, she will deal 400 (400 + 140% extra physical attack) physical damage to nearby enemies, and this skill will enter cooldown.
Passive: When leveling up this skill, Feathered Tempest gains an additional 2 strikes of damage, while her melee Basic Attack gains an additional 1 strike of damage. Additional strikes deal 50 physical damage each.
If her temporary Health is expended, she will immediately exit the Indomitable state. When she resurrects, she only gains 50% of the Health she would have gained if the skill were actively used.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 400 | 600 | 800 |
Strategy Guide
An honest fighter whose basic attacks adapt to range, throwing rebounding blades at distance. There is one trick — tapping basic attack just before the blade comes home sends it straight back out — but at heart she is a straightforward brawler, and the easy rating is accurate.
Best for: If you want one hero to learn the fighter role on, start here. The blade rebound is the only mechanic that needs drilling; once the return-timing tap feels automatic on jungle camps, take her into a real match.
Skill 1 sweeps the area for a 2s 15% slow, then hands her 60% Attack Speed at Lvl 1 through the 3s Frenzied state. Use that window to pile marks on with the melee flurry while they cannot walk away. Each dance hit consumes one mark for extra damage, so the number you banked decides how hard the dance lands.
Dancing while Indomitable adds 100% damage to the final strike. Reverse the order and that bonus is simply gone. Spending the temporary Health ends Indomitable on the spot, which makes this an entry with no exit planned. If Skill 3 is off cooldown when she dies, she resurrects and hits everyone nearby for 400 at Lvl 1.
She cannot attack again until the blade comes home. Input the next Basic Attack just before it arrives and the blade rebounds forward for another strike. Each consecutive rebound raises that blade's damage and flight speed by 5%, stacking up to 3 times. It spends no skill and still applies marks, which makes it the prep work before an engage.
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.
- •Range-shifting basics let her fight at whatever distance the enemy picks
- •Skill 2's dance moves and heals, so she out-sustains extended exchanges
- •50% temp HP plus a death revival forces better-than-even trades
- •Skill 2's cooldown drops to 60% when the dance whiffs, keeping the kit fast
- •The blade-bounce timing takes real practice to internalize
- •With the Ultimate on cooldown she loses the license to dive
- •Comps that instantly burst the temp HP break her trade math
- •No hard CC of her own — catching dedicated runners is on her team
Clear speed is the calling card. Umbrosa's Passive changes shape with range — a spinning featherblade at distance, a fast three-hit string up close — and tapping basic attack just as the blade returns bounces it back out with 5% more damage and projectile speed per bounce (up to three). Drill that timing on jungle camps until it's muscle memory. Everything changes at level 4: the Ultimate's temporary HP equal to 50% of your health turns invades and slightly greedy ganks into genuine options.
This is a snowball hero, so from 8 to 12 minutes you're prowling the map for anyone farming alone. Open with Skill 1's 60% attack speed steroid, stack marks with the close-range strings, then Skill 2's dash into the multi-hit dance to spend them — healing on every hit while the damage pours in. You can move during the dance, so literally sidestep enemy skills mid-combo while you keep carving. If the fight turns, recast Skill 2 to cancel the dance and leave. There is always another target.
Five-on-five head-on collisions are not her format, so play the late game as a pure flanker. A few seconds into the fight, when every enemy eye is fixed forward — that's your cue. Cast the Ultimate for the 50% temporary HP and its AoE damage, dive the backline, and one squishy dies before the buffer runs out. Even if you fall, dying while the Ultimate is off cooldown triggers a revival with another AoE burst, so you force the enemy to pay one-and-a-half deaths' worth of resources for one of yours. That math is the whole terror of this hero.
Never take the opening engage. Sit on the perimeter, flick featherblades in to pre-stack marks, and watch for the enemy's key CC to be spent. Then commit: Skill 1 into Skill 2's dance to detonate the marks, healing through the chaos at the center of the fight. During the Ultimate's buffed state, the dance's final hit gains 100% bonus damage, so simply sequencing Ultimate before Skill 2 buys you a whole damage tier. And from live play: revive right when the enemy has forgotten the mechanic exists, drop the AoE on their heads, and watch entire fights flip.
Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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