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Cirrus

Cirrus

JungleAssassinDifficulty: Normal

Latest Meta Stats

JUNGLE
C
Tier / Pop
50.43%
Win Rate
0.19%
Pick Rate
0.01%
Ban Rate

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

Official Ratings

Survival
4/10
Attack
8/10
Skill
6/10
Difficulty
4/10

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

Base Stats

Compare all heroes' base stats →
Max HP3218
Max Resource450
Physical Attack171
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed380
Attack RangeMelee
HP Regen / s49
Resource Regen / 5s0

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 2: Razor Wind
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
1.67%
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 used61.34% win rate / 8,208 wins
Smite
#2 most used57.19% win rate / 4,121 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: Through the Clouds
Passive

Passive Skill: Through the Clouds

Speed UpDamage
Once Cirrus reaches level 4, he takes flight and can permanently ignore terrain. Using Basic Attacks grants Breath, which increases Movement Speed by 0-60 but drains quickly. When hitting enemies with Basic Attacks or skills, he places stacks of Lacerate on them for 2s, for up to 5 stacks. Lacerated enemies take physical damage equal to 0.24% Health when they move (increases by 0.02% for every 50 extra Physical Attack). Damage increases with stack count, for up to 10 times the initial value.
Lacerated enemies take 4.6 (2.7% physical attack) physical damage every 0.2s. Lacerated heroes only take 50% of this damage when not moving, while minions and monsters take full damage regardless of whether they are moving.
Skill 1: Cloud Descending
Skill 1

Skill 1: Cloud Descending

CD: 10s
Speed UpDamageCrowd Control
Cirrus charges up, gaining 60% Movement Speed, then dashes forward, gaining a shield that negates 300 (300 + 100% extra physical attack) damage. He deals 200 (200 + 80% extra physical attack) physical damage and stuns enemies hit for 0.5s. If he hits a hero, he can also jump back a certain distance in any direction.
Dashing will knock back non-hero units. Canceling the charge-up will return 20% of the Cooldown.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Shield
300360420480540600
Base Damage
200240280320360400
MSPD Increase
60%72%84%96%108%120%
Skill 2: Razor Wind
Skill 2

Skill 2: Razor Wind

CD: 10s
EnhanceDamageSlow
Cirrus throws wind blades, dealing 150 (150 + 50% extra physical attack) physical damage to enemies twice and slowing them by 12.5% for 1s. For the next 4s, he gains 20% Attack Speed, and his Basic Attack gains increased range and unleashes 3 razor-sharp feathers. The feathers deal 34 (20% physical attack), 51 (30% physical attack), and 85 (50% physical attack) physical damage respectively, each one traveling farther than the last.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
150180210240270300
ASPD Increase
20%24%28%32%36%40%
Slow
12.5%15%17.5%20%22.5%25%
Skill 3: Soaring Whirlwind
Ultimate

Skill 3: Soaring Whirlwind

CD: 45s
ImmunityCrowd ControlDamage
Cirrus gains 30% damage reduction for a short time and sweeps the target hero into the air, removing any crowd control effects he is under. During this time, he is untargetable and can move. Upon landing, he deals 360 (360 + 120% extra physical attack) physical damage, and launches the target for 0.5s.
He deals 10% more damage on landing for every stack of lacerate. The target sent flying will only take damage from Cirrus while in the air. Cirrus's Movement Speed in the air scales with his level. If there's no enemy within range as he takes flight, he'll still deal the same amount of damage upon landing.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
454035
Base Damage
360540720
Damage Reduction
30%45%60%

Strategy Guide

Playstyle

An assassin who gains permanent flight at level 4 and crosses terrain as if it weren't there. His power is the angle of attack — appearing from over a wall no one was watching.

Best for: Players who have ever looked at a wall and wished they could cross it. You see terrain as material, not rules.

Recommended Combos
Lacerate-Loaded Abduction
Skill 2 (12.5% slow, Lacerate) → Skill 1 (dash, 0.5s stun) → Basic Attack → Skill 3 (sweep the target into the air)

Landing damage rises 10% per stack of Lacerate, so stack first and carry second. Skill 1 grants 60% Movement Speed while charging (Lvl 1), and hitting a hero also lets him jump back in any direction. A target held in the air only takes damage from Cirrus, so your team's follow-up counts for nothing here. The 0.5s launch on landing closes it out.

Cleanse and Exit
Skill 3 (removes crowd control, take flight) → Reposition in the air → Landing (0.5s launch) → Skill 1 (charge speed to disengage)

Casting Skill 3 removes every crowd control effect on Cirrus and keeps him untargetable while airborne. Damage taken also drops 30% for a short time (Lvl 1), which is what turns focus fire aside. Even with no enemy in range as he lifts off, the landing still deals its full damage. From there, charge Skill 1 for 60% Movement Speed (Lvl 1) and leave across the terrain his level-4 flight ignores.

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
  • Terrain-ignoring flight opens gank angles wards cannot cover
  • Lacerate's percent-HP damage bleeds moving targets, tanks included
  • Skill 3's untargetable window makes enemy burst whiff
  • Every basic attack grants Breath for a short burst of chase speed
Weaknesses
  • Paper-thin defenses; eating CC first usually means dying first
  • Skill 1 only dashes straight forward; over-committing leaves no way back
  • Cannot join teamfights head-on; entry timing is unforgiving
  • Open ground with no walls strips away his mobility edge
Early Game Strategy

Level 4 is the first real checkpoint. That is when Cirrus takes flight, and from then on he permanently ignores terrain — there is no upkeep, so once you get there it never drops. The flip side: through level 3 he is a grounded assassin who cannot cross walls, and that stretch is his weakest. Camp clearing runs on Lacerate, the 2-second debuff (up to 5 stacks) his basic attacks and skills apply. Lacerated targets take damage every 0.2s, and minions and monsters take the full amount whether or not they are moving. Camps melt, and level 4 arrives early. Until then keep deep invades rare, since an ambush leaves you no escape route. Only touch the 4-minute Tyrant when your team can collapse on it from both sides.

Mid Game Strategy

Level 4 is where Cirrus comes online. Approach from over-the-wall angles that wards rarely cover. Skill 1 builds 60% Movement Speed while you hold it (level 1) and dashes forward when you release, stunning whatever it hits for 0.5s. The dash travels straight ahead — it does not swing you around behind the target, so set up the angle yourself before you commit. Only after hitting a hero can you jump a set distance in any direction. Use it to disengage, or to land on the side they are running toward. Canceling the charge-up refunds 20% of the cooldown, so pull out instead of forcing a read that has gone wrong. Basic attacks grant Breath, worth up to 60 Movement Speed, but it drains quickly. You are fast for a few seconds after swinging rather than stacking speed the longer you fight. Finish a core item by 10 minutes and farm isolated side laners to widen the lead.

Late Game Strategy

A frontal late-game collision is a death sentence for Cirrus. Wait at a flank or behind a wall, and commit to the back line only after one or two enemy CC skills have been burned. The order is Skill 1's stun into basic attacks, then Skill 2. Once the wind blades land their slow, you get 4 seconds of 20% Attack Speed with extended basic attack range and three feathers per swing. When everyone turns on you, that is Skill 3. It cuts incoming damage by 30% (level 1; 60% at level 3), clears the crowd control on you, and sweeps the target into the air. While airborne you cannot be targeted and can still move — that is the window that makes their return fire whiff, and it ends in your landing hit. Landing damage rises 10% per stack of Lacerate on the target, so how much you carved before the lift is how hard it lands. Lacerate deals percent-HP damage to enemies while they move, which means a tank trying to run bleeds the most.

Teamfight Strategy

Never call the engage yourself. After your tank absorbs the opening, come in from fog straight onto the enemy marksman or mage. Stun with Skill 1 and stack Lacerate with basic attacks. If you get chased, cut their speed with Skill 2's slow and leave straight over a wall — terrain does not apply to you. Skill 3 works as a finisher or as an escape hatch. Landing damage grows 10% per stack of Lacerate, so swinging first and lifting second makes the hit land far heavier. Used defensively, the value is simply the airborne window where nothing can target you. One target at a time. Greeding for a second kill is how you never make it home.

Other Jungle Heroes

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

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© 2026 Honor of Kings Hub. All rights reserved.

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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