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Liang

Liang

Mid LaneMageDifficulty: Normal

Latest Meta Stats

MID
S
Tier / Pop
50%
Win Rate
0.78%
Pick Rate
3.67%
Ban Rate

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

Official Ratings

Survival
2/10
Attack
2/10
Skill
8/10
Difficulty
4/10

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

Base Stats

Compare all heroes' base stats →
Max HP3204
Max MP640
Physical Attack171
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed365
Attack RangeRanged
HP Regen / s43
MP Regen / s16

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

Mage
Red
or
Blue
Green
or

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

Official pickSkill 2: Power Word - Fate
2

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
1.75%
1.56%
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 used55.26% win rate / 8,074 wins
Flash
#2 most used55.2% win rate / 5,349 wins
Flash

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: Power Word - Trance
Passive

Passive Skill: Power Word - Trance

Damage
After Liang's Basic Attacks or skills deal damage to a target twice within 1.5s, he enters a state of continuous attack, during which he deals 120 (120 +70% magical attack) true damage to the target every 1.2s.
DetailsLvl 1Lvl 15
True Damage
120260
Skill 1: Power Word - Barrier
Skill 1

Skill 1: Power Word - Barrier

CD: 11s | Mana: 60
Crowd ControlSlowDamage
Liang summons 4 magical barriers at the target location. When touched by an enemy, barriers disappear and deal 360 (360 +75% magical attack) magical damage while stunning the target for 0.75s. After the stun wears off, the enemy is slowed by 25% for 0.5s.
If the same enemy touches multiple barriers within a short period, subsequent barriers only deal half of the damage without the stun, and the enemy's is slowed by 25% for 1.25s.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1110.610.29.89.49
Base Damage
360432504576648720
Slow
25%30%35%40%45%50%
Skill 2: Power Word - Fate
Skill 2

Skill 2: Power Word - Fate

CD: 2s | Mana: 55
DamageVisionSpeed Up
Liang conjures a circle of attrition at the target location for 5.5s. The circle deals 110 (110 + 24% magical attack) magical damage to 1 enemy within range every 0.5s and provides vision of the area. Non-hero enemy units take 50% more damage. He gains 60 Movement Speed while inside a circle of his.
He can have at most 2 circles up at the same time. He stocks 1 charge of the skill every 12s (affected by Cooldown Reduction), for up to 3 charges.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
110132154176198220
Skill 3: Power Word - Control
Ultimate

Skill 3: Power Word - Control

CD: 55s | Mana: 130
SuppressCrowd ControlDamage
Liang uses a Power Word to suppress an enemy hero for 2.2s and deal 100 (100 +18% magical attack) magical damage to them every 0.5s.
If he finishes using this skill without being interrupted, a magic field is summoned at the target hero's location for 0.5s. Enemies that step into the field take 240 (240 +30% magical attack) magical damage and are stunned for 0.75s.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
555045
Base Damage
100150200
Phase 2 Damage
240300360

Strategy Guide

Playstyle

The definitive single-target suppressor: his ultimate holds one enemy helpless for over two seconds. Barriers and repeating true damage soften targets; the suppression converts them.

Best for: Players who answer the team's plea of 'someone stop that hero' — and understand how much one guaranteed shutdown is worth.

Recommended Combos
Suppression Pick
Skill 2 (circle for vision, +60 Movement Speed while you stand in it) → Skill 3 (2.2s suppression on one enemy hero) → Skill 1 (4 barriers at the target's feet) → Basic Attack (chain within 1.5s to keep the Passive's true damage running)

Those 2.2 seconds are exactly the window your team needs to arrive. Only a cast you finish leaves the magic field under the target for 0.5s, stunning anyone who steps in for 0.75s. Get interrupted and the field never appears, so cast from where nothing can reach you.

Barrier Answer to a Dive
Skill 1 (4 barriers across your escape route) → Skill 2 (circle at your own feet) → Basic Attack (retreat with +60 Movement Speed inside the circle)

A barrier stuns for 0.75s on contact and leaves a 0.5s slow once the stun ends. While the chase stumbles, step onto your own circle and pull away with the 60 Movement Speed. The same enemy will not be stunned twice in a row, so treat the later barriers as slows.

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
  • The 2.2-second suppression reliably removes one enemy ace from any fight
  • Passive true damage keeps hurting even fully stacked tanks
  • Two circles deliver vision control and fast waveclear for mid priority
  • Barrier multi-stuns excel at zoning chokes and holding sieges
Weaknesses
  • Rooted and defenseless during the Ultimate, which is hard to place in a scrum
  • No mobility skill, leaving him soft to ganks and assassin flanks
  • Barrier stuns don't re-apply to the same target, so lockdown can't be chained
  • Low burst — closing out kills alone is a struggle
Early Game Strategy

Skill 2 runs Liang's early mid lane. The circle deals 50% bonus damage to non-heroes for fast waveclear, and since two can be maintained at once, parking one in a river bush doubles as vision. Once the wave is shoved, use that vision to move with your jungler, and hit level 4 as fast as possible — the 2.2-second suppression is one of the longest lockdowns in the game, and from the moment it unlocks, your mid lane carries constant kill threat.

Mid Game Strategy

Mid game, your biggest job is picks with your jungler — catching an isolated enemy before objectives. Suppress whoever walks up for vision before the Tyrant or Shadow Tyrant and the objective is yours without a fight. One caution: Liang is rooted for the entire suppression. Only cast it within reach of your team's damage, or you'll land a perfect lockdown and then get left behind alone. Also, walk through your own Skill 2 circles when rotating — the move speed boost is a small habit with real mileage.

Late Game Strategy

Late game, who you suppress IS the match. The default target is the enemy's main carry, but the Ultimate is also a first-class counter to assassins diving your backline: read the landing spot of their dash, wait, and suppress on contact — they melt without taking a single action. Use Skill 1's four barriers to zone retreat paths and chokepoints, and let the Passive's true damage grind down even the frontline tanks.

Teamfight Strategy

Stay behind your frontline at the very edge of Ultimate range. Open by dropping Skill 1 across the enemy's approach to stagger their entry with the multi-stuns, and lay Skill 2 at your feet to claim ground for your team. Don't rush the Ultimate — hold it for the most dangerous enemy, like the assassin the instant he commits. A stun zone lingers at the target's feet when suppression ends, so tell your team in advance to burst during that 0.75-second window; the kill rate difference is night and day.

Other Mid 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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