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
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: Power Word - Trance
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
True Damage | 120 | 260 |

Skill 1: Power Word - Barrier
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 11 | 10.6 | 10.2 | 9.8 | 9.4 | 9 |
Base Damage | 360 | 432 | 504 | 576 | 648 | 720 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 2: Power Word - Fate
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 110 | 132 | 154 | 176 | 198 | 220 |

Skill 3: Power Word - Control
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 55 | 50 | 45 |
Base Damage | 100 | 150 | 200 |
Phase 2 Damage | 240 | 300 | 360 |
Strategy Guide
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.
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.
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.
- •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
- •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
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, 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, 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.
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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