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.
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: Petrifying Strike
The same target can only be petrified once every 8s.
Every 3s, she summons the power of the earth to gain a shield that negates 300 (300 + 8% extra Health) damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Shield | 300 | 600 |

Skill 1: Storm and Stress
Using Skill 1 while the Ultimate is active slightly reduces the speed of her dash.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 2: Shock and Awe
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
Base Damage | 700 | 840 | 980 | 1,120 | 1,260 | 1,400 |

Skill 3: Hurricane Hammer
While spinning, she gains 5% Movement Speed and a shield that negates 80 (80 + 3% extra Health) damage every 0.4s, for up to 4 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 40 | 35 | 30 |
Base Damage | 300 | 450 | 600 |
Shield/Stack | 80 | 120 | 160 |
MSPD Increase | 10% | 15% | 20% |
Strategy Guide
A heavy bruiser whose every hit has a chance to petrify. Wide hammer swings and a shield make her a brawl monster, and the random stone gaze poisons every enemy calculation.
Best for: Players who wield randomness as pressure on the opponent — presence over precision.
The enhanced hit rolls the Passive's petrify check as well. Petrify only lasts 0.75s, which is too short to react to. Read where the 25% slow drags them and place Skill 2's center there instead. The same target can only be petrified once every 8s.
Skill 1's dash gets slower while Skill 3 is spinning, so close the gap before you start it. Every 0.4s tick rolls petrify and adds one shield stack of 80 (Lvl 1), up to 4. Enemies at the edge of the range take 50% extra damage, so keep sidestepping to hold them out there.
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.
- •Every instance of damage carries a 50% petrify chance — keep hitting and enemies stop moving
- •Skill 2 center hits deal enough damage to delete backliners even on a tanky build
- •Passive and Ultimate shields keep cycling, making her tougher than her stats suggest
- •Petrify is RNG — it can fail at the decisive moment and invite a counterattack
- •Skill 2's long wind-up makes it hard to land raw on mobile targets
- •Her only mobility is Skill 1's short dash, so kiting shuts her out completely
In the clash lane, treat everything up to level 4 as target practice for Skill 2. One cast clears the wave, and center hits deal 50% bonus damage, so aim at the enemy's feet the instant they step up for a last-hit. Open trades with Skill 1's dash and its empowered basic attack; when the 50% petrify chance procs, stack Skill 2 onto the frozen target to win the exchange outright. Your Passive shield refreshes every 3 seconds, so the more short trades you take, the further ahead you get.
Once your Ultimate unlocks at level 4, make sure you walk to the 4-minute Tyrant fight in time. During the 3.2-second spin, damage ticks every 0.4 seconds and each tick rolls the petrify check, so simply parking it in a brawl freezes enemies one after another. The spin also ramps your move speed in steps and stacks shields, so you can chase fleeing targets too. One caveat: casting Skill 1 during the Ultimate slows the dash — dash first, then spin, and you'll whiff far less.
With three defensive items done around 15 minutes, your role is holding the front and stopping enemies on repeat. Enter fights with Skill 1 into their clump, then Ultimate immediately. The spin's outer edge deals 50% bonus damage, so a half-step of positioning to keep enemies on the rim turns your damage into something else entirely. Petrify is still a dice roll, though — don't stake everything on it against the one target you absolutely must stop. Keep Skill 2 in reserve for after the spin, and a petrified backliner becomes a free kill to carry home.
Your teamfight job is to spin in the middle of their team and wreck the formation. Skill 1 in, Ultimate out: ticks every 0.4 seconds scatter petrifies across multiple enemies, leaving them unable to fight back or retreat cleanly. Petrify has an 8-second cooldown per target, so rather than chasing someone already frozen, walk your spin onto enemies you haven't stopped yet — total lockdown time goes up. The window right after the spin ends is your biggest opening, and whether Skill 2 goes onto their backline or stays for self-defense there swings the result.
#Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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