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: Blaze
Targets cannot gain more marks while burning.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 125 | 251 |
Slow | 15% | 30% |

Skill 1: Wildfire
If the wind domain overlaps with a fire domain for 1s, a new fire domain spreads in the target direction, dealing 100 (100 + 25% magical attack) magical damage every 0.5s. This damage stacks with any existing fire domains.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
Knockback Damage | 200 | 240 | 280 | 320 | 360 | 400 |
Burning Damage | 100 | 120 | 140 | 160 | 180 | 200 |
MSPD Increase | 5% | 6% | 7% | 8% | 9% | 10% |
Flame Damage | 100 | 120 | 140 | 160 | 180 | 200 |
Movement Speed Bonus | 5% | 6% | 7% | 8% | 9% | 10% |
Flame Damage | 100 | 120 | 140 | 160 | 180 | 200 |
Movement Speed Bonus | 5% | 6% | 7% | 8% | 9% | 10% |
Movement Speed Reduction | 10% | 12% | 14% | 16% | 18% | 20% |

Skill 2: Scorching Bolt
Passive: While inside a fire domain, he recovers 35 (35 + 7% magical attack + 2% extra Health) Health every 0.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Stock Time | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
Arrow Damage | 250 | 300 | 350 | 400 | 450 | 500 |
Burning Damage | 100 | 120 | 140 | 160 | 180 | 200 |
Health Recovery | 35 | 42 | 49 | 56 | 63 | 70 |
Stack Duration | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
Fire Arrow Damage | 250 | 300 | 350 | 400 | 450 | 500 |
Flame Damage | 100 | 120 | 140 | 160 | 180 | 200 |
HP Regen | 35 | 42 | 49 | 56 | 63 | 70 |

Skill 3: Flames of War
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 10 | 9 | 8 |
Cone Shape Damage | 200 | 300 | 400 |
Firestorm Damage | 200 | 300 | 400 |
Strategy Guide
An area-denial mage who pre-burns the ground enemies want to stand on, stacking ignition marks until they catch fire. He wins not by aiming at enemies but by removing their real estate.
Best for: Players who design the board — restricting where the enemy may walk until there's nowhere left.
Skill 3 only stuns when its flames travel through a fire domain, so the fire has to be down first. Once the wind domain covers a fire domain for 1s, a new one spreads in the direction you chose, and old and new domains stack their damage. You stock one volley every 9s up to 3, so spending two on the opener still leaves one in hand.
Marks expire after 4s, so chain a Basic Attack and Skill 1 straight after the arrows. Reach four stacks and the target ignites, taking 125 (Lvl 1) magical damage per second for 4s. A burning target gains no new marks, so hold the follow-up until the fire runs out.
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.
- •Overlapped burn zones melt even tanks with sustained damage in narrow terrain
- •Ultimate through flames becomes an AoE 1-second stun — real CC on a zone mage
- •Heals while standing in his own fire, making him stubborn on claimed ground
- •Skill 1's knockback doubles as self-peel and engage-breaking
- •Setup takes steps, so he reacts poorly to sudden skirmishes and flanks
- •The Ultimate only stuns through a burn zone — on its own it stops no one
- •No mobility skill; once his position is read and dived, there's no answer
Zhou Yu's lane is a placement puzzle for Skill 2's fire arrows. They restock every 9 seconds up to three, and each burn zone lasts 6.5 seconds, so budget one for the wave and one for pressure. The core habit is placing flames where the enemy wants to retreat, shrinking their playable space. You heal while standing in your own fire thanks to the Passive, so trading on top of your flames is a fight you're happy to take. Your Ultimate only stuns when it passes through a burn zone, so even past level 4, everything starts with Skill 2.
The 4-minute Tyrant kicks off Zhou Yu's setup game. Thirty seconds before it spawns, push mid and reach the pit first, laying two arrows across the entrance. The enemy detouring around your flames is zoning working exactly as intended. When the fight starts, spread the burn with Skill 1's wind field, knock their formation loose, then send the Ultimate through the widened flames for a multi-man stun. The Passive's 4-stack ignition ticks hard too — in tight corridors, enemies sometimes sit at half HP off placement alone.
Late-game Zhou Yu wins fights before they start. Carpet the approach to Overlord or Shadow Tyrant with burn zones: your team gets the wind field's speed while the enemy is forced through flames and slows. With items done, overlapped flames in a narrow path melt even tanks off pure damage over time. The weakness is self-defense — no dash means a read on your position is a death sentence. Stay behind your team, always within reach of your own fire, and keep shooting.
Run the same teamfight script until it's muscle memory. Open with two Skill 2 arrows layered between the teams, push the flames enemy-ward with Skill 1's wind and knockback, then fire the Ultimate through the extended flame line for a clustered 1-second AoE stun. From there, keep feeding restocked arrows onto their escape paths and backline — the enemy is forever choosing between burning and backing off. New and old burn zones stack their damage, so deliberately doubling them on one spot builds a genuinely lethal firepit — a veteran's move.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.
Report an error on this page














