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 lifeline for heroes with no movement skill
Required to buy jungle items — effectively locked in for junglers
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: Time for Tactics
Prisms prioritize enemy heroes. They deal 40% less damage to monsters and 40% extra damage to minions.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Base Damage | 135 | 443 |

Skill 1: Arcane Assault
Each prism triggers 1 Strategic Mark. He stocks Arcane Assault every 7.5s, for up to 2 charges.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 1.5 | 1.4 | 1.3 | 1.2 | 1.1 | 1 |
Stock Interval | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Base Damage | 450 | 540 | 630 | 720 | 810 | 900 |

Skill 2: Time Shift
When an enemy takes damage from multiple fields at the same time, the second magic field only deals 50% damage.
He stocks 1 charge of this skill every 7.5s (affected by Cooldown Reduction), for up to 2 charges.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 1.5 | 1.4 | 1.3 | 1.2 | 1.1 | 1 |
Stock Interval | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |
Stack Interval | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |

Skill 3: Winning Strategy
When a Spirit Bomb hits and defeats an enemy hero, Kongming gains a full stack of marks, and this skill's Cooldown is reduced by 80%.
If the targeted enemy hero is defeated while the Spirit Bomb is being channeled, the Cooldown of this skill will still be reduced by 80%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 35 | 30 | 25 |
Base Damage | 450 | 630 | 810 |
Strategy Guide
A tactician mage who orbits auto-attacking orbs at five marks and blinks in and out of range. His lock-on ultimate needs its channel protected — choosing when and where to cast is the skill.
Best for: Players who plan like it's a chess puzzle — meticulous preparation behind the fireworks.
The bomb gains 2% damage for every 1% of Health the target has already lost, so the pick is someone under half. Skill 2 leaves a magic field at both ends of the blink, meaning the approach itself keeps feeding marks. Land the kill and Skill 3's cooldown drops by 80% while the marks refill to max at once.
Because Skill 2 drops a field where you leave and where you land, retreating still deals damage. An enemy caught by it twice within 5s is hit with an extreme slow. Reach 5 marks and the 5 prisms attack the nearest enemy on their own for 10s, which punishes anyone who keeps chasing.
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.
- •Kills refund 80% of the Ultimate's cooldown and instantly max his seals
- •Two blink charges create angles and escapes on demand
- •Auto-attacking orbs apply constant pressure while he stays out of reach
- •Missing-HP scaling on the Ultimate erases anything left low
- •The Ultimate is body-blocked by enemies standing in the way
- •Paper-thin the moment both blink charges are spent
- •Ordinary damage whenever his seal stacks lapse
- •Misjudge the execute line and he becomes a decoration
How the midgame treats Kongming is decided by how cleanly he plays before level 4. Fan Skill 1 through waves to farm seal stacks, keep the five-stack orbs orbiting, and take short trades while they hover — the orbs fly at the nearest enemy automatically, so your opponent stepping up for a last hit is your cue to chip them. Skill 2 carries two charges, but the arithmetic is fixed: spend one aggressively, and the other is your ticket home, always. Finish this phase without dying once and you have already passed.
Kongming's show starts when the Ultimate comes online. Hunt anything below half HP — the missile scales with missing health, so a chipped target eats far more than the tooltip suggests. Land the kill and 80% of the cooldown refunds with seals instantly maxed, and the hunt loops straight into the next victim. Shove mid, show up to the 4:00 Tyrant, and fan Skill 1 from the perimeter to pre-chip the fight. One discipline: while the enemy still holds two or more lockdown skills, forcing entries with Skill 2 stays in the pocket.
Late-game Kongming demands almost unreasonable patience. Enemies walk in tight packs with magic defense stacked, and a casual entry is nothing but food for their lockdown. So orbit the fight, cycle Skill 1 to keep the seals alive, and watch the blinks and CC leave their hands. The instant someone's HP crosses the execute line, cut an angle with Skill 2 and let the Ultimate fly. After the first kill, resets start flowing with a full orbit of orbs — flip from statue to storm and keep pressing. That toggle between stillness and violence is the entire hero.
Kongming starts every teamfight outside its walls. Sprinkle Skill 1 to hold the seals, let the orbs freelance in the frontline scrum, and study which target is bleeding. The Ultimate gets blocked by whoever stands in between, so create diagonal firing lines with Skill 2 or Flash before releasing. A detail most players miss: even if an ally finishes the target during your charge-up, the 80% refund still triggers — never hesitate over kill-secure anxiety. The moment after firing is your most defenseless; confirm the exit before you ever commit.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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