Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −1.0pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3280
- Max MP
- 600
- Physical Attack
- 176
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 370
- Attack Range
- Ranged
- HP Regen / s
- 50
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy has one frontliner at most and you want their backline down fast.
Shadow Ripper third and Eternity Blade fourth put 40% crit rate up early. Eternity Blade turns every 2% crit rate into 1% more critical damage, so the earlier Agudo stacks rate, the harder each hit lands. Bloodweeper fifth adds 25% physical lifesteal and +500 max HP, and Daybreaker's Virtue with its penetration comes sixth. Gear and arcana finish at 71% crit rate and +419 physical attack, 135 more than build 2.
When the draft puts two or more high-HP frontliners on the enemy team.
Deepfrost Siege third and Doomsday fourth stack bonus basic-attack damage together with max HP. Doomsday's extra hit scales with 7% of the target's bonus HP, so the more health a frontliner carries, the more it strips away. Daybreaker's Virtue moves up to fifth at 9,570G for earlier penetration, and Ominous Premonition closes with +300 physical defense and +1200 max HP. Totals of +105% attack speed and +2450 max HP let Agudo hold a more forward position than build 1 and keep firing.
This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.
Strategy Guide
The gorge's only beast-taming marksman, fighting alongside befriended monsters. Mount-and-split mechanics and a CC-blocking roll give her durability few other marksmen have.
Best for: players drawn to heroes outside the textbook: a marksman who stands in the middle of the fight, deciding on every engage whether Furball carries her or gets thrown.
Rolling with Furball eats one hard crowd control on the way in. The roll carries 40 Block at Lvl 1, and hitting a wall makes her ricochet, resetting the rolling distance while raising the skill's effect by 25%. Finish with the empowered Basic Attack's three Seed Mines, since any mine left on the ground damages an enemy who touches it.
Laying the field first gives Agudo and her companions 15% Attack Speed and Movement Speed plus a heal. Skill 3 then sends Furball onto the target, where the landing damages and stuns before Furball starts fighting on its own. While separated, Skill 2 becomes Tumble, Agudo! — a plain roll with no stun and no crowd control immunity. Recast to recall Furball as soon as the pressure arrives.
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.
- Companion summons plus Skill 1's buffs create numbers and board pressure
- Skill 2 negates one hard crowd control and stuns off walls — great in attack or defense
- The Ultimate's Pom-Pom toss is a ranged area stun you can throw from safety
- Seed-mine stacks and the Passive make her jungle clear exceptionally fast
- The body is an assassin magnet while Pom-Pom is detached
- Losing Pom-Pom guts her power until it finishes recovering
- Before summons and stacks come online, her early dueling is merely average
Agudo is a jungle marksman whose Passive lets her vacuum camps at a speed few junglers match. Take both buffs, race to level 4, and keep collecting the seed mines your basic attacks drop to maintain the attack and movement speed stacks (max 6). Skill 2's roll negates one hard crowd control effect, so even a face-check against the enemy jungler leaves you one free escape. Her early dueling is average, though — if an invade is coming, just call teammates. When you gank, pick lanes with walls where the bounce stun can actually land.
The 4-minute Tyrant is where Agudo shines brightest. Drop Skill 1's paradise to boost your own and your companion monsters' attack and movement speed by 15%, and the pack melts the objective before a contest can even form. Mid-game skirmishes also start with Skill 1: a zone of healing and speed turns even-numbered fights lopsided. The Ultimate throws Pom-Pom for a ranged area stun, but your body is fragile once the throw is out, so only light the fuse on a brawl when your frontline is actually there.
In late-game teamfights, where you throw Pom-Pom decides the result. Toss the Ultimate at the enemy marksman's or mage's feet for the stun, let the detached Pom-Pom maul them, and run a second front with your own basic attacks from the very back. Recast to recall Pom-Pom when the damage piles up. After the throw, your body is a plucked bird — check your escape wall and your teammates' positions before committing it. If Pom-Pom dies, half your power is gone until it recovers, so skip the solo side-lane pushes and keep shooting from under your team's umbrella.
Your teamfight starts before the fight: sow Skill 1's field where the fight is going to happen. The 15% Attack Speed and Movement Speed and the healing land on Agudo and her animal companions only — allied heroes get nothing from it. The companions that gather there still stand in front of the enemy, so the extra bodies translate straight into board pressure. When the enemy engages, roll with Skill 2 to negate one hard crowd control while you reposition, and bounce off a wall to answer with the empowered basic attack's triple seed-mine burst. Save Skill 3's Pom-Pom toss as the finisher for the moment an enemy backliner ends up isolated. Between her summons and her own attacks she covers a wide front, so the longer a face-to-face fight drags on, the further it tilts toward Agudo.
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.
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.
Skills

Mountain Encounter
Upon hitting enemies, Agudo's Basic Attacks will drop Seed Mines and absorb nearby mines: She can pick up mines to gain 3% Attack Speed and Movement Speed for 2.5s, for up to 6 stacks.
Enemies that come into contact with a mine will take 30 (30 + 10% extra physical attack) physical damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| ASPD/MSPD | ||
| ASPD/MSPD | 3% | 6% |
| Base Damage | ||
| Base Damage | 30 | 60 |

Wild Growth
Animal companions gain additional Attack, Attack Speed, and Critical Rate based on 50% of Agudo's stats.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Health Recovery | ||||||
| Health Recovery | 40 | 48 | 56 | 64 | 72 | 80 |
| ASPD/MSPD | ||||||
| ASPD/MSPD | 15% | 18% | 21% | 24% | 27% | 30% |
| Cooldown | ||||||
| Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |

Tumble, Furball!
Tumble, Agudo!: Agudo rolls forward and enhances her next Basic Attack to shoot 3 Seed Mines and deal 65 (65 + 21% extra physical attack) physical damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Contact Damage | ||||||
| Contact Damage | 240 | 288 | 336 | 384 | 432 | 480 |
| Extra Damage | ||||||
| Extra Damage | 65 | 78 | 91 | 104 | 117 | 130 |
| Cooldown | ||||||
| Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
| Block Damage | ||||||
| Block Damage | 40 | 48 | 56 | 64 | 72 | 80 |

Gorge Mobilization
While not riding Furball: When Furball is defeated, it will enter recovery mode. It can rejoin the battle after its Health is fully restored.
She can call Furball back before the skill duration ends.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 460 | 690 | 920 |
| Cooldown | |||
| Cooldown | 40 | 36 | 32 |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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













