Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.2pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3600
- Max Resource
- 96
- Physical Attack
- 177
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 51
- Resource Regen / 5s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team is loaded with hard CC and you want early attack speed to push the lane.
Sparkforged Dagger goes second, so +35% attack speed and +7.5% movement speed are online at 2,740 gold. Every third basic attack arcs for 160-400 magic damage, which speeds up lane pressure. Frigid Charge in the fifth slot answers any hard CC other than suppression with a shield worth 10% of Allain's max health, once every 15 seconds. Cooldown reduction totals 13.5%, and the finished build reads +603 physical defense and +5,487 max health.
When enemy physical damage is heavy and the clash lane chips you down early.
Blazing Cape goes second here, locking in +1,100 max health plus +150 physical defense and +150 magic defense by 2,740 gold. Its 375-range burn cuts enemy health recovery and lifesteal by 35%, so drawn-out trades tilt Allain's way. Cuirass of Savagery closes the build at +663 physical defense and +166 physical attack, 60 and 35 above the other list. Every hit taken stacks up to 10 times for extra damage dealt and movement speed.
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
A swordsman who deals physical, magical, and true damage all at once — there is no right defense against him. Knock-up chains flow into an untargetable ultimate that resets the exchange.
Best for: players who want an all-rounder that resists counter-building, and who like calling Skill 3 in the moment — chase the kill, or jump to an ally and shield them.
Marks come from his Basic Attacks and from Skill 3 hits. One mark already adds follow-up strikes, but three widens the launch range, adds two true-damage strikes, and grants crowd control immunity on top. He can even walk slowly through those strikes, so small interrupts do not break them. Fired bare, Skill 1 is a 0.75s launch and nothing more.
Skill 2 stocks a charge every 10s and holds two of them. The three sped-up swings after the dash are exactly the three marks Skill 1 wants. Skill 3 hits harder the closer the heroes are, up to double damage, and every hero caught by the landing returns marks and Fury for the next rotation.
Leaping the instant focus fire arrives buys 1.5s of being untargetable, with free movement on top. The shield grows by a third for every enemy hero the landing damages, so the middle of the fight is the thicker place to come down. The smash still deals its damage even when the pick was a teammate. Treat it as a way back into the fight, not only as an exit.
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.
- Physical, magic, and true damage; no defensive build blanks him
- Lifesteal runs at 75% effect but drains from his magical and true damage too
- Three-stack Skill 1 is a wide-area knock-up with crowd control immunity
- One Skill 3 covers chasing, dodging, and shielding an ally
- His real damage only arrives once marks and rage are stacked
- Chained slows and kiting starve his stacks and his healing
- Basic attacks apply item effects at only 60%, demanding build knowledge
- Mobility lives on Skill 2; with charges spent he can't chase or run
Allain's first rule in the clash lane: never commit before your marks are stacked. Marks build from basic attacks and Ultimate hits, and at three stacks Skill 1 becomes a different move entirely — true damage, crowd control immunity, and a wide knock-up. Until level 4, build marks through short basic-attack exchanges, fire Skill 1, and step back without chasing. His Passive heal at full rage scales with missing HP — up to triple — so a slightly bruised Allain wins brawls that look even on paper.
From about 10 minutes, once a lifesteal item finishes, Allain stops losing side-lane 1v1s. His Passive cuts item lifesteal to 75% of its effect, but in exchange it drains from his magical and true damage as well. Each basic attack lands one magical and one physical hit, with true damage added on every third — damage that would normally heal him for nothing now feeds the drain. The base pattern is split pushing to bait defenders, then running them down with Skill 2 dashes. Join teamfights late from a flank bush, and time Skill 3's 1.5-second untargetable window against the enemy's biggest skill to make it hit nothing but air.
Your late-game job is diving the enemy carry — but always on the counterpunch. Wait for enemy CC to land on your teammates, then close with Skill 2 and deliver basic attacks into a three-stack Skill 1. The Ultimate can finish a chase, but the play that wins late games is casting it on an ally the instant you're focused: you vanish for 1.5 seconds, share the landing shield, and reset the exchange. The one thing to never forget — the moment marks and rage lapse, Allain turns abruptly soft.
Pick the single most dangerous enemy and refuse to leave them alone. Skill 2 holds two charges, so spend the first to close and the second to cut off the escape route. Three basic attacks into Skill 1 pushes through most interrupts thanks to crowd control immunity, lifting everyone around the target. Because rage grants penetration and damage reduction as it builds, Allain is at his strongest in a fight's second half — surviving the opening volley is the entire job description.
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

Howling Blade
The lower his current Health, the more Health he recovers, for up to 3 times the base recovery.
His Physical Lifesteal takes 75% effect and applies to magical and true damage. His Basic Attacks only carry 60% of on-hit effects.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Magical Damage | ||
| Magical Damage | 22 | 44 |
| Physical Damage | ||
| Physical Damage | 22 | 44 |
| True Damage | ||
| True Damage | 36 | 72 |
| Health Recovery | ||
| Health Recovery | 80 | 164 |

Meteor Kill
1 Mark: Strikes twice more, the first strike dealing 177 (110 + 38% physical attack) magical damage and the second strike dealing 177 (110 + 38% physical attack) physical damage.
2 Marks: Increases the launch range and strikes another 2 times, the first strike dealing 177 (110 + 38% physical attack) magical damage and the second strike dealing 177 (110 + 38% physical attack) physical damage. He can move slowly while performing the strikes.
3 Marks: Increases the launch range and strikes another 2 times, the first strike dealing 177 (110 + 38% physical attack) true damage and the second strike dealing 312 (180 + 75% physical attack) true damage. He can move slowly and gains crowd control immunity while performing the strikes.
He gains stacks when his Ultimate and Basic Attacks hit enemies. Skill 1 can trigger 50% of the Basic Attack's on-hit effects, and can grant lifesteal and deal critical damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
| Base Damage | ||||||
| Base Damage | 110 | 132 | 154 | 176 | 198 | 220 |
| Final Hit Damage | ||||||
| Final Hit Damage | 180 | 216 | 252 | 288 | 324 | 360 |

Moonlight Flash
He stocks 1 charge of this skill every 10s (affected by Cooldown Reduction), for up to 2 charges.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |
| Attack Speed | ||||||
| Attack Speed | 40% | 48% | 56% | 64% | 72% | 80% |
| MSPD Increase | ||||||
| MSPD Increase | 10% | 12% | 14% | 16% | 18% | 20% |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Death at Sunset
This skill produces different effects depending on whether the targeted hero is an enemy or a teammate. When he lands, he grants himself or the targeted teammate a shield that negates 627 (450 + 100% physical attack) damage. For every extra enemy hero hit, the shield's strength is increased by 1/3.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
| Physical Damage | |||
| Physical Damage | 175 | 250 | 325 |
| Magical Damage | |||
| Magical Damage | 175 | 250 | 325 |
| Shield | |||
| Shield | 450 | 675 | 900 |
Other Clash Lane Heroes
Stats: official HoK Camp, as of
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