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
- 3328
- Max MP
- 640
- Physical Attack
- 172
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 47
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When you want to shove the lane early and still hold up in teamfights.
The Scepter of Reverberation lands second at 2,800G, adding a 140-280 + 28% magic attack blast on skill hits, once every 5 seconds. Fourth is the Insatiable Tome: 24% magic lifesteal, +750 max HP, plus 1% cooldown reduction for every 2% of that lifesteal. Void Staff comes fifth, so the 45% magic defense penetration is online by 9,040G. Totals come to +1182 magic attack, +1250 max HP and +17.5% movement speed.
When the enemy team leans on healing or lifesteal to stay alive.
Venomous Staff arrives second and cuts enemy healing and lifesteal by 35% for 2.5 seconds on every hit. Ardent Dominion follows fourth, clearing crowd control below 30% HP and granting a 4-second shield that also adds 30% movement speed (90s cooldown). Sage's Tome is bought fifth at 9,530G for the early +350 magic attack and 10% cooldown reduction, which leaves Void Staff's penetration for last. The build totals +22.5% cooldown reduction, +25% movement speed and +1192 magic attack.
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 turret mage whose burn stacks make every follow-up hit harder, finished by a steerable beam that chases runners down. Point her at the fight and she is the damage plan.
Best for: pure damage duty, with no complicated kit attached. Every skill is a skillshot, so learn to lead a strafing target — after that, the team's damage plan is simply you.
The stun lasts one second, but the beam can be steered while it is firing. Track them as they start moving and stack the vortex's damage every 0.5s along with its 30% slow (Lvl 1). Fireballs after the first deal 30% damage to the same hero, so treat Skill 1 as the finisher rather than the payload.
Start the beam the instant they land on you. While the shield holds, crowd control immunity keeps the channel from being broken. If the kill isn't there, use the skill again after 0.5s to cancel and walk away.
Skill 2 forms its vortex even when it reaches max range without touching anyone. Don't aim it at a target — put it where they have to walk. The vortex keeps dealing damage and slowing every 0.5s, so it costs them ground even on a miss.
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.
- One landed Skill 2 stun lets her solo-delete an enemy backliner
- Ultimate's shield and crowd control immunity let her finish the beam uninterrupted
- Passive burn stacks make consecutive skill hits snowball her damage
- Five-projectile Skill 1 gives extremely fast waveclear
- Every skill is a skillshot — strafing enemies are hard to hit
- No blink, so self-defense is paper-thin right after Skill 2 misses
- The Ultimate only steers while firing; a bad starting position is fatal
- Skill 1 fireballs decay after the first hit on a hero, so single-target damage is inconsistent
Start Skill 1 in the mid lane. All five fireballs deal full damage to non-heroes, giving Angela some of the fastest waveclear in the game — prioritize the clear until level 4 and spend leftover fireballs poking your opponent. Skill 2's 1-second stun is your lifeline, but the projectile is straightforward and easy to read; throwing it early and missing turns you into a free target, so only aim it when the enemy stops to last-hit. Your Passive stacks burn and movement speed as skills land, so keep the output flowing.
From around 7 minutes with Savant's Wrath complete, almost anyone hit by Skill 2 is coming home with you. Shove mid, show yourself along the river, and time Skill 2 with your jungler's ganks. At Tyrant fights, the fire vortex's damage-over-time and slow let you seal off chokepoints, so you have a job even when you'd rather not take a straight shootout. Your Ultimate is your damage centerpiece, but you can only steer it while firing — while enemy blinks are unaccounted for, choose your starting position carefully.
Once Void Staff joins the build after 15 minutes, a full combo off Skill 2 evaporates everything short of a tank. But enemy assassins are also complete, so stand diagonally behind your frontline at all times. Getting dove is actually your moment: the Ultimate grants an 850 shield with crowd control immunity, and dumping all twelve beam ticks point-blank means the assassin who came for a kill melts instead — the signature Angela experience. In the tight paths near Shadow Tyrant, pre-place Skill 2 to watch the entrance.
The single biggest teamfight rule: don't spend Skill 2 at the start. Hitting a frontliner wastes the stun into shields and armor. Wait until the enemy divers jump onto your allies, then land it on their stalled backline or the assassin coming for you. From the stun, chain a burn-stacked Skill 1 and the Ultimate — nothing non-durable survives the sequence. The beam can be cancelled 0.5 seconds after it starts, so build the habit of cutting it the moment your target drops and saving the rest for the next exchange.
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

Flame Incantation
Stacks on enemies cause the target to take an extra 10 (10 + 2% magical attack) magical damage from her active skills, while stacks on Angela increase her Movement Speed by 2%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 10 | 20 |

Scorching Barrage
When multiple fireballs hit the same target, subsequent fireballs only deal 30% 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 | 280 | 336 | 392 | 448 | 504 | 560 |

Chaos Cinder
The vortex deals 125 (125 + 20% magical attack) magical damage to nearby enemies every 0.5s and slows them by 30% for 1.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Base Damage | ||||||
| Base Damage | 125 | 150 | 175 | 200 | 225 | 250 |
| Slow | ||||||
| Slow | 30% | 36% | 42% | 48% | 54% | 60% |

Blazing Brilliance
While channeling the beam, Angela gains a shield that grants crowd control immunity and negates 850 (850 + 88% magical attack) damage.
Use the skill again after 0.5s to cancel the channeling.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Base Damage | |||
| Base Damage | 150 | 190 | 230 |
| Grants a Shield | |||
| Grants a Shield | 850 | 1,300 | 1,750 |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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