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Arthur

Arthur

Clash LaneFighterTankDifficulty: Easy

Win, Pick and Ban Rates

Clash Lane
B
Tier / Pop
50.12%
Win Rate
0.92%
Pick Rate
0.04%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
±0.0pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3628
Max MP
0
Physical Attack
175
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
55
MP Regen / s
0

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Turning damage taken into damage dealt

When you want to trade blows with the enemy frontline and push them off the lane.

Boots of Resistance open at 700G for +25% Resistance, and Frostscar's Embrace brings +60 Physical Attack and +300 Physical Defense online by 2,760G. Spikemail, the fourth buy, spends three seconds reflecting 35% of the damage you take as true damage. Cuirass of Savagery closes the build: every hit taken adds 1% to your damage dealt, stacking up to ten. Counting Fate arcana, the totals reach +140 Physical Attack, +10% Attack Speed and +1,033 Physical Defense, so time spent under fire converts straight into output.

Build 2Health and cooldowns to hold the front

When the enemy's main damage is physical and you need to survive a long teamfight.

Boots of Fortitude cut physical damage taken by 6%–12% for the opening 700G. Moving Blazing Cape up to second lands the 35% cut to enemy Health recovery and Lifesteal at 2,740G. Frostscar's Embrace, Glacial Buckler and Void arcana together push Cooldown Reduction to 36%, with Max Health climbing +5,450. Overlord's Platemail then restores 0.5% of Max Health every second, and Mutation arcana's +35 Physical Defense Penetration keeps your damage relevant against armored targets.

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

Playstyle

The textbook fighter: passive regeneration, a silencing charge, and a percent-Health ultimate. Nothing complicated, and he does an above-average job in every phase of the game.

Best for: a first hero. No mana bar, steady self-healing, nothing fiddly to track — which leaves you free to think about lane position and when to take a tower.

Recommended Combos
An Engage That Cannot Whiff

Skill 3 picks an enemy hero directly, so it never misses. Chain the 0.5s launch into the 1.25s silence and the target is locked out of their kit for almost the whole stretch. While the mark holds, every attack and skill adds magical damage worth 1% of their Health, which bites hardest on high-Health targets.

Spin Before You Commit

Starting the spin before the dash turns every second you stay attached into damage. Nothing comes back at you during the silence, so finish your window and step out. Afterwards the Passive returns Health every 2s, and it returns more while your Movement Speed is impaired.

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.

Strengths
  • No mana plus constant regen makes him impossible to shove out of lane
  • The point-and-click Ultimate and silence make every catch stick
  • 16% HP damage on the Ultimate hurts even stacked frontliners
  • A simple kit that doubles as the best classroom for fighter macro
Weaknesses
  • Ranged kiting can whittle him down before he ever closes the gap
  • No shields or immunity — his only answer to focus fire is regen
  • Flat damage scaling; he can't become the late-game carry
  • Spending Skill 1 to engage leaves him no tool to disengage
Early Game Strategy

Arthur takes any clash lane matchup. He has no mana, and his Passive restores 100 Health every 2 seconds. While his Movement Speed is impaired, that same amount is restored a second time every 2 seconds, so getting chunked never forces him out. The regen also carries 2.5% of his extra Health, which turns every HP item straight into staying power. From level 1, trade with Skill 1's dash plus its 1.25-second silence and follow up with the Skill 2 spin. Against melee fighters, let Skill 2 handle the wave and hit level 4 first. At the 4-minute Tyrant, rotate to the river as the designated silence-bot for enemy interrupt skills.

Mid Game Strategy

Once the Ultimate unlocks, his gank follow-up becomes elite. It's a point-and-click leap with a knock-up that cannot miss — when your jungler shows up, stacking Ultimate into Skill 1 chains nearly 2 seconds of lockdown, and kills usually just happen. Make roaming mid a habit after every shove. A failed Arthur roam costs almost nothing thanks to the Passive's regen and move speed, and a successful one hands you mid priority outright. It's simply good investment.

Late Game Strategy

Late game, you're the frontline trigger for engages. The Ultimate deals 16% of the target's HP as magic damage, so HP-stacked enemies actually take more — the jump works whether you point it at a carry or a frontliner. The prime target is the enemy mage: slam Skill 1's silence onto their cast animation and their big spell fizzles entirely, which is miserable to play against. Just confirm your team is actually following before you go in, or you're volunteering as the death vanguard.

Teamfight Strategy

The teamfight plan is refreshingly simple: Ultimate the priority target, Skill 1 to silence the retaliation, keep Skill 2 spinning, keep swinging. Because the mechanics are easy, target selection is your entire contribution — default to the enemy backline, but if your side is collapsing, switch to bouncing the assassin who dove your own carries. Skill 2 keeps dealing damage while you move, so spin it on the chase and the retreat alike; it's never wasted.

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

2-hero team
1.62%
1.61%
3-hero team

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

Official pickSkill 2: Whirling Strike
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Holy Vanguard
Passive

Holy Vanguard

Recovery
Arthur invokes the Holy Vanguard to recover 100 (100 + 2.5% extra Health) Health every 2s. If his Movement Speed is impaired, he recovers an extra 100 (100 + 2.5% extra Health) Health every 2s.
Lvl 1Lvl 15
Health Recovery
100200
Extra Recovery
100200
Valiant Charge
Skill 1⏳ CD: 8s

Valiant Charge

SilenceSpeed UpDamage
Arthur gains 30% Movement Speed for 3s and enhances his next Basic Attack, where he dashes forward to deal 325 (325 + 100% extra physical attack) physical damage and silence the target for 1.25s.
The enhanced Basic Attack also marks the target enemy hero for 5s. His Basic Attacks and skills deal extra magical damage to marked enemies equal to 1% of their Health.
Allies near marked enemies gain 10% Movement Speed.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
325390455520585650
Cooldown
87.46.86.25.65
Whirling Strike
Skill 2⏳ CD: 12s

Whirling Strike

Damage
Arthur summons holy shields that orbit him for 5s, dealing 285 (145 +80% physical attack) physical damage every second to nearby enemies.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
145163181199217235
Cooldown
1211.410.810.29.69
Might of Excalibur
Ultimate⏳ CD: 42s

Might of Excalibur

Crowd ControlDamage
Arthur raises Excalibur and leaps at the target enemy hero, dealing magical damage equal to 16% of their Health and leaving behind a holy seal. Enemies within range of the seal are launched for 0.5s.
The seal lasts 5s and deals 85 magical damage to enemies within range every second.
Lvl 1Lvl 2Lvl 3
Burning Damage
85105125
Damage %
16%20%24%
Cooldown
423528

Patch History

ArthurJuly 30 patch
Buff
Arthur Passive (Holy Vanguard) • Healing 120–240 → 100–200 (2.5% bonus HP unchanged) Skill 1 (Valiant Charge) • Can now be cast in a direction with no target. With no enemy in range, Arthur dashes a short distance forward instead • Base damage 350 (+70/lv, 120% bonus AD) → 325 (+65/lv, 100% bonus AD) What this means He trades raw damage for mobility. Skill 1 used to be dead weight with no target nearby; now it doubles as a directional dash. That makes it an escape tool, a gap closer, and a way to cross terrain — practical value well beyond what the numbers suggest. With his damage trimmed, lean into playing him as an engage tank rather than a damage threat.

Other Clash Lane Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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