Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.5pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3700
- Max MP
- 0
- Physical Attack
- 191
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 375
- Attack Range
- Melee
- HP Regen / s
- 81
- MP Regen / s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When enemy damage is mostly physical and fights run long
Ominous Premonition comes third, cutting the attack speed of whoever damages Ata by 20-40% for 2.5 seconds. Physical defense stacks to +1053, 390 above the other build, and movement speed reaches +12.5%. Spikemail, bought fifth, spends three seconds returning 35% of incoming damage as true damage. Longnight Guardian closes the build, healing 10% of max HP whenever Ata loses 25% of it within 2.5 seconds.
When enemy damage leans magic and Ata wants to open the fight
Eye of the Phoenix takes the third slot and Blood Rage the fourth, pushing Ominous Premonition back to fifth. Blood Rage adds +75 physical attack, plus an active that trades 30% of current HP for a four-second shield worth 40% of max HP. Succubus Cloak finishes up with a 400-800 magic damage shield every 15 seconds, carrying magic defense to +680. Max HP lands at +6,837, 400 above build one, while physical defense sits 390 lower at +663.
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 tank who reclaims lost Health by hitting people — offense as defense. His ghost-ship wall partitions fights, and his low-Health recovery punishes anyone who leaves the job half done.
Best for: players who find passive tanking dull — lost Health comes back only through damage dealt, so the job is anchoring enemies into walls and cutting the field with Ghost Ship.
An anchor that catches terrain pulls Ata along and smashes everyone in his path into the wall for a 0.5s stun. The enhanced Basic Attack then drags the target right in front of him, and the second landing of the double jump launches them again. Herd them along a wall before you throw, or the charge never happens.
The barrier blocks heroes, so laying it between their frontline and backline lets your whole team focus one half. Skill 1 carries crowd control immunity as well, so their answer does not stop him stepping in. Buffered Health comes back at 40% of the damage he deals to enemy heroes, which is why the middle of the brawl is where he lasts longest.
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.
- Passive converts lost HP back through attacks — brawling makes him tankier
- Deep CC kit: a wall-slam stun, an empowered-attack drag, and a 0.5s launch
- Crowd control immunity on Skill 1 and Skill 3 lets him work straight through CC
- Skill 3's barrier reshapes terrain for splits and cutoffs on demand
- Anti-heal purchases gut the Passive's sustain
- Short reach with little answer to long-range kiting
- No solo burst — kills depend on allied damage arriving
- A misangled barrier can lock your own team out of the fight
The lane badge at the top of this page reads Clash, following the official stats. The advice below assumes a roaming pick. Roam from the opening minutes — Ata can meaningfully gank as early as level 2. When Skill 2's anchor clips a wall, it charges in and slams enemies into the terrain for a 0.5-second stun (the classic wall-slam), so simply herding someone toward lane-side walls manufactures kills. And thanks to his Passive, every hit on an enemy hero claws back 40% of your stored lost HP, which means slightly reckless trades actually work in your favor. Manufacture even one kill before the 4:00 Tyrant and your jungler takes off running.
In skirmishes, you dive first — no exceptions. Skill 1's double jump deals damage on both hops, knocks up on the second landing, and grants crowd control immunity throughout, so you can shrug off enemy CC and press their backline. After casting Skill 2, your next empowered basic attack drags its target right in front of you: wall-slam, drag, team focus fire — that chain is the standard play. As anti-heal items start showing up in enemy builds, your Passive sustain thins out, so slot an early defensive item to compensate.
When the Shadow Tyrant and the Overlord become the stakes, everything starts with Skill 3's barrier. It raises a cone-shaped wall that heroes cannot pass for 4 seconds — lay it between the enemy frontline and backline and you get to hit one half with all five. Around boss pits, the tight corridors make the detour it forces that much longer. Dive the carry you cut off with Skill 1: both landings deal damage, but only the second one launches enemies for 0.5s. Line your team's damage up with that launch and the target does not walk away. The barrier's angle has to be decided in a split second, so rehearse the placement in your head before the fight breaks out.
Lead the charge alongside your team's engage and treat getting hit as part of the job description: lost HP banks into your Passive, and every strike on an enemy hero recovers 40% of it, which makes the center of the brawl Ata's healing zone. Alternate the crowd control immunity windows on Skill 1 and the Ultimate and CC barely touches you, while the barrier severs escapes and reinforcements at once. From experience: angling the barrier to shut reinforcements out beats trying to cage enemies in — your team moves more freely and you avoid the classic own-goal.
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

Child of the Sea
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 70 | 140 |

Wavewalking
If he hits multiple enemies, the damage is reduced by 20% for each additional enemy, down to 60% of the initial damage. Deals 30% extra damage to minions.
After the bounce, he rolls in the target direction. He gains crowd control immunity while using this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Base Damage | ||||||
| Base Damage | 460 | 552 | 644 | 736 | 828 | 920 |

Sea Anchor
Passive: Using Skill 2 enhances the next Basic Attack, pulling the target enemy to Ata.
| 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 | 225 | 270 | 315 | 360 | 405 | 450 |
| Smash Damage | ||||||
| Smash Damage | 250 | 300 | 350 | 400 | 450 | 500 |
| Slow | ||||||
| Slow | 30% | 36% | 42% | 48% | 54% | 60% |

Ghost Ship
While using the Ultimate, he gains crowd control immunity.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 36 | 32 | 28 |
| Base Damage | |||
| Base Damage | 350 | 525 | 700 |
Other Clash Lane Heroes
Stats: official HoK Camp, as of
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