Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.3pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3201
- Max MP
- 580
- Physical Attack
- 166
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 390
- Attack Range
- Melee
- HP Regen / s
- 44
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy fields high-HP frontliners and you plan to farm the jungle.
Rapacious Bite comes first, stacking +3 physical attack and 0.2% cooldown reduction on every monster kill, up to 25 stacks. Boots of Dexterity follow at only 700G, so +20% attack speed and 50 movement speed arrive early. Later on, Doomsday adds 7% of the target's bonus HP to each basic attack, and the chip damage grows against anyone stacking health. The finished build totals +368 physical attack, +52.8% attack speed, +89.2 physical penetration, +23.2% physical lifesteal, +1900 max HP and +300 physical defense.
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 shield-and-dash fighter who doesn't stop at death — she remains on the field as a divine spirit, supporting her team, and her respawn descent hits like a skill. Dying is part of her kit.
Best for: players who want to dive deeper than anyone else — landing Skill 1 or Skill 3 refunds the leap, and being killed leaves you on the field as a spirit rather than out of the fight.
A Skill 1 that connects refunds Skill 2's cooldown on the spot. The empowered attack adds 6% of the target's lost Health, so it bites harder the longer the fight runs. Miss Skill 1 and the loop stops dead, leaving you parked in their team with nothing.
Every hit an enemy hero lands on the raised Aegis adds 10% counterattack damage and cuts 10% off its casting time, up to 5 stacks. Raising it after they commit is what makes the answer heavy. The counterattack also refunds Skill 2, so the follow-up leap is waiting the moment it lands.
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.
- Skill 1 and Ultimate hits refund Skill 2, so her mobility never runs dry
- Shields with crowd control immunity slip enemy lockdown on demand
- Missing-HP empowered basics give her a real answer to tanks
- Tower respawn passive turns defensive deaths into tempo, not losses
- A whiffed Skill 1 or Ultimate stalls the reset engine mid-combo
- No burst, so disciplined enemies can recover before she finishes them
- Respawn is fixed to the nearest allied tower — weak while sieging
- Reset bookkeeping is expert-level; sloppy play accomplishes nothing
Athena's laning is a level-2 trade loop: jump in with Skill 2, land the empowered basic attack, dash out with Skill 1 — and because a connected Skill 1 refunds Skill 2's cooldown, you immediately get another round trip. Run that cycle and only your opponent's health bar moves. The empowered hit adds 6% of the target's missing HP, so the more chipped they are, the harder it lands. Level 4 unlocks the full all-in: two shields with crowd control immunity layered on top. The only real way to throw it is whiffing, so pick your jump target with care.
Around 7-8 minutes, one core item in, Athena's mobility starts cashing checks. Shove your side wave, then use Skill 2's leap to cut through the river and hit the 4:00 Tyrant or any skirmish from the flank. Before diving, count the enemy's key lockdown skills — if one is still up, time Skill 1's one second of crowd control immunity to slide through it and reach the backline safely. Do not rush the Ultimate out either. Its retaliation grows every time enemies strike the braced shield, so the moment they focus you is the moment it starts printing damage.
Late-game Athena is a time bomb strapped to the enemy backline. As long as Skill 1 and the Ultimate keep connecting, Skill 2 keeps refreshing, and no amount of running rescues a marksman you have decided to keep. Do not overlook the Passive: on death she respawns at the nearest allied tower with a knock-up burst, so in defensive scenarios even a death converts into a play. That insurance barely functions when you are the one diving deep, so measure your entry. At Shadow Tyrant, slide in from behind after both sides have traded skills — that is where she cuts deepest.
Decide one thing before every teamfight: whose face are you living in. Athena's damage is stacked empowered basics, so swapping targets mid-fight means killing no one. The ideal is single-minded pursuit of the enemy marksman. Slip the first lockdown with Skill 1's crowd control immunity, raise the Ultimate against their counterattack so every hit feeds the retaliation, then dump it back on them. One detail everyone forgets in practice: you can walk while the shield is braced. Drifting toward your escape route during those seconds is often the difference between a reset and a respawn.
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

Divine Awakening
When resurrected, flies toward the nearest allied tower, dealing 600 (600 + 180% extra physical attack) physical damage and launching enemies within takeoff range for 0.75s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 600 | 1,200 |
| MSPD Increase | ||
| MSPD Increase | 30 | 60 |

Holy Advance
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
| Cooldown | ||||||
| Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
| Shield | ||||||
| Shield | 500 | 600 | 700 | 800 | 900 | 1,000 |

Unstoppable Spear
Hitting enemies with Holy Advance and Immovable Aegis resets Unstoppable Spear's cooldown.
Enhanced Basic Attacks deal an extra 40% damage to non-hero units.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 180 | 216 | 252 | 288 | 324 | 360 |
| Cooldown | ||||||
| Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |

Immovable Aegis
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 450 | 675 | 900 |
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Shield | |||
| Shield | 1,200 | 1,800 | 2,400 |
Other Jungle Heroes
Stats: official HoK Camp, as of
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