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
- 3256
- Max MP
- 600
- Physical Attack
- 165
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 44
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When two or more enemy heroes deal magic damage
It opens on Eternity Blade and stacks to +455 physical attack and +71% crit rate once the arcana are counted in. Daybreaker's Virtue in the fourth slot doubles up on a ranged hero, so it lands 30% physical penetration and +50 basic attack damage. The only change from Build 2 sits in the second slot: Boots of Resistance add +50 physical defense and +100 magic defense, and raise tenacity by 25%. Total attack speed stops at +85%.
When enemy magic damage is light and you can keep auto-attacking
The other five items and the buy order match Build 1; only the second slot changes. Boots of Dexterity bring +20% attack speed and heal 30-60 HP on every basic attack. Total attack speed climbs to +105%, but the build picks up no physical or magic defense from its items. The +455 physical attack, +71% crit rate and +64 physical penetration are shared with Build 1.
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 twin-blade marksman whose Dragon Souls change with his recent casts, his main and off-blade striking separate targets at once. His real output in brawls exceeds what the numbers suggest.
Best for: theory-minded marksman players who read cast order as a recipe, since fire, water, or wind decides what the enhanced Basic Attack does.
Each skill cast banks 1 Dragon Soul mark and 1 enhanced Basic Attack, and Skill 1 adds a second mark by itself. Marks cap at 3. The enhanced Basic Attack spends all of them, each mark adding one more strike, with everything after the first at half damage. His swords carry the souls of his last 2 skill attacks, so with a Fire Dragon Soul on the primary sword the flurry opens with true damage.
In the air he is untargetable and ignores terrain, but he cannot attack at all. Dread forces enemies to move away from him, so it scatters a group rather than pinning it. The real payoff is the 10s after landing: 20% Attack Speed (Lvl 1), 25 extra Attack Range, and hits on up to two additional targets. Souls can be swapped mid-flight, so choose the element you want before you touch down.
Skill 2 hits up to 3 targets and returns Health on every hit. With a Water Dragon Soul on his primary sword, the enhanced Basic Attack lands 3 strikes and each one that connects heals him again. If they are still on him, Skill 3 knocks them back and adds 30% Movement Speed (Lvl 1) to re-space. None of these three moves relocate him — this is healing and a shove, not a dodge.
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.
- His skills cast faster as Attack Speed rises, so speed items buy raw volume
- Skill 2's healing lets him refund poke himself, rare for a marksman
- Skill 3's knockback shoves off anyone who sticks to him
- Banked marks and Skill 4's dive cover both burst and area control
- Skill order changes his buffs, and a misplay directly cuts his damage
- The loop is slow before attack-speed items, muting his early pressure
- Disengage means Skill 3's speed boost or a long-cooldown Skill 4; layered CC runs him down
- Busy piloting; sloppy mark management leaves him a jack of no trades
Ao'yin spends the early farm lane playing around Skill 2. It sweeps up to three targets with sword energy and restores Health on hit, and with a Water Dragon Soul on his primary sword every strike of the enhanced Basic Attack heals him again. Recovery is halved against non-hero units, so the real refund comes from landing it on the enemy laner. Refunding poke on his own is what separates him from most marksmen. Every skill cast banks a Dragon Soul mark (up to three), and the enhanced Basic Attack spends them all in one flurry, so waves die faster if you stack marks before swinging. Until your first attack-speed core item is done, your job is collecting CS from behind your support's shoulder, nothing more.
Around 10 minutes with two core items, Ao'yin's engine revs up. Skills 1 through 3 all cast faster as his Attack Speed rises, so the more speed you build, the tighter the loop between casts and enhanced Basic Attacks. Open trades with Skill 1 — the true damage folded into it goes through armor — then cash in an enhanced Basic Attack while holding three marks. If someone sticks to you, Skill 3's sword energy knocks them back and buys the space. Skill 4's flight and dive is the control window: the landing Dread drives enemies away from him, and for the next 10 seconds he gains 25 Attack Range and bonus Attack Speed. Hold it as the trump card for taking or defending towers.
Late-game Ao'yin wins through flexibility: heal with Skill 2 when you get chipped, take Skill 3's speed boost when you need to disengage, lead with Skill 1 when you want damage through. His last two casts decide which Dragon Souls sit on his primary and secondary swords, and those decide what the next enhanced Basic Attack does. Taking one beat to ask which element you actually want is what separates good Ao'yin players from great ones. Matching the same soul on both swords amplifies its effect by half, so repeating a skill is a legitimate choice. At Overlord standoffs, hold a spacing where enemy CC can't reach you and shove diving frontliners off with Skill 3's knockback.
In teamfights, Ao'yin sits behind the frontline and keeps the damage flowing. Never start the fight yourself — wait out one or two enemy dash skills first. If someone sticks to you, answer with Skill 3: the sword energy knocks them back, and with a Wind Dragon Soul on his primary sword all three strikes of the enhanced Basic Attack knock back as well. Heal the chip damage off with Skill 2. The moment the enemy's momentum fully dies is the cue for Skill 4 — the dive and the landing Dread scatter them, and the True Dragon Sword gives you 10 seconds of extra range, Attack Speed, and up to two additional targets per swing. His secondary sword strikes a second nearby enemy on its own, so the messier the brawl, the higher his real output. Simply walking around holding two or three marks changes your burst when a pick appears.
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

Hidden Dragon
When using skills, he gains 1 Dragon Soul mark (up to 3 marks) and 1 enhanced Basic Attack. Using the enhanced Basic Attack expends all marks, unleashing Dragon Souls that attack the target (Each mark grants 1 extra attack, with subsequent hits dealing half damage). Effects vary depending on the type of Dragon Soul attached to his primary sword.
When switching between elements, Dragon Souls of the same element is prioritized.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Secondary Sword Damage | ||
| Secondary Sword Damage | 35% | 70% |

Flaming Palm
Use of Flaming Palm attaches 1 Fire Dragon Soul to his sword, allowing him to deal an extra 15 physical damage during Basic Attacks. If a Fire Dragon Soul is attached to both swords, he deals 50% more damage. If a Fire Dragon Soul is attached to his primary sword, the first strike of his enhanced Basic Attack will deal 97 (48 + 30% physical attack) true damage while the subsequent two strikes will deal an equal amount of physical damage.
Skill use speed scales with Attack Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Base Damage | ||||
| Base Damage | 270 | 360 | 450 | 540 |
| Base True Damage | ||||
| Base True Damage | 70 | 93.3 | 116.7 | 140 |
| Cooldown | ||||
| Cooldown | 12 | 11.2 | 10.4 | 9.6 |
| Basic Attack Damage | ||||
| Basic Attack Damage | 15 | 20 | 25 | 30 |
| Enhanced Basic Attack | ||||
| Enhanced Basic Attack | 54 | 72 | 90 | 108 |

Downpour
Use of Downpour attaches 1 Water Dragon Soul to his sword, allowing him to recover 18 Health and 0.5% Mana from Basic Attacks. If a Water Dragon Soul is attached to both swords, he recovers 50% more. If a Water Dragon Soul is attached to his primary sword, his enhanced Basic Attacks will deal 97 (48 + 30% physical attack) physical damage each strike, for a total of 3 strikes. Landing a hit on the enemy recovers 150 (150 + 2.5% extra Health) Health.
Recovery effects are halved against non-hero units. Skill use speed scales with Attack Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Base Damage | ||||
| Base Damage | 180 | 240 | 300 | 360 |
| Cooldown | ||||
| Cooldown | 12 | 11.2 | 10.4 | 9.6 |
| On-Hit Recovery | ||||
| On-Hit Recovery | 150 | 200 | 250 | 300 |
| Basic Attack Recovery | ||||
| Basic Attack Recovery | 18 | 24 | 30 | 36 |
| Enhanced Basic Attack | ||||
| Enhanced Basic Attack | 54 | 72 | 90 | 108 |

Riding the Wind
Use of Riding the Wind attaches 1 Wind Dragon Soul to his sword, granting him 16 Movement Speed. If a Wind Dragon Soul is attached to both swords, he gains an extra 50% Movement Speed. If a Wind Dragon Soul is attached to his primary sword, he will deal 97 (48 + 30% physical attack) physical damage and knock back the enemy with every strike of his enhanced Basic Attack, for a total of 3 strikes.
Skill use speed scales with Attack Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Base Damage | ||||
| Base Damage | 180 | 240 | 300 | 360 |
| Burst Speed Up | ||||
| Burst Speed Up | 30% | 40% | 50% | 60% |
| Cooldown | ||||
| Cooldown | 12 | 11.2 | 10.4 | 9.6 |
| Base Movement Speed | ||||
| Base Movement Speed | 16 | 21.3 | 26.7 | 32 |
| Enhanced Basic Attack | ||||
| Enhanced Basic Attack | 54 | 72 | 90 | 108 |

Infinite Vastness
Upon landing, he deals the same amount of physical damage and applies Dread to nearby enemies for 1s. Targets afflicted with Dread will involuntarily move away from Ao'yin.
Ao'yin then unsheathes his True Dragon Sword, gaining 20% Attack Speed and 25 Attack Range, and the ability to attack up to two additional targets for 10s.
Ao'yin can switch his swords' elemental Dragon Souls while in flight.
Flight speed increases with his Ultimate's level.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 400 | 600 | 800 |
| ASPD Increase | |||
| ASPD Increase | 20% | 30% | 40% |
| Cooldown | |||
| Cooldown | 80 | 75 | 70 |
| Movement Speed Reduction | |||
| Movement Speed Reduction | 15% | 22.5% | 30% |
Patch History

Other Farm Lane Heroes
Stats: official HoK Camp, as of
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