Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3625
- Max Shadow Power
- 100
- Physical Attack
- 181
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 375
- Attack Range
- Melee
- HP Regen / s
- 50
- Shadow Power Regen / 5s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team stacks hard CC and you want to lock fights down
Only the fifth slot differs — the other five items, and the order they are bought in, match across both builds. Build one puts Frigid Charge (2,030G) there for 150 physical defense and 7.5% cooldown reduction. Any hard CC short of suppression grants a shield worth 10% of max HP, and the active frost field freezes enemies after 0.75s. Totals come to +6,987 max HP and +893 physical defense, with cooldown reduction at 13.5% — 7.5 points clear of the other build.
When enemy damage is mostly magic and fights run long
Slot five is the only change — Eye of the Phoenix (2,020G) — while the other five buys and their order match build one. It adds 180 magic defense and 1,350 max HP, and every 10% of HP lost raises healing received by 5%. Overlord's Platemail restoring 0.5% Health every second and Longnight Guardian's 10% max HP heal both scale up as the health bar drops. Totals reach +7,437 max HP and +600 magic defense — 450 HP and 180 magic defense over 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
The taunt tank: he forces enemies to attack him, embodying aggro control. His scythe pulls and self-healing sustain the frontline — rated easy, but the craft runs deep.
Best for: players at peace with being the one who gets hit — the taunt pulls enemy damage off your team and runs longer the more bonus Health you carry, so everything rides on where you jump in.
The taunt runs 1-1.5s at base, plus 0.2s for every 1,000 extra Health, capped at 2.5s. Early on that is barely a second, so don't dive on it. Charge Skill 1 while they are locked and the release deals and heals up to three times as much. Anyone backing off as the taunt ends gets dragged back by the scythes.
Hook the diver off your carry with the scythes, then taunt to force their attacks onto Bai Qi. The scythes retract 1.2s after they are summoned, so lead the throw into where the enemy is heading. Targets below 30% Health take 30% extra damage, which sometimes ends the chase on the spot.
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.
- AoE taunt scaling to 2.5 seconds with bonus HP seals away entire enemy combos
- Auto-proc Skill 1 and the healing-boost Passive make him tougher the deeper the brawl
- Skill 2 hits harder below 30% HP, letting him finish fleeing targets himself
- The scythe's 1.2-second return delay makes it dodgeable once the path is read
- Missing the Ultimate leaves no gap closer — he becomes a walking target
- Early taunts last about a second, so early dives tend to backfire
The lane badge at the top of this page reads Clash, following the official stats. The advice below assumes a roaming pick. Bai Qi roams from the opening minutes, but his taunt only comes online at level 4 and lasts barely a second while his bonus HP is low, so deep dives backfire. Hold the space between mid and farm lane and play interceptor: thread Skill 2's scythe through ganking enemies and drag them back. The scythe returns 1.2 seconds after the throw, so aim it across the target's walking path rather than at their feet and it connects far more often. Taking damage has a chance to auto-cast Skill 1's heal, so tanking minion aggro to hold ground is less painful than it looks.
Two HP items done around 10 minutes is Bai Qi's power spike. Every 1000 bonus HP adds 0.2 seconds of taunt, and by now you're holding enemies for close to 2 seconds. When setting up vision at Tyrant or Shadow Tyrant, the real play is your Ultimate from a bush: the taunt forces enemies to attack Bai Qi, instantly sealing away the enemy carry's skills and combos. After landing, drag retreating targets back with Skill 2 and charge Skill 1 to heal while your team arrives.
Full-build Bai Qi taunts for up to 2.5 seconds, and late-game teamfights come down to who eats it. The ideal is dropping it on the enemy marksman or mage — if your team burns them during 2-plus seconds of lockdown, the fight becomes 5v4. Miss the Ultimate, though, and your gap closers are spent, leaving a walking target. Discipline yourself to hold it until you've seen the enemy's dashes. Skill 2 also deals bonus damage to enemies below 30% HP, so you can finish runners yourself more often than you'd expect.
In teamfights, one thought is enough: land your Ultimate on the enemy's most dangerous hero. Catch several with the AoE taunt and their entire damage output points at Bai Qi for seconds while your team swings freely, essentially untouched. Every hit you take stacks Shadow Power through the Passive, boosting your healing, and Skill 1's auto-proc stacks on top — melting mid-taunt is rarer than it looks. As the taunt expires, scythe their squishiest survivor toward your team as a parting gift and the numbers advantage keeps rolling.
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

Reaper's Revenge

Blood Echo
Passive: Bai Qi has a 20% chance of automatically triggering this skill whenever he takes damage.
This skill can be charged up. The longer he charges for, the higher the damage and recovery effect, up to a maximum of 3 times the base damage and recovery. Effect is halved against non-hero units.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 180 | 224 | 268 | 312 | 356 | 400 |

Deathscythe
Passive: He deals 30% extra damage to enemies below 30% Health.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12 | 11.4 | 10.8 | 10.2 | 9.6 | 9 |
| Base Damage | ||||||
| Base Damage | 325 | 390 | 455 | 520 | 585 | 650 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Lay Waste
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 40 | 35 | 30 |
| Base Damage | |||
| Base Damage | 300 | 380 | 460 |
| Taunt Duration | |||
| Taunt Duration | 1 | 1.2 | 1.5 |
Other Clash Lane Heroes
Stats: official HoK Camp, as of
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