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
- 3369
- Max MP
- 560
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 385
- Attack Range
- Melee
- HP Regen / s
- 51
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy frontline is thick and you need to keep swinging through long fights
Boots of Dexterity at slot two brings 20% attack speed and 20–40 health restored per basic attack, all in place by 2,860G. Bloodweeper at slot four adds 25% physical lifesteal, with another 25% applied to skill damage. Sage's Sanctuary closes the build: die and you stand back up on the spot two seconds later with 2,000–3,000 health, twice per match. Seven Mutation slots push physical pierce to 89.2, eighteen higher than build 2.
When two or more health-stacked tanks sit in the enemy draft
Boots of Resistance at slot two covers 50 physical defense, 100 magical defense and 25% resistance for 700G. Master Sword moves up to slot four, so the attack speed and crit rate land one item earlier than in build 1. Doomsday at slot five adds 80–160 plus 7% of the target's extra health to every basic attack, and Pure Sky at the end takes physical defense to 200. Eight Red Moon slots finish the arcana: together with the items, +57.8% attack speed and +24% crit rate.
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
An assassin built entirely around his chain-sickle: hook one target, bind them, and never let go. When the hook lands the kill is nearly scripted; when it misses he has little else.
Best for: skillshot players ready to stake a fight on one throw — a landed hook hands you the chase and the kill, a miss takes your damage and your mobility with it.
The recast throws them behind you, so face away from your own side before you press it. While the mark holds you deal more damage to that target and take less from them, which makes a few seconds of standing and trading worth it. Spending the mark clears it, so the Skill 3 that follows latches the sickle again instead — and that latch refunds 40% of Skill 2's cooldown.
Against enemies you can't reliably hook, close the distance with Skill 3 first. You take half damage for the whole dash, so diving under a tower doesn't automatically end with you melting. With the sickle latched, Skill 1's dash drags them where you're going, and the latch itself returns 40% of Skill 2's cooldown.
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.
- A self-sufficient pick machine: hook, throw, and follow-up all live in one kit
- Kill-and-assist stacking passive makes his snowball terrifyingly fast
- 50% damage reduction while the Ultimate is in motion keeps dives safe
- The charge-cancel cooldown refund lets him attempt hooks again and again
- Missing Skill 2 silences both his damage and his mobility at once
- Paper-thin base durability; a single stun or hard CC deletes him
- Cannot play the frontline role in a head-on teamfight
- Hook accuracy takes practice, so results swing wildly before mastery
You're the jungler. The moment you hit level 2 off your first buff, start planning the opening gank — Xuance's game is decided by whether he moves one beat faster than the enemy and steals first blood. Everything revolves around Skill 2's hook, and its 50% bonus damage to monsters keeps your clear speed respectable too. One detail worth memorizing: canceling the charge partway refunds 50% of the cooldown. If the angle feels wrong, don't throw it — cancel and rotate to the next bush. The discipline to hold the hook is often worth more than a kill.
The mid game is about erasing isolated enemies one at a time. Charge Skill 2 from outside their vision (you gain 30% move speed while charging) and release the instant a sightline opens. On hit, reactivate to hurl the target behind you — deliver them straight to your team. While your Ultimate carries you through an enemy you take 50% reduced damage, so diving under towers is safer than it looks. Every kill or assist triggers the Ultimate's passive attack speed and move speed surge, which even speeds up your travel to the next victim.
A head-on 5v5 is your worst-case scenario — even full-build Xuance is made of paper. During the standoff before Shadow Tyrant, keep orbiting the perimeter. Your cue is seeing the enemy's stuns get burned on your teammates. Then hook a chipped backliner out of their formation, throw them, and finish with the Ultimate. Xuance's real terror is the chain reaction: one kill stacks the Ultimate's passive and the snowball starts rolling. Focus entirely on taking the first pick safely and the rest falls into place on its own.
Never, ever take the job of engaging first. Sit on the edge of the fight with Skill 2 charged, waiting for a lane to open toward their marksman or mage. When the hook lands, pull yourself in with Skill 1 and the empowered basic attack, then reactivate Skill 2 to throw them into your team's kill zone. If you miss, back off immediately and wait out the cooldown. Playing hit and miss as two completely separate game plans — that discipline is what decides Xuance's winrate.
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

Crazed Prelude

Flailing Sickles
The Movement Speed increase and slow effects of Crazed Prelude are enhanced as Flailing Sickles levels up.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
| MSPD Increase | ||||||
| MSPD Increase | 15% | 18% | 21% | 24% | 27% | 30% |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Nightmare Hooks
For the duration of the mark, he can use the skill again to consume the mark and pull the target behind him, dealing 380 (380 + 140% extra physical attack) physical damage (deals 50% extra damage to monsters).
Canceling the charge-up reduces the cooldown of Nightmare Hooks by 50%. If the Hunted target dies or is marked by Crimson Blur, 40% of the cooldown will be returned immediately.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 380 | 456 | 532 | 608 | 684 | 760 |
| Damage Bonus | ||||||
| Damage Bonus | 10% | 12% | 14% | 16% | 18% | 20% |
| Damage Reduction | ||||||
| Damage Reduction | 15% | 18% | 21% | 24% | 27% | 30% |
| Cooldown Reduction | ||||||
| Cooldown Reduction | 40% | 48% | 56% | 64% | 72% | 80% |

Crimson Blur
If he has not marked an enemy, he will instead dash to the target's location and mark them, dealing 280 (280 + 130% extra physical attack) physical damage.
He takes 50% less damage during the dash.
Passive: He gains 30% Movement Speed (diminishes over time) and 25% Attack Speed for 5s for each kill or assist, for up to 3 stacks.
He can stock 1 use of Crimson Blur every 6s, for up to 3 uses in total.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Stack Interval | |||
| Stack Interval | 6 | 5.5 | 5 |
| Cooldown | |||
| Cooldown | 2 | 1.8 | 1.5 |
| Base Damage | |||
| Base Damage | 420 | 630 | 840 |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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