Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −1.0pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3400
- Max MP
- 0
- Physical Attack
- 175
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 57
- MP Regen / s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When enemy burst can delete you the moment you engage
Destiny takes the fourth slot, so by 7,010G Butterfly survives one lethal hit and goes invulnerable instead. Finished with Pure Sky, the totals reach +407 physical attack, +41.6% attack speed and +27.5% cooldown reduction. Pure Sky also carries an active that cuts incoming damage by 30% for 3 seconds, taking the edge off the return fire after a dive. One Mutation slot is swapped for Red Moon, lifting critical rate to 20.5%.
When the enemy damage is mostly physical and fights run long
Spikemail goes fourth, so +300 physical defense and +700 max HP arrive at 6,970G. It also brings an active that reflects 35% of the damage taken as true damage for 3 seconds. Closing with Eye of the Phoenix pushes the totals to +3150 max HP, +440 physical defense and +280 magic defense, with physical attack at +299, 108 below build 1. All ten Mutation slots are kept, holding physical defense penetration at 100.
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 snowballing assassin: takedowns build marks, and at three stacks her next skill has no cooldown. Every kill fuels the next — once she's rolling, nobody stops the chain.
Best for: players chasing momentum itself: patient early, then closing hard the instant a health bar drops, because the first kill shapes the whole match.
The first enemy Skill 2 hits takes 1.5 times the damage plus a 50% slow for 1.5s. Landing it also stacks the Attack Speed and Critical Rate buff, which is why it belongs before the leap rather than after. Basic Attacks on the marked target cut 1s from Skill 1 and Skill 2 cooldowns and return 35% of the damage dealt as Health. Skill 1 closes the pattern with a shield and a speed burst that covers either the chase or the exit.
Killing the marked target resets Skill 3's cooldown on the spot. A hero takedown also banks 2 passive marks, and at 3 the next skill used skips its cooldown entirely. Marked targets take extra true damage equal to 12% of their lost Health, so start with wounded enemies. Leap onto a healthy one and no reset comes — the chain ends right there.
Skill 1 gains 25% damage for each extra enemy caught, so it belongs in the middle of a camp, not at its edge. Skill 2's hit grants the Attack Speed and Critical Rate buff, up to 2 stacks (25% and 10% at Level 1). Every monster killed banks 1 passive mark; reach 3 before you leave for a gank and the next skill costs no 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.
- Takedown-triggered Ultimate resets give unmatched chain-kill power in brawls
- 35% damage-to-healing plus halved basic-attack damage while the mark runs
- Lost-HP true damage finishes chipped targets through any amount of armor
- Skill 1's shield and speed burst keep her entries and exits cheap
- Without a first kill the resets never spin up and she fades hard
- No CC of her own to start fights — she depends on teammates' lockdown
- Hard CC exposes pure assassin fragility the moment it lands
- Lacks a decisive answer to full-HP targets and healthy frontlines
You're the jungler. Skill 1 gains 25% bonus damage for every additional enemy it hits, so casting from the center of each camp is free clear speed. The opening route is both buffs plus the river camps, aiming for Level 4 around the 3-minute mark. Passive stacks build from monster kills too, and at three stacks your next skill costs no cooldown — bank them before a gank and you walk in with an extra cast. As for the 4-minute Tyrant: touch it only when you've reached Level 4 before the enemy jungler has. Otherwise it's bait.
Once your jungle item and first damage item are finished, the real work begins: erasing chipped enemies. The ideal prey is a backliner under half HP. Death Dealer's leap applies the mark, converts 35% of your damage into healing, and — the headline — resets its own cooldown instantly on a takedown. Open ganks with Skill 2: the first enemy hit takes 1.5x damage and a 50% slow, and the attack speed and crit buffs it grants let your basics finish the job. The one rule that never changes, even in this window: do not walk into a healthy enemy team from the front.
Late-game Butterfly is the cleanup crew, not the opening act. Even when the 5v5 starts, hold your side bush until the enemy's CC and attention are committed to your frontline. The Ultimate adds true damage equal to 12% of a marked target's lost HP, so anyone already chipped dies — armor stacked or not. One kill refunds the Ultimate on the spot, a hero takedown banks two passive stacks, and the chain reaction begins. The flip side: without that first kill, nothing starts. Whatever else you compromise on, never compromise on your entry timing.
Your brawl loop is enter, kill, reset, next. Lead with Skill 2 before committing — the slow keeps them in reach, the attack speed buff quickens your swings, and each basic on a marked target shaves a second off both Skill 1 and Skill 2. When focus piles up, Skill 1's shield and decaying 50% speed boost carry you back to the edge of the fight. While your mark is active you take half damage from basic attacks, so a chasing marksman often can't actually finish you. One nuance: enemy support shields can rob your takedown reset, so start with the softest unshielded target — that's the correct kill order.
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

Assassination

Whirlwind
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
| Base Damage | ||||||
| Base Damage | 240 | 288 | 336 | 384 | 432 | 480 |
| Shield | ||||||
| Shield | 250 | 300 | 350 | 400 | 450 | 500 |

Sword Propel
Hitting an enemy increases her Attack Speed by 25% and Critical Rate by 10% for 4s, for up to 2 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
| Base Damage | ||||||
| Base Damage | 220 | 264 | 308 | 352 | 396 | 440 |
| Attack Speed | ||||||
| Attack Speed | 25% | 30% | 35% | 40% | 45% | 50% |
| Critical Rate Boost | ||||||
| Critical Rate Boost | 10% | 12% | 14% | 16% | 18% | 20% |

Death Dealer
While the mark is active, she recovers Health equal to 35% of damage dealt to the target. If the target is defeated, it will immediately reset her Ultimate's Cooldown.
Hitting marked targets with Basic Attacks will also reduce the Cooldown of Skills 1 and 2 by 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 18 | 16 | 14 |
| Base Damage | |||
| Base Damage | 400 | 600 | 800 |
Other Jungle Heroes
Stats: official HoK Camp, as of
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