Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.4pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3314
- Max MP
- 620
- Physical Attack
- 167
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 38
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team sustains through healing and lifesteal
Crimson Shadow - Redemption opens the build with an aura of 20% attack speed and 15% cooldown reduction, half of which reaches allies within 800 range. Venomous Staff fills the fourth slot at 2,040G, cutting HP regeneration and lifesteal by 35% for 2.5 seconds on any enemy you connect with. Totals come to +745 magic attack, +29.5% cooldown reduction and +27.5% movement speed. Those two items are the only gap to build two, and they buy the faster cooldowns and the faster feet.
When enemy damage comes from both physical and magic sources
Guardian - Redemption leads, adding 65-130 physical and magic defense, and half of that aura reaches allies within 800 range. Equipment and arcana together come to +725 magic attack, +22% cooldown reduction and +20% movement speed. Savant's Wrath in the fourth slot, 2,140G, adds a further 30% magic attack on top of that sum. The same two items are the whole gap to build one: 7.5% less movement speed, traded for defense that covers nearby allies too.
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 fundamental healer: she walks and heals simultaneously, defends herself with a bouncing stun, and tilts every extended fight through sheer sustained restoration.
Best for: healers who read their team's health bars as their own scoreboard — there is no damage here, so where you stand while the heals go out is the entire job.
The sound wave bounces up to 6 times, and the same target can be caught by 2 of them. The tighter the enemies stand with the minions, the more bounces connect. Skill 3 picks the lowest-Health ally in range on its own, so open it where only the ally you mean to cover is inside.
Start Skill 1 the moment the call to fall back goes out. You move 40% faster and hand out 3s of healing while catching up to the team. Once the chasers bunch together, send the wave through — the bounces spread across several of them and the pursuit ends there.
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.
- Ultimate auto-locks the lowest-HP ally with heavy healing and defenses
- Ricochet stuns multiply against clumped divers
- Passive speed burst and self-heal make her deceptively hard to catch
- A simple kit that delivers steady value in every single game
- Near-zero damage of her own; she cannot create a win condition alone
- Anti-heal items cut her entire reason for existing in half
- Ricochet targets are uncontrollable; pinning one specific enemy is hard
- Caught by CC first, she dies before a single heal goes out
Cai Yan's assigned seat is directly beside her marksman from minute zero. The early job is not damage — it is making sure your partner cannot die. When the enemy commits, answer with Skill 2's ricochet stun; if they are tangled up with their minion wave, the bounces chain-stun and the trade collapses in your favor. After every exchange, walk alongside with Skill 1 running and the chip damage simply refunds itself, letting your partner keep farming instead of recalling. Until the Ultimate arrives at level 4, check bushes, hold position, and refuse to be the one caught forward.
Cai Yan's presence grows from the 4:00 Tyrant onward. While your team burns the boss, the flank is the most dangerous moment on the map — meet whoever walks in with Skill 2, and the ricochet stuns stall the contest cold. Her Ultimate spends five seconds auto-targeting the lowest-HP ally in range with healing and a defense buff, so rather than panic-casting mid-brawl, open it just before the enemy's burst lands. Between the Passive's speed surge on taking damage and her self-heal, she is far harder to catch than the health bar suggests.
Late fights become a staring contest over Cai Yan's Ultimate — the enemy wants it forced early, you want it perfectly timed. Absent anti-heal, its five seconds of rolling heals and defense buffs absorb an entire round of enemy focus. Stand diagonally behind your carry, and cast it where only the ally you intend to save sits inside the ring; that placement is the entire skill expression of this hero, because a frontliner soaking the heal is a wasted Ultimate. Fill your slots with team utility items and forget your own scoreline entirely.
Cai Yan's teamfight reduces to two real decisions: spend Skill 2 on the enemy's entrance or on their retreat, and choose whose feet the Ultimate covers. The ricochet multiplies against clustered enemies, so its highest value is meeting the opening dive; if it misses, drop back and wait out the cooldown. A teamfight where the healer dies first is close to an automatic loss — never surrender the backmost position, no matter how won the fight looks. And triage coldly: the ally who can still fight outranks the ally who is already doomed.
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

Can't Touch This
The passive can only be triggered once every 10s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| MSPD Increase | ||
| MSPD Increase | 35% | 70% |
| Health Recovery | ||
| Health Recovery | 250 | 530 |

Healing Hymn
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
| Base Healing | ||||||
| Base Healing | 60 | 72 | 84 | 96 | 108 | 120 |

Earworm
Each sound wave bounces up to 6 times, and the same target can only be hit by 2 bounces. The second bounce inflicts only 25% of the initial damage and stun duration.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Base Damage | ||||||
| Base Damage | 270 | 324 | 378 | 432 | 486 | 540 |

Tune of Tranquility
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 60 | 54 | 48 |
| Defense Boost | |||
| Defense Boost | 200 | 300 | 400 |
| Health Recovery | |||
| Health Recovery | 90 | 135 | 180 |
Patch History

Other Roam Heroes
Stats: official HoK Camp, as of
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