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Charlotte

Charlotte

Clash LaneFighterDifficulty: Hard

Win, Pick and Ban Rates

Clash Lane
B
Tier / Pop
49.52%
Win Rate
0.75%
Pick Rate
0.06%
Ban Rate

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
3413
Max MP
0
Physical Attack
166
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
50
MP Regen / s
0

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Pierce and physical defense
  • Flash

When the enemy team leans physical and you need to cut through a tanky front line.

Boots of Tranquility come first at 700G, locking in 15% cooldown reduction on the way to 45% across four items. Mutation and Eagle Eye arcana take physical pierce to +100, more than double Build 2's +36. Eye of the Phoenix and Ominous Premonition close things out, bringing the totals to +3450 max HP and +840 physical defense. Anything that damages Charlotte loses 20-40% attack speed for 2.5 seconds.

Build 2Soak magic with resist and shields
  • Flash

When two or more enemy heroes deal magic damage.

Boots of Resistance open at 700G with 100 magic defense and 25% tenacity. Those boots carry no cooldown reduction, so three items and ten Void arcana bring the total to 36%. Succubus Cloak in the fifth slot throws a 400-800 magic damage shield every 15 seconds, and Cuirass of Savagery stacks bonus damage up to 10 times as Charlotte takes hits. Magic defense finishes at +400, more than double Build 1's +180, with max HP at +3310.

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

Playstyle

A duelist whose skills chain: any opener empowers the follow-up, turning three skills into a full combo table. The same kit produces different routes every fight.

Best for: players who enjoy building combos for their own sake, since any skill can open and the next one lands enhanced; picking the right starter is the whole game.

Recommended Combos
Three Marks to Seven Strikes

Every skill that connects adds a mark and turns the next different skill into a Follow-Up Skill. As a Follow-Up, Skill 3 completes the seven-pointed star and launches whoever stands at its center for 0.75s. Land the seven-strike Basic Attack unlocked at 3 marks into that launch, and the final blow takes 12% of the target's lost Health.

Touch and Leave on 80%

A connecting Skill 1 grants 80% Movement Speed that decays over 2s. Ride it into range, stab six times with the Follow-Up Skill 2 for 70 Health per strike at Lvl 1, then pull out. The Follow-Up version's cooldown drops to 3s at Lvl 1, so the next trade is never far off.

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.

Strengths
  • The 3-mark seven-hit flurry carries missing-HP damage that shreds even frontliners
  • Follow-up attack speed slows cripple basic-attack-reliant enemies
  • Skill 2's healing and the Ultimate's crowd control immunity win extended brawls
  • The 80% on-hit speed boost from Skill 1 dictates every engagement
Weaknesses
  • Whiffed skills sever the chain and the marks, and the damage evaporates
  • No real answer to long-range poke or disciplined kiting
  • The wound debuff is stripped by enemy basic attacks, so it fades against heavy single hits
  • Silence locks her out of ever reaching the empowered basic attack
Early Game Strategy

In the clash lane, Charlotte commits fully to touch-and-go trading until level 4. Skill 1 grants 80% movement speed on hit, so pre-cast it like a trap, close the gap the moment it connects, shave them down with Skill 2's six-stab heal, and leave. That one round trip is your winning trade pattern. The Passive's marks expire after 4 seconds, so resist any half-hearted engage that won't reach the third stack. Impose one condition on yourself — only step in deep right after your opponent whiffs a skill — and your early-game deaths plummet.

Mid Game Strategy

From around 8 minutes, as cooldown reduction items come online, Charlotte enters her unbeatable-in-a-1v1 window. Shove side waves to bait out the enemy fighter, then run them over from the front with the 3-mark empowered basic attack: seven dashing strikes, a final hit dealing missing-HP percentage damage, and damage reduction while it runs. The follow-up strikes' attack speed slow hurts basic-attack-reliant heroes most, so any side lane holding a retreating enemy marksman is prime hunting ground. Arrive at Tyrant fights slightly late from a flank, cycling skills on the perimeter to pre-build marks before you touch anyone.

Late Game Strategy

Late-game Charlotte dives second, aiming for the enemy backline's head. Open by waiting: once your team's engage soaks the enemy's attention and crowd control, enter with Skill 2, layer the Ultimate's crowd control immunity, complete your marks, and unload the seven-hit flurry. Missing a single skill severs the whole chain — her greatest weakness — so the composure to wait for a guaranteed-hit distance converts directly into damage. Anti-heal items thin out Skill 2's sustain considerably, so check the enemy's item builds every single fight.

Teamfight Strategy

The teamfight ideal is carving sword scars in the middle of the brawl while the Ultimate's crowd control immunity makes enemy lockdown whiff. Timing is everything: casting it on reaction, right as you see the enemy's stun animation start, is exactly fast enough. Fire it early and you're just a statue. The empowered basic attack carries damage reduction while it runs, so you survive the center of a scrum better than you'd expect. Even without kills, continually smearing the attack speed slow onto the enemy marksman visibly cuts the damage your frontline takes — there's always work to do.

Frequently Paired With

2-hero team
3-hero team

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

Official pickSkill 1: TRI-SLASH
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

SPLASH GRADATION
Passive

SPLASH GRADATION

Enhance
All of Charlotte's skills are considered Initial Skills. When any of her skills hit, the next different skill she uses will be enhanced to a Follow-Up Skill and she will gain 1 mark for 4s, for up to 5 stacks.
Upon reaching 3 stacks, her next Basic Attack is enhanced into the Follow-Up Skill SPLASH GRADATION, where she dashes toward the target and strikes 7 times, each strike dealing 121 (80 + 25% physical attack) physical damage while also slowing the enemy by 10%. The final strike deals extra physical damage equal to 12% of the target's lost Health. While launching an enhanced Basic Attack, she gains 21%-35% damage reduction.
Follow-Up Skills place 1 stack of Maim on enemies hit, reducing the enemy's Attack Speed by 10%-20% for 4s, for up to 2 stacks. Enemies lose 1 stack of Maim every time they use a Basic Attack.
Lvl 1Lvl 15
Base Damage
80160
ASPD Reduction
10%20%
Slow
10%20%
Damage Reduction
21%35%
TRI-SLASH
Skill 1⏳ CD: 8s

TRI-SLASH

DamageSpeed Up
Initial Skill: Charlotte unleashes TRI-SLASH in the target direction, and after a short delay, deals 366 (200 + 100% physical attack) physical damage to enemies in her path. If TRI-SLASH hits an enemy, she gains a 80% Movement Speed boost that diminishes over 2s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.77.47.16.86.5
Base Damage
200230260290320350
SPLASH FOUNT
Skill 2⏳ CD: 6s

SPLASH FOUNT

MovementRecoveryDamage
Initial Skill: Charlotte dashes in the target direction and quickly strikes 6 times, each strike dealing 69 (45 + 15% physical attack) physical damage and restoring 70 (70 + 1% extra Health) Health.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
65.85.65.45.25
Base Damage
455463728190
Health Recovery
708498112126140
POWER GRADATION
Ultimate⏳ CD: 18s

POWER GRADATION

Damage ReductionImmunityDamage
Initial Skill: Charlotte carves a seven-pointed star where she stands, dealing damage to nearby enemies up to 3 times, each dealing 320 (320 + 75% extra physical attack) physical damage and reducing their Movement Speed by 25% for 1s. While the skill is active, she gains crowd control immunity and damage reduction.
When the same target is hit multiple times, subsequent hits only deal 30% damage.
Lvl 1Lvl 2Lvl 3
Cooldown
1815.513
Base Damage
320480640
Slow
25%37.5%50%

Other Clash Lane Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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