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
- 3472
- Max MP
- 580
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 390
- Attack Range
- Melee
- HP Regen / s
- 53
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When you want the first trades in lane, or fights tend to drag on
The first 2,040G goes into Sparkforged Dagger, pushing the boots back to slot two. Its chain lightning every third basic attack (160-400) comes online early, so lane chip damage starts sooner. Tempest in slot five adds 2% attack speed, movement speed and damage per hit, stacking up to five times. Tempest's +600 Max Health and the two Beast Scar slots (+120) bring the total to +2,957 - 720 more than build two.
When you want early mobility, or the enemy team stacks physical defense
Boots of Dexterity at 700G go down first, locking in +50 movement speed from the opening. Sparkforged Dagger drops to slot two, but the boots' 20-40 heal per basic attack is already running from 700G onward. Daybreaker's Virtue at 2,570G in slot five adds 15% physical pierce on top of Eagle Eye's flat 64. Totals come to +330 Physical Attack and +15% Critical Rate, with +2,237 Max Health - 720 below build one.
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 shapeshifting fighter who cycles five ancestral weapons with every basic attack; whichever weapon is in hand sets her form — Defense, Offense, or Overkill. Skills 1 and 2 change outright with the form, so what comes next is decided by your current weapon. Skill 3 wields all five at once.
Best for: drilling until you can name the next weapon without looking. Learn the cycle and one pick hands you three heroes' worth of tools.
Skill 3 lets Chicha attack on the move and lifts the Fighting Spirit cap for 6s. Cycle into the bow during that window and Overkill Form stays active — and entering it immediately cuts the Skill 1 and Skill 2 cooldowns by 50%. Kite backward and spend those two shortened skills the moment they return.
The bow's flying kick knocks enemies back, and anyone slammed into a wall is confined to that area for 2s and takes another 275 (Lvl 1). It is only worth aiming at enemies with a wall behind them. The follow-up arrows add true damage equal to 10% of the Health the target has lost, and she keeps crowd control immunity and 15% damage reduction while firing.
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.
- Healing on every basic attack wins brawls and sustains her lane
- Fighting Spirit stacks push attack speed past the normal cap
- Skill 3's move-and-shoot keeps damage flowing while kiting
- Five cycling weapons adapt her range to any situation
- Weapons cycle in fixed order, making a specific form hard to hold
- Four seconds without attacking drops Fighting Spirit and craters her damage
- Hit-count design makes attack speed debuffs and hard CC brutal
- Form management takes real practice before she comes online
Chicha is a fighter whose brawling literally heals her. Every basic attack restores Health and cycles her to the next, longer-ranged weapon, so in the farm lane the first rule is simple: never stop swinging. Fighting Spirit stacks expire after four seconds, so keep the gaps between attacks short. The polearm and spear of Defense Form are her shortest reach, and overextending there is how you die. Step to an enemy hero only when the bow's Overkill Form comes around. Learning that rhythm is your lifeline until level 4.
From level 4, one question drives everything: can you cast Skill 3 while in Overkill Form? Cast it with the bow in hand and the form stays locked in, and she can attack while moving. Entering Overkill Form also cuts the cooldowns of Skill 1 and Skill 2 by half the instant it triggers. Once your first attack speed item finishes around six minutes, start showing up to Tyrant fights. Health comes back on every basic attack, so extended damage races rarely go against you. One quiet trick that wins real games: pre-cycle your weapon on minions until you are two or three swings from the bow before the fight starts.
With three or four items done past the ten-minute mark, Fighting Spirit pushes her attack speed past the normal cap and her sustained trading gets hard to beat. She is also the first target in any teamfight, so open behind your front line and use Skill 3 as the counterpunch once the divers commit. At Shadow Tyrant standoffs, prioritize a position where you can keep swinging over hiding and waiting. The moment your attacks stop, Fighting Spirit drops and the healing stops with it. Never stopping is the best defense she has.
Half of Chicha's teamfight is decided by which weapon she is holding when it starts. The ideal is the bow's Overkill Form: entering it halves the cooldowns of Skill 1 and Skill 2, and layering Skill 3's move-and-shoot on top lets her kite backward while grinding the enemy line down. Every basic attack heals her mid-brawl, so a chunk of the damage she takes can simply be punched back. When an assassin jumps her, fighting back and cycling the weapon forward often keeps her alive longer than running would. The six seconds where Fighting Spirit has no stack limit hold her entire teamfight in miniature.
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

Forge Inheritor
Holding a polearm or spear puts her in Defense Form, dagger-axe or halberd puts her in Offense Form, and bow puts her in Overkill Form.
Each form grants different Skill 1 and Skill 2 effects. Entering Overkill Form instantly reduces the Cooldown of Skill 1 and Skill 2 by 50%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| ASPD Increase | ||
| ASPD Increase | 4% | 8% |
| Health Recovery | ||
| Health Recovery | 20 | 40 |

Peak-Crushing Polearm
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 225 | 270 | 315 | 360 | 405 | 450 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

World-Splitting Spear
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 450 | 540 | 630 | 720 | 810 | 900 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Health Recovery | ||||||
| Health Recovery | 180 | 216 | 252 | 288 | 324 | 360 |

Return of the Armsmaster
During this time, she commands all five weapons to attack, with each Basic Attack dealing an extra 40 (40 + 13% extra physical attack) physical damage.
While using this skill, she can use her Basic Attack while moving. Overkill Form will remain active once entered.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Extra Damage | |||
| Extra Damage | 40 | 60 | 80 |
| ASPD Increase | |||
| ASPD Increase | 35% | 52.5% | 70% |
| Cooldown | |||
| Cooldown | 40 | 36 | 32 |
| MSPD Burst | |||
| MSPD Burst | 80% | 90% | 100% |
Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of
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