Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +1.4pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3266
- Max MP
- 620
- Physical Attack
- 171
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 42
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy's main damage is physical and you want to absorb it up front
Crimson Shadow - Redemption opens the build, passing half of its +20% attack speed and 15% cooldown reduction aura to nearby allies. Ominous Premonition comes fourth, so the full +583 physical defense is up by the 6,840G mark. Damage taken slows the attacker by up to 15% for 2.5 seconds, so you hold up when the enemy focuses you. Augur's Word closes at +6487 max HP, 1,500 more than the other line.
Against healing-heavy enemies, or when you want to roam the map nonstop
Guardian - Redemption starts things off with up to +130 physical and magic defense plus 0.6% max HP healed every 5 seconds, half of it shared with allies nearby. Cooldown reduction reaches +42.5% and movement speed +20%, against +16% and +11.5% on the other line. Glacial Buckler carries 20% of that reduction and slows nearby enemies by up to 30% whenever a single hit takes more than 10% of your current HP. Venomous Staff finishes the build, cutting enemy healing and lifesteal by 35% for 2.5 seconds.
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 support who builds transit networks — sending allies home and returning them through crystal warps. Her koi fish fight the skirmish while her logistics rewrite who is where on the map.
Best for: players who think in map states rather than duels — sending an ally home to heal to full and warping them back, always answering the question of who should be where.
Lay the tide with Skill 1 first; when Skill 3's koi passes through it, the tide bursts for 140 and slows enemies by 30% for 1s. Each launch only holds them 0.5s, so the second koi has to follow with no gap. The tide expires after 2.5s, and a late follow-up loses the explosion along with it.
The circle takes 4s to resolve, so place it while the ally is still around half Health rather than after the burst lands. The trip strips every debuff, and they come back through the portal at the Crystal. Drop the Skill 4 whirlpool on the front line and one tap brings them straight there, shielded and in time for the fight.
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.
- Skill 2 sends allies home for a full refill and warps them right back
- Two knock-ups plus current explosions shut down backline dives
- Skill radius scales with magic attack, stretching her control zone
- An untaken Skill 2 refunds half its cooldown — a free safety net
- Minimal personal damage; her impact never shows on the scoreboard
- Skill 2's four-second delay cannot answer sudden burst
- Uninformed teammates trigger accidental trips home mid-fight
- Self-peel is knock-ups only; two divers at once will run her down
Early Da Qiao rides shotgun in the farm lane, using koi knock-ups to widen her marksman's safe farming pocket. The real product is Skill 2: an elevator that ships a wounded ally to base, refills them completely, and warps them straight back to the line. With that running, your partner can spend HP in trades like it grows back — because it does — and no war of attrition is losable. If nobody takes the ride, the cooldown refunds by half, so placing it on spec costs nothing. One genuinely critical prep step: explain the circle to your duo in the first minute, or the first accidental trip home will be theirs.
Midgame Da Qiao turns both edges of the map into simultaneous fronts. Hand Skill 2 to whoever is pushing a side lane, and the push, full-heal, and warp-back cycle forces the enemy to over-commit defenders every single time. That distortion converts directly into a numbers advantage at the 4:00 Tyrant and the 10:00 Shadow Tyrant. In skirmishes the pairing is Skill 1 and Skill 3: send one koi through the tide the other left behind, and the Passive detonates it for extra damage and a one-second slow. Her koi range also grows by 50 per 250 magic attack, up to 200, so sneak some AP into the build alongside the usual support items.
The late-game siege is Da Qiao's private stage. Lay Skill 2 behind the siege line before committing, and a rotation forms on its own: chipped allies cycle home, refill, and warp back, while the defenders burn damage into a five-stack that never stays hurt. The circle takes four seconds to fire, so the entire skill is deciding early — it will never save someone already inside a burst window. See an ally dip below half, and place it even if they look fine to keep fighting. That one habit quietly drags your late-game win rate upward.
Da Qiao manages the entrance to the fight from the very back row. The instant an assassin leaps at your carry, flip them with Skill 1's knock-up, then sweep Skill 3's koi across for a second launch plus the slow from the tide explosion — most dives simply end there, unfinished. Skill 4 launches nobody; its job is to leave an 8-second circle allies can teleport into, shielding them and her while they stand in it. She has no engage of her own, so walking forward to farm damage numbers is banned. Keep Skill 2 away from healthy allies' feet while winning — that is exactly when accidental trips home happen. Once both koi are spent, fall back on the Passive's movement speed and kite the gap out politely.
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

Law of Infinity
When the koi in Leaping Koi Tide and Severing Surge leaps past another skill's tide, it triggers a tide explosion, dealing 140 (140 + 25% magical attack) magical damage and slowing enemies by 30% for 1s.
For every 250 Magical Attack, the skill range of Leaping Koi Tide and Severing Surge increases by 50, with a maximum increase of 200.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 140 | 280 |
| Slow | ||
| Slow | 30% | 60% |

Leaping Koi Tide
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Cooldown | ||||
| Cooldown | 9.5 | 9 | 8.5 | 8 |
| Base Damage | ||||
| Base Damage | 300 | 400 | 500 | 600 |
| Damage Over Time | ||||
| Damage Over Time | 90 | 120 | 150 | 180 |
| MSPD Increase | ||||
| MSPD Increase | 30% | 40% | 50% | 60% |

Sea of Fate
If no hero teleports, the magic circle leaves behind a mark a teammate can touch to recall.
Using the skill again clears the mark. If no hero has teleported, 50% of the Cooldown is returned. Da Qiao teleports first. No channeling is required to touch the recall mark.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Cooldown | ||||
| Cooldown | 26 | 24 | 22 | 20 |

Severing Surge
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Cooldown | ||||
| Cooldown | 9.5 | 9 | 8.5 | 8 |
| Base Damage | ||||
| Base Damage | 300 | 400 | 500 | 600 |
| Damage Over Time | ||||
| Damage Over Time | 90 | 120 | 150 | 180 |

Eye of the Whirlpool
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 80 | 72 | 64 |
| Base Damage | |||
| Base Damage | 500 | 750 | 1,000 |
| Shield | |||
| Shield | 350 | 525 | 700 |
Patch History

Other Roam Heroes
Stats: official HoK Camp, as of
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