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Augran

Augran

JungleFighterDifficulty: Hard

Win, Pick and Ban Rates

Jungle
S
Tier / Pop
48.15%
Win Rate
1.76%
Pick Rate
3.56%
Ban Rate

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
3401
Max MP
580
Physical Attack
177
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
380
Attack Range
Melee
HP Regen / s
51
MP Regen / s
14

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

Recommended Builds

Build 1Attack Speed and Bonus-HP Shred
  • Smite

When enemy frontliners are bulky and magic damage is common

Doomsday, the fourth buy, adds 80-160 plus 7% of the target's bonus HP as physical damage to every basic attack. The more HP a frontliner stacks, the harder each hit lands. Totals reach 65% attack speed and 36% crit rate, with 100 magic defense from Boots of Resistance in slot two. Only the boots and the fourth item differ from build 2.

Build 2Raw Damage and Sustain
  • Smite

When the enemy leans physical and fights drag on

Bloodweeper in slot four brings +80 physical attack and 25% physical lifesteal. Its passive adds another 25% lifesteal on skill damage, so Augran heals back through extended trades. Boots of Fortitude in slot two give 100 physical defense and cut physical damage taken by 6-12%. The totals land at 304 physical attack, 40 more than build 1, with attack speed 20% lower at 45%.

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 fighter who links souls with his halberd and partitions the battlefield with walls of life and death. Enemies caught in his territory take escalating damage — he doesn't chase, he encloses.

Best for: anyone who likes setting the ground before a fight — walls down to bend the path first, then executing whoever falls under 10% Health.

Recommended Combos
Path Through the Border

The path accelerates the moment it meets a wall or the Life-Death Border, and every hit after that carries bonus magical damage. Drop the border first and run the path through it, and the upgrade no longer depends on where the walls happen to be. Enemies who touch the border are marked, and the resonance copies the enhanced Basic Attack's extra damage and healing onto every marked target.

Descend and Spread the Marks

Recovery on the descent grows 50% per enemy hero hit, capped at double. Its crowd control is a knockback that shoves enemies away instead of pinning them, so do not plan a lockdown around it. The more targets the border marks, the more the healing stacks — the resonance links 3 at most.

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
  • Soul links and empowered attacks heal off several enemies at once
  • Execute stance culls anyone who drops below 10% HP
  • The terrain-ignoring path hides his gank angles completely
  • Ultimate's huge heal and phantom flip losing brawls
Weaknesses
  • Low burst; enemies who disengage early escape his damage
  • Healing and executes demand melee range, so chained CC ruins him
  • Link damage needs time to ramp and loses short exchanges
  • Managing the path and recasts is busy work that takes practice
Early Game Strategy

Augran's jungle clear runs on never letting the Passive's soul link drop. Basic attacks tether souls, and weaving in Skill 2's empowered attack pushes damage and healing into several targets at once — double camps barely scratch your HP bar. Full clear to a fast level 4, then lay down Skill 1's path and gank from an angle the terrain was supposed to forbid. Pick the lane where the enemy is overextended rather than the one being shoved in; the success rates aren't close. Take the 4-minute Tyrant off the momentum of a converted gank.

Mid Game Strategy

From level 4, Skill 1's path becomes the axis of your game. On the path you ignore terrain and move 50% faster, and touching a wall builds a bridge that accelerates you further — arriving behind someone from a route that never appears on their screen is a feeling no other jungler offers. In fights, Skill 2's wall marks multiple enemies so your empowered attacks drain all of them at once; that healing is your lifeline. When a target runs low, recast Skill 1 for the execute stance and finish anyone under 10% HP with a basic attack. Learn to harvest that final sliver and your kill count doubles.

Late Game Strategy

In late teamfights, the correct Augran timing is right after the opening burst exchange ends. Your burst is modest, but as long as links and walls keep touching multiple enemies, the healing never stops — the longer the brawl runs, the harder you are to remove. Once low-HP enemies start piling up, drop the Ultimate into their midst. Its healing scales with every enemy hero struck, up to double, and the landing grants 8 seconds of execute stance to cull dying targets in sequence. The phantom that mirrors an enemy even papers over a numbers disadvantage now and then.

Teamfight Strategy

Position where the soul link can reach at least two enemies at all times. Place Skill 2's wall across predicted paths so every marked enemy eats the empowered attack's echo and feeds you healing. The Ultimate also doubles as an emergency heal button — cast even after the focus fire lands, it often stands you back up. The only real fear is chained CC. Both the links and the executes require standing next to enemies, so against multiple stunners, wait until your teammates have baited the CC out before stepping forward.

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

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 2: Death's Precipice
2

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

Skills

Soul Resonance
Passive

Soul Resonance

Damage
Augran's Basic Attacks vibrate his dagger-axe to resonate with an enemy's soul for 3s. The soul resonance deals 88 (50% physical attack) physical damage upon connection and will continue to deal damage with increasing frequency unless it is broken. When it ends, it deals a further 211 (70 + 80% physical attack) magical damage.
The soul resonance's initial and final damage carry 100% of the on-hit effect, while the rest carries 50%.
Lvl 1Lvl 15
Base Damage
70140
Path of Passing
Skill 1⏳ CD: 12.5s | Mana: 60

Path of Passing

Speed UpDamageSlow
Augran carves a path to the afterlife, dealing 280 (280 + 95% extra physical attack) magical damage to targets it hits.
The path accelerates after hitting walls or the Life-Death Border, then deals an additional 150 (150 + 60% extra physical attack) magical damage to enemies hit. While on the path, Augran ignores terrain and gains 50% Movement Speed. The first time the path hits a wall, it creates an afterlife bridge. When Augran traverses the bridge, he gains a burst of Movement Speed, while nearby enemies are slowed by 15%.
Augran can use this skill again to recall his dagger-axe, entering the Seer State for 4s. If his Basic Attacks target an enemy with less than 10% Health (750-1,500 for monsters depending on hero level), Augran will instantly execute them.
This skill deals full contact damage to non-hero units. The dagger-axe will automatically be summoned back when the skill's cooldown ends.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
12.51211.51110.510
Base Damage
280336392448504560
Bonus Damage
150180210240270300
Movement Speed Bonus
50%60%70%80%90%100%
Movement Speed Reduction
15%18%21%24%27%30%
Death's Precipice
Skill 2⏳ CD: 10s | Mana: 50

Death's Precipice

EnhanceRecoveryDamage
Augran swings his dagger-axe, dealing 200 (200 + 60% extra physical attack) physical damage to enemies in front and slowing them by 25% for 1s. He then leaves behind a Life-Death Border, marking enemies who touch it. Enemies who touch the dead branches on the border also take 140 (140 + 45% extra physical attack) magical damage and are slowed by 25% for 1s.
Augran enhances his next Basic Attack, dealing 50% extra damage to the target and recovering 80 (80 + 1.5% extra Health) Health for himself. If there are marked enemies within range, the resonance applies the same extra damage and recovery effect for each marked target.
This skill also knocks back non-hero units. The resonance can link to up to 3 targets. When resonating with non-hero units, the recovery effect is only 50% effective.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
200240280320360400
Life-Death Border
140168196224252280
Basic Attack Recovery
8096112128144160
Movement Speed Reduction
25%30%35%40%45%50%
Conductor of Souls
Ultimate⏳ CD: 40s | Mana: 100

Conductor of Souls

GrievousCrowd ControlDamage
Augran channels his divine power and descends from the sky, dealing 380 (380 + 150% extra physical attack) physical damage to nearby enemies and knocking them back for 0.5s. If he hits an enemy hero, he recovers 750 (750 + 12% extra Health) Health and conjures their spirit counterparts to assist him for 8s.
After descending, he enters the Seer State for 8s. If his Basic Attacks hit a target with less than 10% Health (750-1,500 for monsters depending on hero level), they will deal a fatal blow instantly.
Every enemy hero hit increases recovery by 50%, up to a max increase of 100%. The conjured spirits inherit 30% of Augran's physical attack. They can only use Basic Attacks, but have higher Movement Speed and Attack Speed.
Lvl 1Lvl 2Lvl 3
Cooldown
403632
Base Damage
380570760
Base Recovery
7501,1251,500

Patch History

AugranJune 17 patch (S15)
Buff
Augran Passive (Soul Resonance) • Special effect applied to other damage 40% → 50% Skill 2 (Death's Precipice) • New: the placement of the life-and-death barrier can now be adjusted within a 500–750 range • Basic attack healing 65 (+13/lv) → 80 (+16/lv), 1.5% bonus HP unchanged What this means Being able to reposition the barrier is the real upgrade. It previously spawned in a fixed spot, which meant it sometimes trapped your own team or simply missed, and now you can place it to fit the situation. That puts the outcome squarely on the player's judgment, so it rewards practice. Combined with 10 more points on the passive effect and stronger sustain from basic attacks, he holds a frontline noticeably better.

Other Jungle 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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