Skip to content
Honor of Kings HubUnofficial
Daji

Daji

Mid LaneMageDifficulty: Normal

Win, Pick and Ban Rates

Mid Lane
S
Tier / Pop
51.13%
Win Rate
2.27%
Pick Rate
2.04%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.1pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3295
Max MP
640
Physical Attack
172
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
360
Attack Range
Ranged
HP Regen / s
46
MP Regen / s
16

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

Recommended Builds

Build 1Sage's Tome for extra magic power
  • Flash

When the enemy draft is light on frontliners and you want the backline down fast.

Boots of the Arcane come first at 700G, putting 60-120 magical pierce on the board straight away. The fourth slot goes to Insatiable Tome, so its 24% magic lifesteal arrives 2,040G earlier than in build 2. Sage's Tome is exclusive to this build: +350 magic power, and its Enlightenment passive adds 0.5% damage reduction per 100 magic power. Totals come to +1215 magic power and 22% cooldown reduction, about 121 magic power above build 2.

Build 2Magical pierce early, healing shut off
  • Flash

When the enemy has frontliners or a healer and your damage has to land.

Void Staff moves up to the fourth slot, so 45% magical pierce is online by 6,980G. Ten Nightmare arcana carry another 24 magical pierce, which frees the boot slot for Boots of Deftness and its +70 movement speed. Venomous Staff closes the build, cutting an enemy's health recovery and lifesteal by 35% for 2.5 seconds on hit. Totals land at 21% movement speed and +1550 max HP, with magic power at +1093.6, about 121 below build 1.

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

The most direct mage in the game: stun, then burst, and one enemy disappears. Follow the 2-1-3 sequence and the job is done — her magic-defense shred makes the numbers hit harder than they read.

Best for: players who prefer one reliable combo to a deep toolkit — the stun is targeted so it lands, and with no escape button, choosing the target before you leave the brush is the whole job.

Recommended Combos
Locked-On Execution

The Passive stacks each time a skill deals damage, up to three, and each stack cuts 36-72 Magical Defense. Skill 1 carries her largest base damage, so it goes last, into the softest version of the target. The hearts each pick a random enemy in range — the fewer bodies nearby, the more of them find your mark.

Punish the Last-Hit

Punish the moment your opponent stops to last-hit. Skill 2 picks a target rather than a direction, so it cannot whiff, and Skill 1 arrives while their Magical Defense is already down. Her only crowd control is then gone for 10s at level 1 — spend that window outside their range.

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
  • Skill 2 is a targeted, unmissable stun — the chosen victim does not get away
  • Magic defense shred from her Passive synergizes with fox fires for elite single-target burst
  • The combo is so simple that anyone can reproduce her full damage once items are done
  • One ambush from a brush can decide a teamfight before it starts
Weaknesses
  • Random fox fire targeting makes multi-enemy fights and wave clear genuinely bad
  • No mobility skill — outside of Flash, there is no escape plan
  • After dumping the full combo, long cooldowns leave her nearly helpless
Early Game Strategy

Daji's early game is a patience test: push waves with Skill 1 and wait for level 4. Her fox fires fly at random targets, so her clear is slower than most mages' — don't try to win the shove war, because you won't. What you do have is Skill 2, a targeted stun that cannot miss. The instant your opponent drifts into range, Skill 2 into Skill 1 takes a third of their HP with zero aim required. With no mobility skill, build the habit of stepping back whenever the enemy jungler vanishes from the minimap. Skip forcing the 4:00 Tyrant — holding your mid tower and soaking experience is a perfectly good outcome.

Mid Game Strategy

From 5-7 minutes, with level 4 and some cooldown reduction online, Daji's best play is roaming for picks. Shove the mid wave, slide into a side brush, and wait. During the 1.5-second guaranteed stun, dumping all five fox fires and Skill 1 — with your Passive shredding their magic defense — erases any mage or marksman on the spot. After a full combo you're staring at long cooldowns, so take the kill and leave immediately; greed is how fed Dajis die. Since landing skills takes no mechanical skill, all your brainpower goes into the real question: when, and on whom.

Late Game Strategy

Late-game Daji doesn't win teamfights — she makes them start 4v5. Past ten minutes, lurk in the brushes around Overlord and execute whoever comes to check vision: a support face-checking alone or a carry a step too far forward is a guaranteed kill. With four or more items, her single-target burst is among the best in the game, and anything short of a tank is inside the one-combo threshold. Open 5v5s are a different story — fox fires scatter randomly across multiple targets, so your damage evaporates. Bet everything on the pick before the fight.

Teamfight Strategy

If a straight-up teamfight is unavoidable, park Daji in the very back as the counter-assassin. Never fire your Ultimate into a clump — random targeting means it won't find the enemy you actually want dead. What you're waiting for is an isolated target, ideally the assassin who dove your backline: a guaranteed stun into full combo turns their engage into a death sentence. Burn Skill 2 early and you have no self-defense left, so keep asking yourself mid-fight who the stun is being saved for. Positioning alone decides whether Daji ends the game as the MVP or the liability.

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
2.51%
1.78%
1.71%
1.62%
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: Soul Impact
1

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

Skills

Captivate
Passive

Captivate

Enfeeble
Every time Daji's skills deal damage, she places 1 stack of Captivated on the target, for up to 3 stacks. Each stack reduces the enemy's Magical Defense for 3s by 36-72, depending on her level.
Lvl 1Lvl 15
Captivate
3672
Soul Impact
Skill 1⏳ CD: 5s | Mana: 40

Soul Impact

Damage
Daji unleashes a soul blast in the target direction, dealing 570 (570 +120% magical attack) magical damage to enemies in its path.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
54.84.64.44.24
Base Damage
570635700765830895
Strike a Pose
Skill 2⏳ CD: 10s | Mana: 70

Strike a Pose

Crowd ControlDamage
Daji casts a love spell on an enemy, dealing 285 (285 +66% magical attack) magical damage and stunning them for 1.5s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
285320355390425460
Heartbreaker
Ultimate⏳ CD: 15s | Mana: 120

Heartbreaker

Damage
Daji releases 5 hearts that attack enemies within range at random, each heart dealing 325 (325 +75% magical attack) magical damage.
When multiple hearts hit the same target, subsequent hearts only deal 50% magical damage.
Lvl 1Lvl 2Lvl 3
Cooldown
1513.512
Base Damage
325405485

Patch History

DajiMay 28 patch
Adjust
Daji Skill 1 (Soul Impact) • Cooldown flat 5s → 5s (-0.2s per level) Skill 2 (Strike a Pose) • Cooldown 9s (-0.4s/lv) → 10s (-0.4s/lv) What this means These two changes pull in opposite directions: Skill 1 gained per-level cooldown reduction, while Skill 2's base cooldown grew by a second. Since Daji's whole pattern starts with landing the Skill 2 stun and comboing off it, a slower opener is effectively a nerf. In exchange, faster Skill 1 uptime makes laning and wave clear easier. The net effect is less burst potential, more everyday usability.

Other Mid Lane Heroes

Stats: official HoK Camp, as of

Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.

Report an error on this page

© 2026 Honor of Kings Hub. All rights reserved.

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.

This website is an unofficial fan site and is not affiliated with Tencent or Level Infinite in any way.
Honor of Kings is a registered trademark of Tencent.