Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3456
- Max MP
- 580
- Physical Attack
- 174
- 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
When the enemy stacks armored frontliners and you need to trade and stay alive.
Boots of Resistance opens at 700G, locking in 25% tenacity and 50 movement speed. Axe of Torment lands second, adding 90-180 physical penetration and +500 max HP by the 2,790G mark. Starbreaker and its 30% physical penetration wait until the fifth slot, so Frostscar's Embrace and Pure Sky bank 450 physical defense first. Demonsbane closes the build, adding magic defense equal to 50% of physical attack and topping the totals at +445 physical attack, +500 physical defense, +1800 max HP and 30% cooldown reduction.
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 boxer whose knockback punches deal bonus damage when enemies hit walls. Terrain is half his weapon — the same skill is trivial in the open and lethal in a corridor.
Best for: players who track wall positions on instinct — a knockback into a wall stuns and opens the flying kick, while in open ground neither happens, so check the geometry before you punch.
Confirm there is terrain behind the target before the punch goes out. A wall impact adds a one-second stun, and any Skill 1 used within the next 8s becomes a flying kick worth 15% of the target's lost Health. Skill 1 stocks one charge every 9s up to two, so entering with both keeps the dash-to-kick chain unbroken.
Every skill cast adds a Mantra stack, layering physical and magical defense up to three times. Landing Skill 1 grants a second enhanced basic, so a connected dash means more swings and more slow. Skill 2 chips 0.35% of the target's max Health per punch while healing Dharma, and cancelling it early returns part of its cooldown.
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.
- Huge burst from the wall stun into the flying kick conversion
- Strong brawling stats via the Passive's defense buff and Skill 2 healing
- Percent-HP damage on Skill 2 chews through high-health targets
- Two Skill 1 charges give him flexibility on offense and escape
- Loses half his threat in open terrain with no walls
- Restricted movement during Skill 2 makes him a target for big skills
- A misjudged knockback angle shoves the enemy to safety instead
In the Clash Lane, your first teammate is the terrain — the walls — and the early game tests how well you use them. Level 1-3 trades lean on Skill 1's dash and the Passive's defense buff, and since Skill 1 holds two charges, the standing rule is one for offense, one banked for the exit. The only green light is the moment your opponent stands near a wall; otherwise, just soak the wave. Your empowered basic also slows on hit, so stack small hit-and-run chips to open an HP gap while you wait for level 4 to unlock the wall-slam game.
Once you have the Ultimate, every wall on the map becomes a Dharma kill zone. The recipe is simple: knock the target into a wall, the collision stuns for a second with bonus damage, and within eight seconds Skill 1 converts into a flying kick that adds 15% of their missing HP. Land the full string and most victims don't walk away. Riverbanks and jungle corridors are nothing but walls, so your presence at Tyrant fights is actually stronger than your laning. Skill 2's punch flurry doubles as healing and percent-HP damage, giving you surprising staying power in monster tug-of-wars.
In late-game teamfights, Dharma's grade depends entirely on forcing fights into tight terrain. Start a fight in the corridor outside Overlord or around a jungle corner and you get the dream play — wall-stunning the enemy carry right in front of your team. In the wide-open river center, though, your knockback is just a shove and half your threat disappears. Claiming the strong bush early to control where the fight happens is your hidden late-game job. Keep three Passive stacks rolling and you hold your own in frontline slugfests too.
You have exactly one objective: put an enemy backliner into a wall. Enter with Skill 1's dash, set your angle, then fire the Ultimate — and take the half-second before casting to confirm a wall actually sits behind them, because that pause is the difference between a kill and a whiff. Once the stun lands, finish with the flying kick and Skill 2's punch flurry. Skill 2 lets you steer mid-channel, but your movement is still restricted, so swinging it out in front of an enemy holding burst is asking to die. Canceling early is always on the table — take the kills that are actually there.
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

Heart Meridian Mantra
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 28 | 56 |
| Defense Bonus | ||
| Defense Bonus | 32 | 64 |
| Slow | ||
| Slow | 15% | 30% |

Formlessness Mantra
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Stack Interval | ||||||
| Stack Interval | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
| Cooldown | ||||||
| Cooldown | 2 | 1.9 | 1.8 | 1.7 | 1.6 | 1.5 |
| Base Damage | ||||||
| Base Damage | 180 | 216 | 252 | 288 | 324 | 360 |

Enlightenment Mantra
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Base Damage | ||||||
| Base Damage | 65 | 78 | 91 | 104 | 117 | 130 |
| Health Recovery | ||||||
| Health Recovery | 85 | 102 | 119 | 136 | 153 | 170 |

Truth Mantra
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 40 | 35 | 30 |
| Base Damage | |||
| Base Damage | 200 | 300 | 400 |
Patch History

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