Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.9pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3352
- Max MP
- 600
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 370
- Attack Range
- Ranged
- HP Regen / s
- 40
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy front line is stacking physical defense and you want to cut through it
Boots of Dexterity go down first at 700G for 20% attack speed and 50 movement speed. Daybreaker's Virtue arrives fourth and doubles on a ranged hero: 30% physical pierce and +50 damage on every normal attack. Six items land at +133% attack speed, +46% crit rate and +64 physical pierce. Succubus Cloak is the only defensive buy, so 23.2% physical lifesteal carries the sustain.
When two or more enemies can burst you down and you keep getting focused
Boots of Fortitude open the build with 100 physical defense, 50 magic defense and 6-12% less physical damage taken. Deepfrost Siege lands fourth, cutting target movement speed by 5-10% on every normal attack and adding 135-270 damage once every three seconds. Ominous Premonition fifth and Succubus Cloak sixth bring the totals to +3887 max HP, +423 physical defense and +350 magic defense. Attack speed settles at +90% against build one's +133%, with 36% physical lifesteal covering the sustain.
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 marksman who scatters homing tokens, hiding a master-class defensive tool inside an easy kit: Skill 2's brief immunity plus cleanse works as both a beginner's insurance and an expert's outplay.
Best for: players who want approachability and survivability at once — the tokens chase enemies so rough aim is fine, and Skill 2's immunity and cleanse cover the one hole: no way over a wall.
A landed golden token stuns for a second and cuts both defenses in half. Allies also move 10% faster toward the marked target, so a jungler arriving at the same time leaves no way out. Tokens after the first deal only 30% to the same target, which is why keeping basic attacks flowing beats spamming another volley.
Press Skill 2 after the enemy's crowd control has already landed. Spend it early and the real lockdown arrives with nothing left to cleanse it. Once the immunity and the speed boost have reset the fight, send the golden token back at the diver for the stun and the defense shred.
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.
- Best-in-class self-peel: invulnerability plus a debuff cleanse on Skill 2
- The Ultimate's 50% defense shred is a teamfight-opening button
- Passive attack and move speed stacking for relentless sustained damage
- Straightforward kit — an ideal first marksman
- No mobility skill and no way to escape over walls
- Missing the Ultimate loses both the stun and the shred, halving his impact
- Random token colors make slow-based chase damage unreliable
In the Farm Lane, simply never letting your basic attacks stop is a strength in itself. The Passive stacks attack speed and move speed with every swing, and holding it at five stacks is the ideal state. Just by taking CS, the token that fires on every third attack chips your lane opponent for free — the lead builds without any deliberate harass. Skill 1 pulls double duty on wave clear and poke, but your mana is finite, so don't spam it. Skill 2's invulnerability is your lifeline; never let a greedy early trade bait it out of you.
Level 4 hands Di Renjie a win-on-hit button. When the golden edict connects, it stuns for a second and cuts the target's physical and magic defense by 50% — with your jungler following up, even tanks don't survive it. When a gank arrives, the edict is the opening move, every time. Around 8 minutes, with two core items finished, you start beating your lane opponent in straight shootouts, so make every Tyrant fight. The no-mobility weakness never goes away, though: confirm where your teammates are before you ever step forward.
Late-game Di Renjie lives and dies on one decision: when to press Skill 2. An invulnerability that also cleanses debuffs is about the best self-peel any marksman gets — but it's one charge. Let the assassin's lockdown actually land, then cast it, and their whole engage evaporates; panic-press it early and the follow-up kills you every time. On offense, put the Ultimate on the enemy carry and focus-fire through the five seconds of halved defenses. One more trick worth keeping: the edict grants vision of whoever it hits, which makes it a fine tool for flushing out ambushes in bushes.
Your job is holding five Passive stacks and never stopping the shooting, all from the very back. The dream opener is landing the Ultimate on their engage hero — the stun blunts the dive, and the 50% defense cut invites your whole team to collapse. If you miss, no panic: steady basics and tokens over your frontline's shoulder are plenty of sustained damage. When someone finally jumps on you, that's the moment to stay calm — eat the CC first, then cleanse and go invulnerable with Skill 2. Land that reversal and the enemy has essentially nothing left that kills you. You can't cross walls, so never take a position where one blocks your exit.
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

Swift Justice
On every third Basic Attack, Di Renjie attacks with a red or blue token at random.

Respect the Law
Enemies hit by multiple tokens will only take 30% of the initial damage from subsequent tokens.
Red token: Explodes on hit and deals an extra 90 (90 + 18% extra physical attack) magical damage.
Blue token: Deals an extra 45 (45 + 9% extra physical attack) magical damage while slowing the enemy by 15% for 1s.
Six Tokens count as 1 Basic Attack. Damage dealt to the same target diminishes to 30%. Skill casting speed increases with Attack Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |
| Base Damage | ||||||
| Base Damage | 120 | 144 | 168 | 192 | 216 | 240 |
| Red Token Damage | ||||||
| Red Token Damage | 90 | 108 | 126 | 144 | 162 | 180 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Legal Immunity
The damage and effects of these tokens are the same as those of Respect the Law.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |

Imperial Order
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 24 | 20 | 16 |
| Physical Damage | |||
| Physical Damage | 300 | 375 | 450 |
| Magical Damage | |||
| Magical Damage | 300 | 375 | 450 |
Other Farm Lane Heroes
Stats: official HoK Camp, as of
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