Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- B → C
- Win Rate
- +0.5pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3205
- Max MP
- 640
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 43
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy leans on magical damage and you want to stay in the fight.
Boots of Resistance, Holy Grail and Insatiable Tome come to 4,780G, and the 24% magical lifesteal is double what build 2 ends with. The fourth pickup, Breakthrough Robe, turns stacked HP into damage. Piling up +3,530 max HP takes both of its passives to their caps: +100 magical attack and +150 magical pierce. Add +100 magical defense from the boots and that +832 magical attack is meant to be spent up close.
When the enemy fields several divers and you need an immunity window to keep casting.
Boots of Tranquility and Holy Grail cost 2,720G, and those two alone carry 30% cooldown reduction. The finished 57.5% is more than double build 1's 25%, so +872 magical attack comes off a much shorter cycle. Augur's Word lands third for +900 max HP, and Twilight Stream after it builds magical pierce the more you damage heroes. Splendor buys 1.5 seconds of full immunity at the price of standing still.
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 melee-range mage who dances through repeated blinks, her passive detonations healing her and dealing true damage. She fights from inside the enemy team — skill difference shows instantly.
Best for: mages who refuse to stay in the back line. Dive in, stack four marks, and live off the detonation heal; nerve matters more than range here.
Skill 1 and Skill 2 only cool down faster while Diaochan stands inside the circle, so place it where you can hold ground rather than on top of the enemy. Every petal that connects returns cooldown on Skill 2, up to 3s. Stay close enough for all three to reach.
A mark goes on with every skill hit, and four of them detonate. The lotus damages enemies along its path both on the way out and on the way home, so a clean throw moves the count fast. The detonation is true damage and restores her Health at the same time.
Skill 2 is her only movement tool, and the window right after spending it on offense is when she gets hunted. Petals still fire at nearby enemies where she lands, so a chaser who eats one hands cooldown back. The lotus returns to her hand, which means a throw on the retreat can still catch them coming back.
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.
- The detonation loop of true damage and healing gives elite staying power in brawls
- Skill 2's teleport refunds cooldown on every orb hit, so she never stops moving
- Inside her Ultimate's field, faster skill cycling shreds multiple enemies at once
- True damage core means her output never falls off against late-game tanks
- A silence or stun that stops the combo gets her deleted instantly
- Low base durability — burst damage before marks detonate is lethal
- A melee-range mage at heart; long-range poke comps never let her touch them
- Very Hard difficulty — below full mastery she's just a squishy melee
Mid lane, and until level 4 it's a patience game. Skill 1's lotus travels out and back, so catching an enemy with both halves stacks two marks in one cast — that alone covers your waveclear and poke. Skill 2 is Diaochan's only escape, so don't throw it away on offense while gank threat exists. Since four marks detonate for damage and healing, you can actually take extended HP trades more confidently than your frame suggests. Your first item goal is an early Holy Grail to erase your mana problems.
From around 7-8 minutes, with Holy Grail and cooldown items online, Diaochan becomes a true close-range mage. On roams, close the gap instantly with Skill 2. Each petal that connects shaves up to 3s off Skill 2's cooldown, so landing all three point-blank strips nearly the whole 10-second timer and you can blink again right away. In skirmishes before Tyrant, lay down Skill 3's field first, then cycle Skills 1 and 2; the true damage and healing from mark detonations can push back even a numbers disadvantage. Diving while enemy stuns or silences are still up is suicide — count who has spent their CC before you go in.
In the late game, Diaochan's detonation true damage hits tanks and squishies alike, no matter how much armor they've stacked, so her relative damage actually rises. After 15 minutes, never take a teamfight without Skill 3's field down — inside it, your Skill 1 and 2 rotation speeds up, and with the healing included you become a different hero entirely. The one matchup to respect is burst: if an enemy assassin has the damage to delete you before your healing catches up, hold Purify or Flash and let a teammate take the first engage.
Teamfighting Diaochan comes down to one sentence: enter the middle the instant enemy CC is gone. With your field down, the enemy clump is your fuel — hitting multiple enemies chains mark detonations until your healing outpaces the damage coming in. The ideal is catching two or three enemies in the field and confusing their aim with Skill 2's teleports while you dance. The flip side: a single stun collapses everything, so before the fight starts, know exactly who on their team holds CC and what they haven't used yet.
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

Explosion of Fragrance
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Health Recovery | ||
| Health Recovery | 140 | 280 |
| Base Damage | ||
| Base Damage | 140 | 280 |
| Slow | ||
| Slow | 25% | 50% |

Returning Lotus
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
| Base Damage | ||||||
| Base Damage | 260 | 312 | 364 | 416 | 468 | 520 |

Petals in the Wind
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.7 | 9.4 | 9.1 | 8.8 | 8.5 |
| Base Damage | ||||||
| Base Damage | 140 | 155 | 170 | 185 | 200 | 215 |

Flowery Potential
Tapping the skill again will close the lotus circle.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 40 | 35 | 30 |
| Base Damage | |||
| Base Damage | 210 | 245 | 280 |
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














