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Donghuang

Donghuang

RoamSupportTankDifficulty: Hard

Win, Pick and Ban Rates

Roam
A
Tier / Pop
47.33%
Win Rate
0.79%
Pick Rate
2.65%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−1.2pt

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

Base Stats

Max HP
3309
Max MP
620
Physical Attack
168
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
365
Attack Range
Ranged
HP Regen / s
80
MP Regen / s
15

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

Recommended Builds

Build 1Stacking Health into Magic Power
  • Flash

When the enemy has heavy burst and Donghuang needs to hold the front

Breakthrough Robe, bought second, turns 2% of bonus Health into Magic Attack and 3% into Magic Pierce. The Harmony and Void arcana take Max Health to +3400, so durability doubles as damage. Augur's Word lands fourth, a slot earlier than in the other build, adding 50–100 Physical and Magic Defense and another +900 Max Health. Insatiable Tome follows with +24% Magic Lifesteal, which is why Sage's Tome can wait for the 11,780G mark.

Build 2Movement First, Pierce Last
  • Flash

When the enemy stacks Magic Defense and Donghuang needs to keep roaming between lanes

Scepter of Reverberation arrives second for +7.5% Movement Speed, and ten slots of the Hunt arcana add +10% more, for +17.5% in total. Every skill hit detonates around Donghuang for 140–280 plus 28% of Magic Attack as magic damage, on a 5s cooldown. Sage's Tome moves up to the fourth slot, putting +350 Magic Attack online by 7,550G. Void Staff closes the build with 45% more Magic Pierce, while the arcana carry flat Pierce to +88 against build one's +24.

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 suppression tank who seizes one enemy for two full seconds — sharing the damage he takes with his captive. His orbs sustain him on the frontline; the plan is simply: I hold, you hit.

Best for: players willing to put their own health bar on the table — two seconds of suppression splits the damage with the captive, and Flash decides how far in you can go.

Recommended Combos
Flash Into Suppression

Donghuang has no mobility skill of his own; Flash is what closes the gap. Those 2 seconds share all damage taken between both heroes, and the trade only pays inside your team's range. The three orbs granted on cast spin 25% faster during the hold, stripping 3% of the target's Health on every contact.

Winning The Orb Grind

A Skill 1 that connects halves its own Cooldown and Mana cost, which is how three orbs go up in seconds. Every orb contact takes 3% of the target's Health and returns 162 Health to Donghuang. Skill 2 drops each orb further out than the last, and the stun rides on the third — keep distance before firing.

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
  • Suppression shares damage, trading his life for their fed carry
  • Orb percent damage and self-healing dominate close-range brawls
  • Flash plus the Ultimate is a simple, nearly unmissable pick tool
  • A tank who moonlights as an early-game invade threat
Weaknesses
  • Long-range poke comps never let his orbs touch anyone
  • He is rooted during suppression; casting beyond ally range is fatal
  • Skill 2's trajectory is honest and demands predictive casting
  • No mobility skill, so his Flash timer quietly decides fights
Early Game Strategy

Play Donghuang's roam aggressively from the opening seconds. Spin up three dark orbs with Skill 1 and walk into the enemy jungle alongside your own jungler — every orb touch deals percent max-HP magic damage and heals you, so even-numbers shoving matches in tight bushes are fights you simply do not lose. Contest every River Sprite to stunt the enemy jungler's curve. Your first real kill window opens the moment the Ultimate arrives at level 4, and here is the quiet truth: enemies still holding Flash are usually the careless ones.

Mid Game Strategy

The midgame runs through the 4:00 Tyrant and Overlord control afterward. Camp the bushes around the pit early, flush corridors with Skill 2 for damage and slows, and fish for the third orb's stun. The headline play is Flash into the Ultimate: two seconds of suppression that nothing interrupts, with the damage share letting your team pour burst into their star while they carry part of the bill. Track your own Flash cooldown obsessively — whether that card exists changes how far the enemy backline dares to walk.

Late Game Strategy

Late-game Donghuang is a walking arrest warrant with the enemy carry's name on it. Just pacing the frontline with the Ultimate available forces their marksman to hang at maximum range, halving their output before anything happens. Spend the suppression exclusively on marksmen and assassins — never tanks, because the damage-share math simply does not produce a trade against beefy targets. The counter-suppress is just as strong: when an assassin lands on your backline, clamp them, press your orbs into their face, and grind them down.

Teamfight Strategy

In teamfights Donghuang either authors the opening or erases the enemy's. Attacking, Flash plus the Ultimate binds their centerpiece for two seconds while your team's burst flows in. Defending, catch divers with orbs and Skill 2's stun. The critical caveat: you are rooted during your own suppression, so casting it in the middle of their team is a signed confession — the beating starts the instant the lock ends. Suppress inside your team's range, no exceptions. And since activating the Ultimate instantly refunds three orbs, your grind damage never stops ticking while you hold them.

Frequently Paired With

2-hero team
1.93%
1.43%
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: Eclipse
1

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

Skills

Soul Sacrifice
Passive

Soul Sacrifice

DamageRecovery
Whenever a dark orb of Donghuang's hits an enemy, it deals 100 (100 + 50% magical attack) magical damage, plus extra magical damage equal to 3% of the target's Health. At the same time, he recovers 162 (96 + 40% magical attack + 2% Health) Health.
When a dark orb hits a non-hero unit, he recovers 1% Health.
He can have up to 3 dark orbs orbiting him simultaneously.
Eclipse
Skill 1⏳ CD: 5s | Mana: 40

Eclipse

DamageRecovery
Releases a burst of power, dealing 300 (300 + 40% magical attack) magical damage to nearby enemies and creating a dark orb that orbits around him. Can have up to 3 dark orbs orbiting simultaneously.
When this skill hits an enemy, its Cooldown and Mana cost are reduced by 50%. If there are already 3 dark orbs present, restores 150 (150 + 60% magical attack) Health instead.
The number of dark orbs will influence the strength of Dark Impact.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
54.94.84.74.64.5
Base Damage
300360420480540600
Health Recovery
150180210240270300
Orb Recovery
96116136156176196
Dark Impact
Skill 2⏳ CD: 6s | Mana: 70

Dark Impact

Crowd ControlDamageSpeed Up
Donghuang consumes all of his dark orbs (there must be at least one) to barrage the target location, with each orb targeting a further area than the last. Orbs deal 500 (500 + 60% magical attack) magical damage to enemies within range. When he uses this skill, he gains 30% Movement Speed for 1s. He gains 10% Movement Speed for every extra dark orb consumed.
The first orb slows enemies within range by 30% for 1s, the second slows enemies within range immensely for 1s, and the third will stun enemies within range for 1s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
5006007008009001,000
Slow
30%36%42%48%54%60%
Forsaken Contract
Ultimate⏳ CD: 60s | Mana: 100

Forsaken Contract

Suppress
Donghuang suppresses an enemy hero for 2s. While the enemy is suppressed by him, both share all damage taken.
He instantly gains 3 dark orbs when his Ultimate is used. During suppression, the orbs orbit 25% faster. Every 50 Magical Attack makes them orbit 5% faster, to a max of 100%.
Lvl 1Lvl 2Lvl 3
Cooldown
605550

Other Roam 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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