Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.4pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3308
- Max MP
- 620
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 46
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
Enemy damage is mostly magic, and your carries want the extra attack speed.
Crimson Shadow - Redemption leads off with 20% attack speed and 15% cooldown reduction, and allies within 800 units pick up half of that. Succubus Cloak in slot five adds 300 magic defense and a 400-800 magic damage shield every 15 seconds. Ominous Premonition waits for slot six, so the full +583 physical defense only comes online at 10,880G. Totals land at +5,967 max HP and +400 magic defense, 120 more magic defense than build 2.
Enemy damage is mostly physical, and you want to hold the front from the mid game on.
Guardian - Redemption leads off with 65-130 physical and magic defense plus 0.6% max HP healed every 5 seconds. Allies within 800 units pick up half of that. Ominous Premonition moves up to slot five, so the full +673 physical defense is online at 8,860G. Longnight Guardian closes the build at +5,887 max HP and +20% movement speed, with the +50 HP regen every five seconds coming from three more Harmony arcana than 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
A mermaid support who lays down pools of water where allies standing in them recover Health and Mana. Skill 3 is unique in the game: it instantly refreshes one ally's skill — she hands out time itself.
Best for: making other people's highlight plays. Read whose cooldown matters most, refresh it, re-lay the water — almost none of the damage is yours.
Away from the river, Skill 2 carries the water with you and turns Skill 1 into hard crowd control. Prying a diver off your carry is the most reliable thing Dolia does. Standing in the pool restores Health and Mana every second, but it vanishes 4s after she leaves it, so place it where you intend to stay.
The reset always takes the longest remaining cooldown on one ally in range. Time it right after the big cast and it cannot pick the wrong skill. Covenant partners get priority, so the ally you choose at spawn is the one this play serves.
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 Ultimate's instant reset of allied ultimates is unique support power
- In water she gains healing, hard CC, and AoE attacks all at once
- Skill 2 carries a water field anywhere, so she works far beyond the river
- The contract system stacks resources on your ace and sharpens the win condition
- The Ultimate's cooldown depends on ally skills, so it rotates poorly alone
- Out of water, Skill 1 loses its CC and her self-defense collapses
- Almost no personal damage — she creates nothing by herself
- Her value craters when teammates don't understand the reset mechanic
Pick your contract partner at spawn — usually the marksman or jungler who'll be your late-game gun. Shadow that partner early and actively force skirmishes around the river, because Dolia in water is a different hero: Mermaid mode passively regenerates her HP and MP, and Skill 1 upgrades into an AoE knockback plus stun. The 4-minute Tyrant fight happens in the river, and it's her first showcase — simply standing in the water before the enemy arrives is already an advantage.
Mid game is for drilling the Ultimate's timing into muscle memory. It resets the skill with the longest remaining cooldown in range, so casting it right after an ally fires their ultimate returns that ultimate almost every time. Shadow Tyrant and Overlord contests are her home turf — river terrain stacked with Skill 2's water field generation. Even on dry land, Skill 2's landing zone hands sustained healing to every ally standing in it.
Her late-game value collapses into one sentence: your ace's ultimate fires twice. Partner's ultimate lands, Ultimate immediately after — whether that single input happens determines the entire teamfight's math. From the enemy's perspective, the big skill they just played around is coming again, and there's essentially no answer. If you die, the reset supply stops, so position behind even your contract partner. Not dying is itself your biggest contribution — accept that fully.
Step one of fight prep: lay a water field at your feet with Skill 2 before it starts. On the water, you sustain while fighting, and diving assassins get bounced by Skill 1's knockback and stun. From there, just sync the Ultimate with your team's big cooldowns. It isn't flashy, but when your allies out-sustain everything on the field and every enemy engage gets bounced back, the fight turns more one-sided than any scoreboard suggests. Even retreats favor you — moving through water halves slows on her.
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

Mermaid's Gift
Her Recovery skill becomes Mermaid's Gift, which can be used to form a covenant with a selected teammate. This teammate becomes the priority target for Celestial Melody.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Health Recovery | ||
| Health Recovery | 60 | 120 |
| Mana Recovery | ||
| Mana Recovery | 5 | 10 |

Ode
The 4th soundwave deals 270 (270 + 40% magical attack) magical damage and inflicts a 30% slow for 1s. This soundwave triggers echoes when hitting enemies, dealing 150 (150 + 24% magical attack) magical damage. While in water, it stirs up a wave that knocks back nearby enemies and stuns enemies next to her.
Echoes triggered by non-hero units have a shorter range and only deal 50% damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12 | 11.6 | 11.2 | 10.8 | 10.4 | 10 |
| First 3 Soundwaves DMG | ||||||
| First 3 Soundwaves DMG | 135 | 162 | 189 | 216 | 243 | 270 |
| 4th Soundwave DMG | ||||||
| 4th Soundwave DMG | 270 | 324 | 378 | 432 | 486 | 540 |
| Echo Damage | ||||||
| Echo Damage | 150 | 180 | 210 | 240 | 270 | 300 |
| Slow | ||||||
| Slow | 30% | 36% | 42% | 48% | 54% | 60% |

Wavemaker
Cooldown is reduced by 25% if used while in water.
The pool disappears if she leaves it for 4s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
| Base Recovery | ||||||
| Base Recovery | 320 | 384 | 448 | 512 | 576 | 640 |
| Cooldown Reduction | ||||||
| Cooldown Reduction | 25% | 30% | 35% | 40% | 45% | 50% |

Celestial Melody
If the teammate does not use the reset skill, the cooldown of Celestial Melody is reduced by 20%. If the teammate uses the reset skill within 5s, it does not consume Energy, and any earnings from defeating enemies with that skill are shared evenly with Dolia.
This skill prioritizes the teammate with whom she has formed a covenant. If no teammates are nearby, she resets one of her own skills. If the reset fails, the cooldown of Celestial Melody is significantly reduced.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Cooldown | |||
| Base Cooldown | 10 | 9 | 8 |
| Cooldown Speed | |||
| Cooldown Speed | 20% | 30% | 40% |
Patch History

Other Roam Heroes
Stats: official HoK Camp, as of
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