Base Stats
- Max HP
- 3544
- Max MP
- 600
- Physical Attack
- 207
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 375
- Attack Range
- Melee
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Strategy Guide
A support who uses Bastion either to dash in and shield a teammate or to become a turret on a tower, and catches enemies by tossing them behind him with Collision Course. Official difficulty: Hard.
Best for: players who are fine handing movement to a teammate and focusing on aim: while sheltering, holding Basic Attack charges it for more range and lets you steer its direction. If you want the toss, you also need the habit of casting Collision Course before Bastion, not during it.
While Bastion shelters a teammate, Dunshan's Basic Attacks hit at range and slow by 10% for 0.5s. Hold to charge for more range and pick the direction. If an enemy closes in, use Collision Course. During Bastion it won't toss heroes and pushes enemies along its path aside instead.
Slam Allshield to slow by 25% for 1s (Level 1), and let the traveling shield launch enemies for 0.5s. Charge the slowed hero with Collision Course and toss them behind you. On landing, nearby enemies are stunned for 0.5s and enemy heroes take 5% of their max Health as collision damage.
Select an allied tower and Dunshan becomes an untargetable turret for 6s. He and the tower recover 125 Health per second, and the tower gets a 600 shield (Level 1). Basic Attacks hit at range in turret mode, and recasting exits early.
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.
- Bastion on a teammate dashes Dunshan to them and shields both for a combined 900 for 6s, with more going to whichever hero has less Health (Level 1)
- Bastion on an allied tower or any tower ruins turns him into an untargetable turret for 6s and gives the tower a 600 shield (Level 1)
- Collision Course tosses enemy heroes in front of him to his back, and their landing stuns nearby enemies for 0.5s
- Allshield grants brief crowd control immunity, then the shield travels forward, launching enemies for 0.5s and knocking down projectiles
- While sheltering, the teammate controls movement for both heroes, at 95% of their average Movement Speed
- A movement skill with very long range from the teammate ends the shelter, and Dunshan can only cancel it himself after 3s
- Collision Course used during Bastion does not toss enemy heroes; it only pushes enemies out of his path
- Both the Collision Course stun and the Allshield launch last only 0.5s, so enemies are free again quickly unless teammates follow up
The official recommendation is to level Bastion (Skill 1) first. Select a teammate and Dunshan dashes over to shelter them, giving the pair a combined 900 shield for 6 seconds. It costs 60 Mana on a 10-second cooldown. While sheltered, your teammate steers both heroes at 95% of the pair's average Movement Speed. Meanwhile, Moving Mountain turns Dunshan's Basic Attacks into ranged attacks that slow by 10% for 0.5s (20% at Level 15). Hold the button to charge them for more range and to aim the direction. Stay on the teammate you're roaming with and keep the slows coming.
Once your team starts moving together in the mid game, use Collision Course to throw enemy heroes toward your side. It charges forward, picks up enemy heroes in front of Dunshan and tosses them behind him, dealing 300 physical damage to nearby targets (600 at Level 6). The cooldown is 10 seconds, 8 at Level 6. On landing, nearby enemies are stunned for 0.5s and enemy heroes take collision damage equal to 5% of their max Health. The charge stops when it hits an enemy hero, so check that no one stands between you and your target. The toss lands behind you, so charge with your team at your back to drop the enemy on their side. Cast during Bastion, it pushes enemies on its path aside instead of tossing them.
At Level 3, Allshield's cooldown drops to 32 seconds, its base damage rises to 340 and the slow reaches 50%. Dunshan gains brief crowd control immunity on cast, so enemy CC can't stop the slam. More extra Health means more passive damage and a bigger Bastion shield. When you're holding your base towers late, cast Bastion on an allied tower. It also works on any tower ruins, turning Dunshan into a turret for 6 seconds. He's untargetable, and he and the tower recover 125 Health per second (250 at Level 6). The tower also gets a 600 shield (1,200 at Level 6). Turret mode has its own 15-second cooldown (12 at Level 6), and recasting ends it early.
Open fights by sheltering the teammate most likely to be focused. The shield totals 900 between the two of you (1,800 at Level 6) and lasts 6 seconds. Your teammate can end it by dismounting or by using a movement skill with very long range. After 3 seconds Dunshan can end it too, refunding up to 50% of the cooldown depending on how long the shelter lasted. Meet divers with Allshield. The slam slows by 25% for 1s (Level 1), then the shield travels forward and launches enemies it touches for 0.5s. It also knocks down projectiles, so aim it across the path of shots heading for your backline.
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.
First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-10-24). What to level after this depends on the matchup.
Skills

Moving Mountain
While Skill 1 is in effect, Basic Attacks deal ranged damage and slow enemies by 10% for 0.5s. Tap and hold the Basic Attack button to charge the attack, increasing Attack Range and allowing control over the attack direction.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 135 | 270 |
| Slow | ||
| Slow | 10% | 20% |

Bastion
Select an allied tower or any tower ruins: Shield Eternal becomes a turret for 6s. During this time, he is untargetable and recovers 125 (125 + 2.5% extra Health) Health per second, while also restoring the same amount of Health to the tower and granting it a shield that negates 600 (600 + 12% extra Health) damage. Use again to exit turret mode. Turret mode has an independent 15s cooldown.
The teammate can cancel the sheltering at any time by dismounting Shield Eternal or by using a movement skill with very long range. After 3s, Shield Eternal can also cancel it, refunding up to 50% of the cooldown based on the shelter duration.
| 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 |
| Total Shield | ||||||
| Total Shield | 900 | 1080 | 1260 | 1440 | 1620 | 1800 |
| Turret Recovery | ||||||
| Turret Recovery | 125 | 150 | 175 | 200 | 225 | 250 |
| Turret Cooldown | ||||||
| Turret Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
| Turret Shield | ||||||
| Turret Shield | 600 | 720 | 840 | 960 | 1080 | 1200 |

Collision Course
When used during Skill 1, he will not toss enemy heroes, but instead push away enemies along his path.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Allshield
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 170 | 255 | 340 |
| Cooldown | |||
| Cooldown | 40 | 36 | 32 |
| Slow | |||
| Slow | 25% | 37.5% | 50% |
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