Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- ±0.0pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3502
- Max MP
- 0
- Physical Attack
- 180
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 54
- MP Regen / s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When enemy slows and silences are scarce and you want more attacks going out early.
Boots of Tranquility open with 15% cooldown reduction, and the three cooldown items stacked on top of them take the total to 45%. Frostscar's Embrace lands third at 4,850G, adding 210-420 physical damage to the next basic attack within 5 seconds of a cast. Succubus Cloak moves up to fifth, one slot earlier than in build 2, so 300 magic defense and a shield every 15 seconds are up by 9,010G. Totals reach 303 physical attack and 96.4 physical defense penetration.
When enemy slows and silences pile up and you plan to trade up front.
Boots of Resistance open with 50 physical defense, 100 magic defense and 25% tenacity, cutting how long crowd control holds Fatih. Pure Sky comes third rather than fourth, so the 20% damage reduction on a skill hit is up by 4,930G. Doomsday also moves earlier, giving 20% physical lifesteal from 9,090G onward. Defenses finish at 500 physical and 400 magic, a step above 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 berserker who stacks empowered attacks by cycling skills, healing as he swings. His crowd-control-immune ultimate plants him in the center of the fight, out-sustaining the damage aimed at him.
Best for: players who want to be the last one standing in the middle — casts bank empowered attacks, the hits heal you back, and the ultimate grows with every enemy nearby, so never plan an exit.
Skill 2 pays full healing only when it connects with a hero; against minions it is halved. Every skill cast banks an enhanced basic that heals as well, so wave-then-basic refills whatever the trade cost you. Stopping Skill 1 after a single slash leaves two unused casts, cutting its cooldown by 70%.
Hold Skill 3 until enemies have surrounded you rather than opening with it. The max Health bonus grows by 20% for every enemy hero nearby, so a two-on-one makes Fatih tougher instead of weaker. Inside the 8s window Skill 2 and enhanced basics each add one more wave of sword energy, and all three Skill 1 slashes go out last so the 0.5s launch cuts off the escape.
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.
- Every skill cast banks an empowered basic and 35% bonus attack speed
- The Ultimate's HP bonus scales per nearby enemy — tankier when outnumbered
- Outstanding sustain from Skill 2's on-hit healing plus empowered basics
- Smart Skill 1 charge management massively compresses his cooldowns
- Healing requires hitting heroes, so he slowly bleeds out in poke wars
- Noticeably squishier whenever the Ultimate is down
- Lacks a gap closer and has no answer to enemies who keep their distance
Fatih's Clash Lane edge is a healing trade: land Skill 2 on the enemy laner and 200 HP comes right back. Until level 4, the loop is simple — tag your opponent with the sword wave, win the sustain war, and reset with your Passive's empowered basic attacks whenever you get chipped. Skill 1 stores three casts, but burning all three every time is a mistake: stop at one or two and each unspent cast refunds 35% of the cooldown, letting you out-tempo your opponent on rotations. Bank the third cast's knock-up as self-defense for when the enemy jungler shows up — it visibly cuts down on early deaths.
The moment you learn your Ultimate at level 4 is your first real power spike. It grants crowd control immunity, raises your max HP, and — crucially — the HP bonus grows another 20% per nearby enemy hero, so you can win skirmishes even against two opponents. While it's active, Skill 2 and your empowered basics each fire an extra sword wave, and your effective damage jumps to roughly 1.5 times normal. Be the first one into the Tyrant-fight scrum and brawl while you heal. Basic attacks also shave Skill 2's cooldown on hit, so never stop swinging — that's the secret to his staying power.
Late game you're a dual threat: side-lane pushing and teamfighting. Almost nobody stops a five-item Fatih head-on, so welcome anyone foolish enough to duel you. One catch: your healing only pays full value against heroes — it's halved on minions — so recovering HP by farming a lane takes longer than you'd think. Before a big fight, don't get greedy; recall and reset. You are at your absolute strongest during the Ultimate's 8-second window and noticeably softer once it drops, so commit to finishing fights inside it.
The advanced play is holding your Ultimate instead of opening with it — pop it the instant enemy CC is aimed your way, and the immunity lets you walk straight through their lockdown into the middle of their team. From there, spray long-range empowered basics and bonus sword waves; there are stretches where your healing genuinely outpaces their damage. Any nearby squishy target is a fine focus, but don't chase deep — the second your Ultimate expires, focus fire melts you. When in doubt, just stand next to your frontline and keep swinging. The enemy formation cracks on its own.
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

Only the Strong
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| ASPD Increase | ||
| ASPD Increase | 35% | 70% |
| Health Recovery | ||
| Health Recovery | 100 | 200 |

The King's Blade
Every unused slash reduces Cooldown by 35%.
| 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 |

The King's Return
Recovers 200 (200 + 3% extra Health) Health for each hero hit (halved for non-hero units).
Hitting enemies with Basic Attacks reduces this skill's Cooldown by 5%.
While Sacred Tree Blessing is active, this skill unleashes 1 additional blast of sword energy.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 320 | 384 | 448 | 512 | 576 | 640 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |
| Health Recovery | ||||||
| Health Recovery | 200 | 240 | 280 | 320 | 360 | 400 |
| Cooldown Reduction | ||||||
| Cooldown Reduction | 5% | 6% | 7% | 8% | 9% | 10% |

Sacred Tree Blessing
While this skill is active, Skill 2 and enhanced Basic Attacks unleash an extra wave of sword energy (50% damage) and continuously grant enhanced Basic Attacks.
Tap again to end the skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 230 | 345 | 460 |
| Cooldown | |||
| Cooldown | 35 | 31.5 | 28 |
| Max Health | |||
| Max Health | 450 | 675 | 900 |
| Resistance Boost | |||
| Resistance Boost | 10% | 15% | 20% |
Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of
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