Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.8pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3251
- Max MP
- 640
- Physical Attack
- 165
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 370
- Attack Range
- Melee
- HP Regen / s
- 45
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team has burst threats and you cannot afford to go down first.
The build opens with Boots of the Arcane at 700G, then stacks Magical Attack through Scepter of Reverberation and Sage's Tome. Savant's Wrath lands fourth: its passive adds 30% Magical Attack, and the +350 from Sage's Tome is already there to be multiplied. Void Staff follows and raises Magical Pierce by 45%, while Insatiable Tome closes the build with 24% Magical Lifesteal. Three arcana slots are the only difference from Build 2 — Beast Scar takes Max Health to 1430.
When you want to hold the lane longer and cut down on recalls.
The items and the buying order match Build 1 exactly; only three arcana slots change. Swapping Beast Scar for Avarice lifts Magical Lifesteal from 24% to 28.8%. Insatiable Tome turns every 2% of Magical Lifesteal into 1% Cooldown Reduction, so that extra 4.8% is worth another 2.4% of reduction. The trade is Max Health, which sits at 1250 — 180 lower 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
An extreme-range artillery mage whose paired blades both strike wherever he aims — one act of aim, double the payload. Accuracy converts directly into multiplied damage.
Best for: snipers who trust their aim — one cast sends two blades, and landing them where they cross is how accuracy turns into damage from outside anyone's reach.
When Gan sends flying swords, Mo mirrors the same number into the same spot, so every cast lands doubled. Get Sword Energy on the target first and the follow-up volley adds 75 magical damage per stack. Charges only refill one every 5-6s, so pick your retreat before you empty them.
Skill 4 is ammunition, not damage. It hands back two charges at once and makes the next flying sword summon more blades. Every flying sword that connects shaves 1s off Skill 4's cooldown, so accuracy shortens the wait for the next reload.
Skill 1 is the only way Gan & Mo create space on their own. Bounce the diver, back off, and pour both blade skills into the 3s window where their Magical Defense sits 150 lower. Spend it on offense and there is nothing left the next time someone jumps you.
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.
- Crossed blade intersections burst enemies from beyond retaliation range
- Skill 1 banks up to 20 stacks of magic attack off kills and assists
- Knockback plus hop-back on Skill 1 is genuine anti-assassin insurance
- The 150 magic defense shred amplifies every magic dealer on the team
- Damage tracks intersection accuracy one-to-one; the skill floor is steep
- No mobility skill, so a closed gap almost always means death
- Blade charges are finite and the pressure vanishes once they are spent
- No hard CC of their own, so they cannot lock anyone down solo
Gan & Mo outrange the entire mid lane from level 1. Everything about the duo's damage flows from crossing Skill 2's short-range blades with Skill 3's long-range blades at a single point, so the second volley detonates the Sword Energy the first one left behind — spend the opening waves calibrating that intersection distance on stationary minions. Blade skills draw from a shared usage cap that only restores one charge every five to six seconds, which means never stepping forward right after emptying it. If someone jumps you, Skill 1's knockback-and-hop-back buys exactly one reset. That is the only insurance policy you own; price it accordingly.
From about 7-8 minutes, with your first core item finished, one clean intersection removes close to half of an enemy mage's HP. Before the 4:00 Tyrant or the 10:00 Shadow Tyrant, simply raining blades from maximum range onto anyone entering the pit forces the enemy to open the fight pre-chipped — that is Gan & Mo's brand of pressure. Skill 1 banks bonus magic attack on every kill and assist, so involvement snowballs the damage curve on its own. Skip the roams. Push mid, step back, carve sword qi into whoever contests, repeat.
With Skill 1 grown to 15-20 stacks, a single intersection deletes a marksman outright — which is precisely why the enemy will spend everything to reach you. Two non-negotiables: stand behind every teammate, and never fight with a wall at your back. Do not hunt with Skill 1 either; hold it as the reaction card you play the instant someone commits to the jump. During Overlord fights, dropping blades from outside the pit's perimeter slowly bends the enemy formation out of shape until someone makes the mistake you have been waiting for.
Gan & Mo never need to walk forward in a teamfight. From the deepest backline, punish any enemy frontliner who stops moving by crossing the short and long blades on their feet — that alone is a full shift's work. Priority targets: pre-fight clumps and anyone locked down by your team's CC. Chasing sprinting targets with blades is wasted ammunition. Skill 1's 150 magic defense shred also boosts your allied mage, so land it on the focus target first. Empty the charges, take one step back, wait for the refill. Guard that rhythm and you survive.
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

Forever Entwined
Flying swords place 1 stack of Sword Energy on enemies hit. If a flying sword hits a marked target, each stack deals 75 (75 + 12% magical attack) magical damage.
If multiple flying swords hit a marked target at the same time, subsequent hits only deal 50% of this damage.
Gan & Mo's Basic Attacks deal 300 (300 + 25% magical attack) magical damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 75 | 285 |
| Base Damage | ||
| Base Damage | 300 | 580 |

Guard Her Grave
Passive: Each defeat or assist grants Gan & Mo 1 Splitting Sword, increasing their magical attack by 15, for up to 20 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.2 | 8.4 | 7.6 | 6.8 | 6 |
| Base Damage | ||||||
| Base Damage | 300 | 350 | 400 | 450 | 500 | 550 |
| MDEF Decrease | ||||||
| MDEF Decrease | 150 | 180 | 210 | 240 | 270 | 300 |

Coupled Blades - Short
Flying sword skills share a usage cap, with one charge restored every 5-6s (cooldown reduces with skill level). When the same Sword Energy is triggered multiple times, the second time onwards only deals 50% damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Recharge Time | ||||||
| Recharge Time | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
| Base Damage | ||||||
| Base Damage | 325 | 390 | 455 | 520 | 585 | 650 |
| Sword Energy Damage | ||||||
| Sword Energy Damage | 75 | 90 | 105 | 120 | 135 | 150 |

Coupled Blades - Long
Flying sword skills share a usage cap, with one charge restored every 5-6s (cooldown reduces with skill level). When the same Sword Energy is triggered multiple times, the second time onwards only deals 50% damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Recharge Time | ||||||
| Recharge Time | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
| Base Damage | ||||||
| Base Damage | 325 | 390 | 455 | 520 | 585 | 650 |
| Sword Energy Damage | ||||||
| Sword Energy Damage | 75 | 90 | 105 | 120 | 135 | 150 |

Freshly Forged
Passive: Increases field of vision by 15% and increases the usage cap of flying sword skills by 1. Each time a flying sword hits an enemy, this skill's cooldown is reduced by 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 35 | 30 | 25 |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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