Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.1pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3282
- Max MP
- 600
- Physical Attack
- 175
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 39
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy fields multiple frontliners and fights run long
Boots of Dexterity come first at 700G for the 20% attack speed. Shadow Ripper and Eternity Blade take crit rate to 40%, and the build stands at 4,850G there. Damage runs through the fourth item, Daybreaker's Virtue, for a running 7,420G, and the last two slots add 1400 max HP. Physical lifesteal totals 33%, and Sage's Sanctuary revives you on the spot two seconds after death, twice per match.
When the enemy has a healer and their magic damage is heavy
Boots of Resistance open the build, giving 100 magic defense and 25% tenacity for 700G. Sparkforged Dagger adds 40-80 magic damage to every basic attack, plus a 160-400 shock on every third. Totals climb to 143% attack speed and 22% movement speed, so this line trades on volume where build 1 trades on survival. Mortal Punisher cuts enemy healing and lifesteal by 35% for 2.5 seconds, and Daybreaker's Virtue waits until the sixth and final slot.
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
The anti-shield specialist: her attacks deal 50% bonus damage to shields. Longbow stance extends her reach while silencing arrows enforce her terms from afar.
Best for: drafters who pick to answer a composition — damage lands 50% harder against shields, and the longbow buys range at the cost of a slower interval and more mana.
Inside the circle she holds 20% Movement Speed and 20% Critical Rate. A critical hit slows the target 30% for 0.5s, and a second crit on the same target within 1s deepens that to 50%. Creating the circle deals damage in range on its own. Every longbow hit costs 50 Mana and her attack interval is longer while it is out, so her uptime is decided by her Mana bar.
Half a second of silence will not stop a diver; it costs them their opening move. The strip the arrow passed through explodes 1s later for a second, larger hit. Collapsing the circle gives her 20% Movement Speed and 20% Critical Rate if she is still inside it, half that if she has stepped out. Stowing the longbow adds another 20 Movement Speed and restores her attack interval, which is when kiting starts.
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.
- Longbow range is among the longest of any marksman for one-sided poke
- Critical hits apply slows that stall anyone walking toward her
- Passive deals 50% bonus damage to shields, shredding shield-heavy comps
- Standing inside Skill 3's circle gives her 20% Movement Speed and 20% Critical Rate
- No mobility skill whatsoever; once touched, her team is the plan
- The longbow devours MP, and sloppy management switches her damage off
- Longbow mode stretches her attack interval by 25%, losing close-range duels
- Little presence before crit items; the early game is pure survival
Garo's early game in the farm lane is an exercise in restraint. Skill 1's longbow adds 125 attack range, but every arrow that lands costs 50 Mana and her attack interval stretches by 25%, so leaving it on permanently runs you dry. Use the longbow for wave clear and a few pokes, then stow it — attacks with the bow stowed restore Mana, at triple value against heroes. The faster that toggle becomes a habit, the faster she improves. She has no mobility skill, so stay off the river bushes whenever the enemy jungler is unaccounted for. Until your first crit item finishes, farm beats fighting every time.
Garo's game starts around 10 minutes, once one or two crit items are done. The Ultimate's passive slows targets on every critical hit, so as long as you keep landing arrows, nobody closes the distance. When sieging, abuse the longbow's range to chip towers from beyond any retaliation. The moment an enemy initiator shows their face, stop them cold with Skill 2's 0.5-second silence. Walking anywhere alone, however fed you are, remains a death sentence.
A full-build Garo is a stationary artillery platform that deletes everything in reach. Drop Skill 3 underfoot and, while she stands inside the circle, she gains 20% Movement Speed and 20% Critical Rate — the bonus is hers, not the team's. From maximum longbow range the chained crit slows alone keep enemies from ever walking to you. If someone does close in, recast Skill 3 while you are still inside it: destroying the circle grants the same 20% Movement Speed and 20% Critical Rate and deals area damage on the way out. Collapse it from outside and you only get half. Before Overlord fights, glance at your Mana bar first. A Garo who can't afford her longbow is just a slow marksman.
Open teamfights by dropping your Ultimate underfoot and shooting the nearest frontliner from inside the circle. Don't force shots at their backline; hitting whatever is in range is how the crit slows stay unbroken. When an assassin dives, answer with Skill 2's silence and 50% slow, collapse the circle for the speed burst, and kite behind your tank. Her Passive deals 50% bonus damage to shields, so shielded carries — normally the hardest targets on the map — melt fastest of all against Garo.
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

Piercing Arrow

Enchanted Arrows
This skill can be used again to cancel the enchantment, increasing her Movement Speed by 20 and restoring her attack interval and range. Every Basic Attack restores 6 (5 + 1% physical attack) Mana on hit and an extra 200% Mana when the target is an enemy hero.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 32 | 38.4 | 44.8 | 51.2 | 57.6 | 64 |

Silent Arrow
After a delay of 1s, the area the arrow passed through explodes, dealing 600 (600 + 120% extra physical attack) magical damage to enemies within range.
She casts the skill faster as she gains Attack Speed. Casting speed increases by 1% for every 1.5% Attack Speed, for a maximum increase of 100%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12 | 11.5 | 11 | 10.5 | 10 | 9.5 |
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
| Phase 2 Damage | ||||||
| Phase 2 Damage | 600 | 720 | 840 | 960 | 1,080 | 1,200 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Sphere of Purity
When she is in the circle, she gains 20% Movement Speed and 20% Critical Rate. Upon destroying the magic circle, she gains 20% Movement Speed and 20% Critical Rate if she is inside it, or half of these bonuses if she is outside it. Creating or destroying the magic circle will deal 380 (380 + 85% extra physical attack) magical damage to enemies within range.
Passive: Critical hits from her Basic Attacks reduce the target's Movement Speed by 30% for 0.5s. If her Basic Attack lands a critical hit on the same target again within 1s, the Movement Speed reduction is increased to 50%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
| Base Damage | |||
| Base Damage | 380 | 570 | 760 |
Other Farm Lane Heroes
Stats: official HoK Camp, as of
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