Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3299
- Max MP
- 600
- Physical Attack
- 175
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 375
- Attack Range
- Ranged
- HP Regen / s
- 37
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When you want the fastest start and to push the lane early
Opens with the 700g Boots of Dexterity, so 20% Attack Speed and 50 Movement Speed land as early as possible. The other five items all carry Critical Rate or Attack Speed, finishing at +130% Attack Speed and +86% Critical Rate. Sunchaser caps the order with an active that adds 20% Movement Speed for 5s. Boots of Dexterity and Sunchaser are the two items Build 2 never buys, and they are where the 40% Attack Speed and 15% Critical Rate gap comes from.
When the enemy leans on magic damage and jungle camps are open to you
Rapacious Bite goes down first at 2,160g, and the 700g Boots of Resistance wait for the second slot. Every monster killed stacks +3 Physical Attack and 0.2% Cooldown Reduction on Rapacious Bite, up to 25 times. Those boots then add 50 Physical Defense, 100 Magical Defense and 25% Resistance, none of which Build 1 ever buys. Total Physical Attack reaches +379, 50 above Build 1, while Attack Speed stops at +90%.
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 hunter who charges empowered leaps by lurking in brush, ringing the battlefield with wolf-spirit traps. His ambush angles decide who fires first — and firing first is most of the fight.
Best for: hunters who set the board before they take the shot — charging concealment in a bush, leaping out at an angle nobody covers, and ringing off the retreat with traps.
Stepping into a brush turns the next basic attack into a double shot worth 175 per arrow (base 70 at Lvl 1). The double shot runs on a 4s cooldown, and Concealment fills in 1s. If you want the longer leap, wait that one second before stepping out.
Up to four traps can sit on the map at once, and each turns invisible 2s after it lands. Skill 3 spends the stored charges to set off every nearby trap and sends (2 + charges) wolf spirits charging in. During the 8s of mounted archery, each basic attack pulls an idle wolf spirit into the fight.
The airborne arrow knocks enemies back, but it applies no crowd control. Push the movement wheel away from the target as you fire and Chano slides a set distance in that direction afterward. Land without firing and one empowered basic attack at normal range is stored for 3s.
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.
- Ultimate's mounted archery keeps damage flowing on the move
- Bush stealth jumps and double shots enable pure hit-and-run
- Four traps handle vision, zoning, and ambush punishment at once
- Bonus monster damage in bushes makes jungle a genuine option
- Lacks burst, so low targets often escape before they die
- Loses most of his mobility on open ground without bushes
- Damage leans on basic attacks and wolves, weak to attack speed debuffs
- High mechanical demands — stealth and recoil tricks take practice
Chano defaults to the farm lane, but his Passive's 25% bonus monster damage inside bushes makes jungle a well-established alternative. Either way, one rule governs everything: touch a bush before you swing. Entering one empowers your next basic attack into a double shot, and leaving one converts stored stealth value into a jump whose distance scales with how long you lurked. In lane, weave between the river and your own bushes — land the double shot, jump away, repeat — and you'll hold an HP lead through nothing but hit-and-run. Also get in the habit of placing Skill 2 traps at the river entrances before level 4.
From six or seven minutes, with your first attack speed item done, trap management becomes the center of your job. Skill 2 holds up to four charges, and each trap is vision, damage, and a wolf-spirit attacker in one package. Seed them around Tyrant, Overlord, and the enemy jungle entrances, and gank detection and gank punishment become the same action. When someone closes in, escape skyward with Skill 1 and shove pursuers back with the powerful arrow's knockback. The recoil trick — inputting away from your target as the arrow fires to slide backward — is worth drilling in the practice room until it's muscle memory.
Late teamfights are decided by the setup, not the fight. Lay two to four traps around the Shadow Tyrant pit, then wait in a bush with full stealth value — that's the ideal opening stance. On engage, detonate everything at once with your Ultimate, send the wolf-spirit pack charging in, and kite backward through the eight seconds of mounted archery. That rolling barrage while sliding away from their front line is Chano's whole kit in one motion. Whatever you do, avoid flat open ground: without bushes, he loses most of his mobility and turns into an ordinary marksman.
Chano's teamfight starts from the side bushes, not the front line. Chip from the outside with stealth jumps and double shots, and when heads turn toward you, take to the air with Skill 1. Slide your landing spot with the recoil movement so nobody can pre-aim your touchdown. Save the Ultimate as a counter to the enemy's dive — the wolf pack plus its stacking slows flips the momentum in one cast. Keep steering enemies toward wherever your traps still sit. Chano's teamfight is half over the moment the battlefield has become his backyard.
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

Hunting
Entering the brush also enhances his next Basic Attack into a double shot (counts as 1 Basic Attack), with each arrow dealing 175 (70 + 60% physical attack) physical damage. The double shot has a 4s cooldown.
He deals 25% more damage to monsters while in the brush.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| MSPD | ||
| MSPD | 10% | 20% |
| Base Damage | ||
| Base Damage | 70 | 140 |

Soaring Signal
Each 1% Attack Speed increases the arrow's damage by 2.
If he doesn't use the enhanced Basic Attack while airborne, he stores one with normal Attack Range for 3s upon landing.
If he uses the enhanced Basic Attack while moving the movement wheel away from the target, he dashes for a short distance in that direction.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Extra Damage | ||||||
| Extra Damage | 300 | 380 | 460 | 540 | 620 | 700 |

Lupine Trap
Traps become invisible 2s after deploying. Up to 4 traps can be deployed simultaneously.
The wolf spirits inherit 25% of Chano's base stats and half of his Critical Damage, and each attack slows the target by 5-10% for 1s, for up to 5 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Preparation Time | ||||||
| Preparation Time | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
| Base Damage | ||||||
| Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |

Leader Stance
He gains the Mounted Archery ability, allowing him to move while attacking and increasing his Movement Speed by 10%, Physical Attack by 50, and Attack Speed by 20% for 8s.
Each Basic Attack activates nearby targetless wolf spirits to join the attack.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 50 | 45 | 40 |
| MSPD | |||
| MSPD | 10% | 15% | 20% |
| Physical Attack | |||
| Physical Attack | 50 | 75 | 100 |
| ASPD | |||
| ASPD | 20% | 30% | 40% |
Patch History

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