Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.5pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3219
- Max MP
- 600
- Physical Attack
- 165
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- 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 you are ahead in lane and can bank 2,040G quickly.
The first 2,040G goes entirely into the Sparkforged Dagger. That puts +35% attack speed and the 160-400 shock on every third basic attack in play before any boots. Boots of Dexterity slips to second, so the +50 movement speed only lands at the 2,740G mark. Items three through six and all 30 arcana slots match Build 2, finishing at +324 physical attack, +148% attack speed and +64 physical penetration.
When enemy ganks come early and you want mobility from the start.
Boots of Dexterity opens the build, buying +50 movement speed and +20% attack speed for just 700G. Its passive restores 30-60 HP on every basic attack, which makes it easier for Arli to hold the lane. Sparkforged Dagger drops to second, so the 160-400 shock only comes online at 2,740G. The six items and 30 arcana slots are identical to Build 1, so the finished stat line matches.
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 umbrella dancer — placing, throwing, and swapping to her parasol in the game's most unorthodox movement kit. The umbrella's position is her health bar and her damage; mastery gaps show brutally.
Best for: players willing to drill one tool to its limit — every skill doubles as a jump back to the parasol, so a single bad placement drops you in the middle of the enemy team.
Skill 1 drops the parasol at your starting point, and pressing it again within 4s puts you back on it. Both the cast and the retrieval enhance a Basic Attack, and an enhanced one fires twice — marks pile up fast. At 4 Maple stacks they detonate for physical damage on the target and the enemies around them.
Answer a dive by shoving them off with Skill 3 first. If you were holding the parasol it flies the same way they were pushed — toward them — so recasting Skill 3 teleports you into their lap, not out of it. Blink away at an angle with Skill 1 instead, and hold Skill 2 until a follow-up projectile is actually in the air.
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 doubles as an umbrella blink, giving her the game's best evasion
- Skill 2 erases enemy projectiles outright at the moment of cast
- Mark detonations plus empowered basics deliver heavy AoE burst
- The Ultimate's knockback peels assassins off her without any help
- Rock-bottom durability; targeted CC deletes her before she can react
- Misplacing the umbrella can blink her straight into the enemy team
- Rated Very Hard for a reason — mastery takes serious time
- Damage stays underwhelming until her attack items come online
Arli is a farm lane marksman who dances with her umbrella. From minute one, internalize the rhythm: skills leave the umbrella behind, and recasting within 4 seconds blinks you back to it. Dash in with Skill 1, tag the enemy with an empowered basic attack for maple marks, then recast home before the counterattack arrives. Repeat this harass and your opponent can forget about last-hitting. That said, she lacks damage until her first attack item is done, so never overstay. Marks detonate at 4 stacks for AoE physical damage — two round trips for 4 stacks is the right level of greed.
Once two attack items are finished, she becomes unreasonable in river skirmishes. The trump card is Skill 2's projectile destruction: casting it erases enemy projectiles in range, letting you brawl straight through a marksman's shots or a mage's barrage. The catch is that the destruction only happens on the instant of the cast, so the expert habit is saving it for their biggest skill. In Tyrant fights, always leave the umbrella on the safe side, weave in and out, and stack mark detonations to grind down their frontline.
Full-build Arli's razor's-edge dance decides matches. Her base durability is rock bottom — a single targeted stun and she evaporates — so fight exclusively on the fight's outer edge. Against diving assassins, the two-layer defense is your lifeline: knock them back with the Ultimate, then change angles with Skill 1 and slip away. As long as you're breathing, your mark detonations keep splashing AoE physical damage every 4 hits and will chew through even tanks. Picking the angle where you don't die, over and over, IS how you maximize her damage.
Never stand in the same spot for a full second — that's the iron rule. Blink around with Skill 1 while spreading marks, keeping your next position unreadable from the enemy's screen. When you spot a lethal projectile skill coming, shoot it down with Skill 2. If a frontliner dives you, shove them off with the Ultimate and recast to the umbrella to resume kiting. The most dangerous moment in her kit is losing track of the umbrella, so while you're learning her, simply commit to one rule — the umbrella always stays on your team's side — and your accidental deaths will plummet.
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

Falling Leaves
If she uses an active skill, she can use it again within 4s to teleport to the parasol's location and retrieve it. Otherwise, she will automatically retrieve the parasol after 4s. When she isn't holding her parasol, she gains 30-60 Movement Speed and 10-20% Attack Speed (increases with level).
Every time she uses a skill or retrieves her parasol, her next Basic Attack will be enhanced, launching an extra Basic Attack that deals 53 (20 + 20% physical attack) physical damage. She can stock up to 2 enhanced Basic Attacks.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 220 | 440 |
| ASPD Increase | ||
| ASPD Increase | 10% | 20% |
| Bonus Damage | ||
| Bonus Damage | 20 | 40 |

Lithe Step
If she is carrying her parasol, she will leave it behind at the location she blinked from.
| 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 |

Maple Dance
If she is holding her parasol, it will fly in a circle around the location where she used the skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 11 | 10.8 | 10.6 | 10.4 | 10.2 | 10 |
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |

Autumn Storm
If she is holding her parasol, she will throw it in the same direction. Upon reaching a certain distance, the parasol will continue to fly at a slower pace.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 20 | 15 |
| Base Damage | |||
| Base Damage | 400 | 600 | 800 |
Other Farm Lane Heroes
Stats: official HoK Camp, as of
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