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Feyd

Feyd

JungleAssassinDifficulty: Very Hard

Win, Pick and Ban Rates

Jungle
C
Tier / Pop
52.71%
Win Rate
0.47%
Pick Rate
0.34%
Ban Rate

Change vs 2026-09-25

Tier
B → C
Win Rate
−1.1pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3335
Max MP
560
Physical Attack
175
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
380
Attack Range
Melee
HP Regen / s
48
MP Regen / s
14

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Attack speed first
  • Smite

When the enemy fields at most one magic damage dealer and you want long basic-attack windows.

Boots of Dexterity go second for 700G, putting 20% attack speed in hand by 2,860G. Pure Sky adds 150 physical defense fifth, along with an active that cuts incoming damage by 30% for 3 seconds. Totals reach 388 physical attack, 56.6% attack speed and 96.4 physical defense penetration, with magic defense still at zero. Only these two items differ from build 2 - the arcana are identical.

Build 2Thicker defense and HP
  • Smite

When two or more enemies deal magic damage and you get focused in fights.

Boots of Resistance cost the same 700G but bring 50 physical defense, 100 magic defense and 25% more tenacity. Dragon's Rage lands fifth, adding 1,350 max HP plus a passive that deals 3.5% HP as physical damage to enemy heroes. Totals come to 2,950 max HP, 210 physical defense and 180 magic defense. Physical attack sits 80 lower at 308, and attack speed stops at 36.6%.

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

Playstyle

An assassin who walks on walls, claiming a vertical dimension no one else can use. Ranged attacks from above and sudden drops give him attack lines that simply don't exist for grounded heroes.

Best for: players who find value in the space nobody else uses — scouting and poking from the wall layer, and accepting that crowd control lasts 25% longer up there.

Recommended Combos
Wall Entry Ambush

On a wall his Basic Attacks turn ranged, so he chips away from a spot they cannot reach. Skill 1 moves him forward as it damages the path, which carries him off the wall and into the launch. Land the three enhanced Basic Attacks in melee range: each one restores 155 Health at Lvl 1, while the ranged version carries no healing at all.

The 1/8 Execute

The shortest path onto a fleeing low-Health target. Once a target sits below 1/8 Health, the Hardened Jade Strike jadeifies them and the kill is guaranteed. It also ignores untargetable states, so going untargetable buys them nothing. Whether you reach them at all comes down to the Skill 1 launch stopping their feet.

Wall Swap Reset

Skill 2 stocks one use every 10s and holds up to 4. Spend one the moment the kill lands and the ranged chip damage starts again from safety. Crowd control lasts 25% longer while he stands on a wall, so a wall inside enemy range turns the reset into a death sentence.

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.

Strengths
  • Wall movement plus ranged basics enable zero-risk scouting and poke
  • Skill 3's execute guarantees kills below 1/8 HP — nothing slips away
  • The follow-up strike shatters marks even through untargetable states
  • Skill 1's knock-up and 50% attack speed give brutal short-window stickiness
Weaknesses
  • Slows and CC on him last 25% longer while he is standing on a wall
  • Mobility falls off a cliff once his Skill 2 stacks run dry
  • No stats for front-on brawling — late fight entries are mandatory
  • Struggles to show his identity in open areas with few walls
Early Game Strategy

Feyd's wall-walking Passive is one of a kind, and you should lean on it from minute one. Clear your jungle, then scout the enemy's farm state from the walls before level 4 — you get 15% wider vision up there and your basic attacks become ranged, so you're poking and gathering information at zero risk. The standard gank is Skill 2 onto a wall, then Skill 1 to drop down and land the 0.75-second knock-up. One caveat to burn into memory: slows and CC applied to you last 25% longer while you're standing on a wall.

Mid Game Strategy

Around 8 minutes, once your first physical damage item is finished, the side-lane walls become your hunting grounds. Roam wall to wall with at least two Skill 2 stacks in reserve (you bank one every 10 seconds, up to four), and when you spot a low-HP target, unload the full kit: Skill 1, three empowered basic attacks, the Ultimate's mark, then its follow-up strike. Any enemy below 1/8 HP dies to that strike guaranteed — Feyd never knows the pain of a kill escaping on a sliver. Front-on brawls are not his game, so kill and leave, every time.

Late Game Strategy

From 15 minutes on, commit to entering fights late. Dive in at the start and his lack of bulk gets exposed, so perch on a wall, wait for a few enemy CC abilities to be spent, then drop. Your target list is short: the isolated marksman or mage, nobody else. Skill 1's drop knock-up leads into empowered basics (which heal you at melee range), and the Ultimate's mark plus follow-up strike closes the deal. When you're down to your last Skill 2 stack, stop chasing and save it for the trip back to a wall — that discipline is what keeps you alive.

Teamfight Strategy

Skip the head-on collision entirely and time your entrance from the outer walls. The moment enemy eyes lock onto your frontline, drop in from the side and put Skill 1 into a backliner. Skill 3's sweep marks everything it touches, and the follow-up, Hardened Jade Strike, ignores untargetable states as it shatters those marks. An enemy who goes untargetable to slip away still takes it, so long as the mark is on them. Take the kill, Skill 2 back to a wall, and reset for the next pick. A trick that pays real dividends: choose a wall along the enemy's escape route before the fight starts — the kills you collect go up noticeably.

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

Official pickSkill 1: Jade Chase - Returning Strike
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Jade Carriage - View from Above
Passive

Jade Carriage - View from Above

Wall WalkSpeed Up
Feyd can move freely on walls, where his Basic Attacks become ranged (and can be used while jumping).
He gains the following while on top of a wall:
Jade Carriage: Stocks Stepping on Jade uses 10% faster.
View from Above: Gains 15% increased field of vision.
Crowd Control Penalty: Crowd controls last 25% longer.
Lvl 1Lvl 15
Vision Increase
15%30%
Speed Up Charging
10%20%
Jade Chase - Returning Strike
Skill 1⏳ CD: 6.5s | Mana: 50

Jade Chase - Returning Strike

MovementCrowd ControlDamage
Feyd moves swiftly forward, dealing 360 (360 + 110% extra physical attack) physical damage to enemies in his path and launching them for 3/4s. At the same time, he gains 50% Attack Speed and enhances his next 3 Basic Attacks.
Melee: Each attack deals 75 (75 + 20% extra physical attack) physical damage and restores 155 (155 + 1.5% extra Health) Health.
Ranged: Each attack deals 50 (50 + 13% extra physical attack) physical damage and bounces to the nearest unit within range on hit.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
6.56.25.95.65.35
Skill Damage
360432504576648720
Enhanced BA Damage
7590105120135150
Health Recovery
155186217248279310
ASPD Increase
50%60%70%80%90%100%
Stepping on Jade
Skill 2⏳ CD: 7s | Mana: 50

Stepping on Jade

Movement
When on the ground: Feyd leaps onto the target wall. The leap's range increases by 4% for each skill level.
When on a wall: Feyd steps on jade, jumping to the target wall.
Stocks 1 use of this skill every 10s, for up to 4 uses.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
76.76.46.15.85.5
Charge Time
109.69.28.88.48
Jump Cooldown
110.90.90.80.8
Hardened Jade Seal
Ultimate⏳ CD: 20s | Mana: 100

Hardened Jade Seal

GrievousDamageJadeify
Feyd swings his jade blade in a horizontal sweep around him, dealing 240 (240 + 70% extra physical attack) physical damage. (If he's on a wall, he will dash to the target area, then slash.) He marks all hit enemies and activates the skill's second phase, Hardened Jade Strike.
Hardened Jade Strike: Feyd slashes each marked target 4 times, causing the marks to shatter, dealing 140 (140 + 45% extra physical attack) physical damage that ignores untargetable states.
If a target's Health falls below 1/8, they will be Jadeified and shatter, being defeated.
Lvl 1Lvl 2Lvl 3
Sweep Damage
240360480
Slash Damage
140210280

Patch History

FeydAugust 27 patch
Nerf
Feyd — less ultimate damage and slower travel along walls Skill 2 (Stepping on Jade) • Wall-mounting and wall-to-wall movement speed 1,000 → 900 Ultimate (Hardened Jade Seal) • Sweep damage 270 (+135 per level, 80% extra physical attack) → 240 (+120 per level, 70% extra physical attack) • Slash damage 160 (+80 per level, 50% extra physical attack) → 140 (+70 per level, 45% extra physical attack) What this change means The ultimate loses about 11% on the sweep and about 12.5% on the slash, and both extra physical attack ratios fall as well — 80% to 70% and 50% to 45%. Base values and scaling were cut together, so the gap grows the deeper into the game you go. Dropping wall movement from 1,000 to 900 is quieter but shapes his play just as much. Feyd's edge has always been using the walls as a road and arriving from an angle nobody watched. Ten percent longer in transit is ten percent more time for the enemy to notice him. Feyd's 55.17% win rate is the highest of the 26 junglers (official statistics, retrieved 2026-08-21). His 0.53% pick rate keeps him rare, so this reads as a response to what he does in the hands of the people who do play him.
FeydJuly 16 patch
Buff
Feyd Skill 1 (Jade Chase - Returning Strike) • Cooldown 7.5s (-0.3s/lv) → 6.5s (-0.3s/lv) What this means It reads as one second, but for an assassin the uptime on a core skill is damage. A roughly 13% cut means combos come back around sooner and you have more room to choose between chasing and disengaging. It also speeds up jungle clears, which helps him hit level thresholds first. A single line in the notes that you feel every fight.

Other Jungle Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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