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Heino

Heino

Mid LaneMageFighterDifficulty: Normal

Win, Pick and Ban Rates

Mid Lane
B
Tier / Pop
48%
Win Rate
0.94%
Pick Rate
0.14%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.2pt

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

Base Stats

Max HP
3313
Max MP
640
Physical Attack
165
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
365
Attack Range
Ranged
HP Regen / s
46
MP Regen / s
16

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

Recommended Builds

Build 1Resistance boots, penetration that stacks in fights
  • Frenzy

When the enemy team mixes physical and magic damage and you want resistances from the first slot

Boots of Resistance opens the build with 50 physical defense, 100 magic defense and 25% added tenacity. In the fourth slot, Twilight Stream grants 20-40 magic penetration for 4 seconds each time you damage a hero, up to six stacks. It pays off in extended fights, where the stacks keep refreshing. Totals land at 862 magic attack, 3,500 max HP and 31% cooldown reduction.

Build 2Tranquility boots, penetration with no trigger
  • Frenzy

When enemies build magic defense and fights stay short and trade-heavy

The first slot goes to Boots of Tranquility: 15% cooldown reduction for 700 gold. In the fourth slot, Breakthrough Robe grants 30-60 magic penetration plus 3% of bonus HP, capped at 150, with no trigger condition attached. Short trades get the full value. Totals reach 36% cooldown reduction and 3,900 max HP, five points and 400 HP above 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

Playstyle

A hybrid whose skills change between ranged and melee forms. His power source is always being the one who chooses the distance — the matchup is a duel over range control itself.

Best for: players who like denying opponents their preferred range, swapping forms on the fly and treating the trip out and the rewind home as one move.

Recommended Combos
Memory, Dive, Rewind

Only one memory is stored, so create it before you step forward. The mode Skill 2 lands in is decided by whether enemy heroes are near the end of the dash, not by your choice. During Skill 3 he has crowd control immunity but cannot move, so eat the burst on purpose: the lower his Health, the more he recovers, up to double.

Marked Poke Loop

Marks come from his skills and melee Basic Attacks and last 7s. Each marked enemy hit refunds 0.2s of Skill 1's cooldown, up to 1s. The second cast throws an extra scepter at every marked enemy in front of him for 75% of the base damage.

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
  • Form swapping retunes his role to match the comp and the fight
  • The Ultimate's return converts aggression into guaranteed round trips
  • Healing scales up at low HP, giving him remarkable clutch survivability
  • Rewinding an allied tower 5 seconds is a defensive tool no one else has
Weaknesses
  • Damage and healing both hinge on applying and maintaining marks
  • Rooted in place during the domain — bad casts invite focus fire
  • Dying before the return erases his entire gimmick; chained CC is lethal
  • Tracking forms and the record point at once keeps your hands busy
Early Game Strategy

Start with the lane decision. Heino runs mid as a ranged poke machine or the clash lane as a melee brawler with built-in healing and max HP growth — a genuinely dual-purpose hero. Either way, the through-line is mark management: skills and melee basic attacks apply a 7-second mark, and that mark is the precondition for Skill 1's healing and rapid recasts. Keep it running or your numbers fall apart. Until the Ultimate unlocks at level 4, skip the deep plays and use the time to get a feel for Skill 2's form swapping.

Mid Game Strategy

The moment the Ultimate clicks, Heino transforms. Switching to ranged form with Skill 2 records that spot, and the Ultimate returns you there after 1.5 seconds — which enables an almost unfair loop: record somewhere safe, wade in and brawl, then when you're at your limit, pop the domain, heal, and vanish home. Make it a habit before every objective fight from 8 to 10 minutes: record in the back, then commit in melee form. The lower your HP, the bigger the heal (up to double), so every second you stall makes the payoff larger.

Late Game Strategy

Past 15 minutes, form choice becomes your tactical dial. Thick frontline in front of you? Stay ranged and keep throwing Skill 1 with its phantom bolts. Thin frontline? Go melee, stack Skill 2's healing and max HP growth, and be the frontline yourself. In tower defenses, know this trick: if an allied tower stands inside the Ultimate's domain, the tower rewinds to its state 5 seconds earlier — a last-second save that decides siege after siege. Knowing that one interaction visibly changes your win rate in defensive games.

Teamfight Strategy

Before every fight, without exception, record a ranged-form point somewhere safe. That single habit converts your melee dives from gambles into round trips. Once in, hold the brawl with Skill 2's healing and Skill 1, and when the focus fire arrives, cast the Ultimate: 15% damage reduction and crowd control immunity for 1.5 seconds, an AoE burst as the parting gift, and you're gone to the recorded point. From experience, the safest pattern is tanking the enemy's burst through the domain and then leaving — panic-casting it early wastes the low-HP healing bonus.

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

2-hero team
2.08%
2.03%
1.92%
3-hero team

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: Scepter of Fate
1

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

Skills

Fate's Guidance
Passive

Fate's Guidance

Damage
Heino engages in combat in either melee or ranged mode as fate dictates. His skills and melee Basic Attacks mark enemies for 7s on hit.
Ranged: He channels the Power of Fate to attack distant enemies, dealing 165 (100% physical attack) physical damage and (15% magical attack) magical damage.
Melee: He brandishes his scepter to attack all nearby enemies, dealing 165 (100% physical attack) physical damage and (45% magical attack) magical damage.
Scepter of Fate
Skill 1⏳ CD: 5s | Mana: 30

Scepter of Fate

DamageRecovery
Heino reduces his cooldown by 0.2s for each marked enemy hit, up to 1s.
Ranged: He turns his scepter into energy and throws it, dealing 410 (410 + 75% magical attack) magical damage upon hit. He also throws 1 extra scepter at every marked enemy in front of him, dealing 75% damage.
Melee: He throws his scepter spinning, dealing 260 (260 + 45% magical attack) magical damage to enemies in its path and slowing them by 15% for 2s. He recovers 150 (150 + 5% extra Health) Health for each target hit.
Ranged: When extra scepters hit the same target multiple times, subsequent hits only deal 50% of the initial damage. Melee: Recovers Health up to 3 times.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
54.84.64.44.24
Ranged Damage
410494578662746830
Melee Damage
260312364416468520
Health Recovery (Melee)
150180210240270300
Slow
15%18%21%24%27%30%
Leap of Fate
Skill 2⏳ CD: 6s | Mana: 40

Leap of Fate

DashRecoverySwitch Form
Heino dashes forward. If there are no enemy heroes near the end of the dash, he goes into ranged mode. Otherwise, he goes into melee mode.
Ranged: Gains 15% Movement Speed for 2s. For each enemy hero near the starting point of the dash, his Movement Speed increases by 25%, up to 50%. If Skill 2 causes him to switch from melee to ranged mode, both the Movement Speed increase and its limit are doubled.
Melee: Gains 100 max Health and 100 max Mana, and recovers 450 (450 + 12% extra Health) Health while increasing max Health by the same amount. For each enemy hero near the endpoint of the dash, his Health recovery increases by 25%, up to 50%. If Skill 2 causes him to switch from ranged to melee mode, both the Health recovery and its limit are doubled.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
65.85.65.45.25
Health Recovery (Melee)
450540630720810900
Defense Increase
100120140160180200
MSPD Increase (Ranged)
15%18%21%24%27%30%
Fate Rewind
Ultimate⏳ CD: 80s | Mana: 80

Fate Rewind

RetraceDamageRecovery
Heino leaves behind a memory whenever he changes to ranged mode. He creates a field that grants 15% damage reduction and recovers 400 (400 + 6% extra Health) Health. During this time, he has crowd control immunity but cannot move. After a 1.5s delay, the field deals 400 (400 + 100% magical attack) magical damage and he returns to the memory he left behind. If there is an allied tower within the field, that tower returns to its state from 5s earlier.
The lower his Health, the more Health he recovers, up to 2 times the base value.
Lvl 1Lvl 2Lvl 3
Cooldown
807570
Base Damage
400600800
Base Recovery
400600800
Damage Reduction
15%22.5%30%

Other Mid Lane 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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