Win, Pick and Ban Rates
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
- 3362
- Max MP
- 600
- Physical Attack
- 166
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 370
- Attack Range
- Ranged
- HP Regen / s
- 41
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When you want to push the lane early and hold a forward position
Boots of Dexterity opens at 700G, so 50 movement speed and a 30-60 heal on every basic attack are on the board immediately. Sunchaser lands fifth, so Daybreak — the active that adds 125 attack range for a ranged hero — is online at 9,050G. Ten Hunt arcana take the totals to +135% attack speed and +25% movement speed, three points clear of build 2 on both counts. Daybreaker's Virtue closes the build, so the 30% physical pierce a ranged hero like Hou Yi gets from it only arrives at 11,620G.
When the enemy fields two or more tanks and fights run long from the mid game
Doomsday comes before the boots at 2,100G, locking in 20% physical lifesteal and +500 max HP. Its Destruction passive adds 80-160 plus 7% of the target's bonus HP to each basic attack, so the more HP the enemy stacks, the more comes off. Daybreaker's Virtue moves up to the fourth slot at 7,410G, so the 30% physical pierce a ranged hero draws from it arrives 4,210G earlier than in build 1. Three Reaver arcana push physical lifesteal to 24.8% against build 1's 20%, enough to hold a forward position longer.
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 embodiment of sustained fire: at full stacks every attack looses three arrows. If your position is right the piloting is simple — DPS as a raw, physical experience.
Best for: shooting, plainly. There is no dash to bail you out, so positioning is the entire skill — get it right and three arrows per attack do the rest.
The flaming arrow's stun scales with how far it has flown, from 0.75s up to 3.5s, so distance is what you are buying. While the target is frozen, drop Skill 2 on them — its delayed impact is otherwise easy to walk out of. Three basic attacks max the Passive, and for the next 3s each attack becomes a three-arrow volley.
Three stacks put Hou Yi in a 3s enhanced state, and casting Skill 1 during it fires the three arrows on activation as well. 50% of that damage also reaches two enemies in front of him or a structure, which is why the pattern serves sieges and brawls alike. Skill 1's own buff runs 4s, adding 224 (base 100 at Lvl 1) to every basic attack.
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.
- Empowered triple arrows shred multiple enemies and towers at once
- Ultimate's cross-map stun picks off targets from outside the screen
- Skill 2 scouts bushes safely with long-range vision
- Simple mechanics make him an ideal first rapid-fire marksman
- No mobility skills whatsoever — once caught, he can't escape alone
- Damage lives in basic attacks, so attack speed debuffs cripple him
- Skill 2's delayed impact makes it hard to land on its own
- Missing the Ultimate leaves almost nothing to stop divers
Your first job in the farm lane is building those three Passive stacks cleanly. Chastising Shot empowers Hou Yi after three basic attacks, turning each shot into a spread of three arrows, so the laning rhythm is simple: step up and trade only while empowered, back off when it drops. With zero mobility skills, stay away from the river bushes around the four-minute Tyrant whenever you've lost track of the enemy jungler. Skill 2 grants vision at range, so fire it into bushes ahead of time — it's your cheapest insurance against ganks while you farm.
Once you hit level 4, Hou Yi joins fights he isn't even standing in. The Ultimate's stun scales up to 3.5 seconds with flight distance, and a cross-map arrow flipping a skirmish is a regular occurrence — when your teammates start posturing at mid, line one up from an off-angle. From around seven minutes, with one or two attack speed items finished, you become the primary teamfight damage source: lay Skill 2 across the enemy's escape path for the slow, and learn to hold ground behind your front line pumping triple arrows.
At Shadow Tyrant and Overlord standoffs, the single most important question is whether your Ultimate is still in your pocket. Land it on the enemy carry from long range and the extended stun hands you a free numbers advantage; miss it, and Skill 2's slow is your only anti-dive tool left. So the iron rule: only fire once the enemy formation has settled. Empowered Skill 1 also sends 50% damage into two enemies in front of you and towers, so keep three stacks rolling and melt turrets with it during sieges. Hold your position one step behind the front line, no exceptions.
Hou Yi's spot is the very back row, yet his damage reaches the whole battlefield. Opening the fight with your own Ultimate is perfectly fine — if it tags the mage lurking behind the enemy tank, your win condition is all but locked in. Once the brawl starts, lean on the triple arrows' natural spread and shred the front line together with everyone stacked behind it. When an assassin dives you, drop Skill 2 at your own feet, let them walk into the slow, then re-space. Save Flash as your final trump card instead of burning it at the first sign of danger.
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

Chastising Shot
At max stacks, he becomes enhanced for 3s. While enhanced, his Basic Attacks shoot 3 arrows (counts as 1 Basic Attack), dealing a total of 120% of a normal Basic Attack's physical damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Attack Speed | ||
| Attack Speed | 2% | 4% |

Arrow Volley
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |

Afterglow
After a short delay, he deals 480 (480 + 110% extra physical attack) magical damage to enemies within range and reduces their Movement Speed by 25–50% for 2s. Damage and slow effects are halved against enemies on the edge of the skill's range.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
| Base Damage | ||||||
| Base Damage | 480 | 576 | 672 | 768 | 864 | 960 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Burning Sun Arrow
The arrow stuns the first enemy hero hit for 0.75–3.5s (depending on how far it has flown), while slowing enemies in the explosion's range by 30% for 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
| Base Damage | |||
| Base Damage | 800 | 1,200 | 1,600 |
| Slow | |||
| Slow | 30% | 45% | 60% |
Patch History

Other Farm Lane Heroes
Stats: official HoK Camp, as of
Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.
Report an error on this page

















