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Huang Zhong

Huang Zhong

Farm LaneMarksmanDifficulty: Normal

Win, Pick and Ban Rates

Farm Lane
C
Tier / Pop
51.34%
Win Rate
0.42%
Pick Rate
0.02%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.6pt

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

Base Stats

Max HP
3318
Max MP
600
Physical Attack
175
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
365
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

Build 1Mortal Punisher and Tempest for staying power
  • Flash

When the enemy side stacks healing and lifesteal

Boots of Dexterity go down first at 700G, then Shadow Ripper and Eternity Blade stack 40% crit rate. Mortal Punisher is the fourth buy, reached at the 6,930G mark, where 20% physical lifesteal plus three Reaver slots comes to 24.8%. Tempest follows fifth for +600 max HP and a stack that adds 2% attack speed, movement speed and damage per hit, up to five. Daybreaker's Virtue waits until sixth, so its percentage physical penetration only arrives once the full 11,580G is spent; the finished line reads +142% attack speed, +399 physical attack and +71% crit rate.

Build 2Daybreaker's Virtue moved up to fourth
  • Flash

When enemy frontliners stack physical defense and harden by mid-game

The first three items are identical, and Daybreaker's Virtue moves up to fourth at the 7,420G mark. On a ranged hero its physical penetration counts double and basic attacks hit for +50 more, so armored frontliners melt sooner. Mortal Punisher slides back to fifth, and the three Reaver slots go to Hunt instead, so physical lifesteal stops at 20%. Sunchaser closes the build with +125 attack range and +20% movement speed on a 75-second cooldown, while ten Hunt slots hold movement speed at +25% and ten Calamity slots push crit rate to +86%.

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 deployable-turret marksman who chooses between mobility and mounted dominance. Once planted, few heroes match his zone control — the real skill is deciding where and when to plant.

Best for: players who want the siting call to be theirs — planting the turret buys 200 of each defense at the price of every step, and knowing when to pack up is on you.

Recommended Combos
Mine the Exits, Then Sit

Sitting in the turret takes your movement away completely. Only two mines can exist at once, so place one on your escape path and one on your flank before you deploy. An enemy hero who trips one is slowed 25% for 2s and Sundered, and you pick up a 3s shield. Shots deal full damage at the center of the area and 40% less at the edge.

Sit Down to Refresh Skill 1

Entering turret mode refreshes Skill 1's cooldown outright. Spend the boost walking to the spot you want, and your exit is already back by the time you sit. If someone flanks you, don't hold the position — Skill 1 drops the turret instantly and you leave on the 70%.

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
  • Turret mode adds 200 to both defenses and doubles his Passive, turning him into a fortress
  • A single Skill 2 mine covers vision, a shield, armor shred, and a slow
  • Skill 1's 70% speed boost makes disengaging from turret mode fast
  • Best-in-class AoE damage among marksmen once crit items are complete
Weaknesses
  • Completely immobile while the turret is deployed, helpless against hard CC and dives
  • No mobility skill; mines are his only answer to ganks
  • The turret deals 50% less to towers, so his solo siege power is poor
  • Mediocre fighting power until two core items are finished forces a patient early game
Early Game Strategy

Huang Zhong is a hyper-late-game marksman who farms up in the farm lane. Until level 4, don't force trades — just collect last hits, because his turret only hits like a truck once crit items come online. Gank protection is entirely Skill 2's job: drop a mine in the river bush and you get 3 seconds of vision, a slow, and a shield all in one cast. Whenever the enemy jungler is missing from the map, hold your mines for defense instead of poke.

Mid Game Strategy

Start rotating to your team around the 10-minute mark, once two crit cores are finished. The turret deals 50% less damage to towers, so during sieges the right call is shooting the heroes defending it, not the building. Shove the wave in, set up behind your teammates, and the enemy simply can't step forward while the tower chips away. Always place a Skill 2 mine on your escape route before you sit down — deploying while three or more enemies are missing from the map is suicide.

Late Game Strategy

The clumped-up fights around Shadow Tyrant and Overlord in the final minutes are where Huang Zhong takes over. In turret mode his Passive buff doubles and he gains 200 physical and magic defense, so just parking one step behind your frontline and firing melts the enemy line. The catch: you cannot move at all. If an assassin flanks you, don't get greedy — hit Skill 1 to instantly exit turret mode and retreat with the 70% speed boost. Also remember that re-entering turret mode resets Skill 1's cooldown; that detail alone changes your survival rate.

Teamfight Strategy

The single most important rule: never set up where you'll be hit first. Wait until the enemy's dive skills have been burned, then deploy behind your frontline. The bombardment deals full damage at the center of its area and 40% less on the edges, so aim at the middle of the enemy clump and your damage jumps dramatically. Put mines at your own feet or in a side bush — enemies who touch them get slowed and armor-shredded while you get a shield, so one mine doubles as assassin insurance and damage support.

Frequently Paired With

2-hero team
3.08%
2.31%
1.48%

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: Unleash Your Potential
1

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

Skills

Gunner's Spirit
Passive

Gunner's Spirit

Enhance
Huang Zhong's Basic Attacks increase his physical attack by 6-12 and Critical Rate by 0.75%-1.5% (increases with hero level) for 1.5s, for up to 5 stacks. These buffs are doubled when he is in Turret Mode. When he enters or exits Turret Mode, the buffs' durations are refreshed, and the buff multiplier is replaced with the multiplier of the current mode.
Lvl 1Lvl 15
Attack
612
Unleash Your Potential
Skill 1⏳ CD: 7.5s | Mana: 40

Unleash Your Potential

Speed UpEnhance
Huang Zhong unleashes his potential, gaining 70% Movement Speed that diminishes over 2s. If he is in Turret Mode, he can leave it immediately.
Passive: He gains 20 physical attack (doubled while the skill is active).
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Physical Attack
202428323640
Lay the Mines
Skill 2⏳ CD: 8s | Mana: 50

Lay the Mines

TrapShieldDamage
Huang Zhong places a landmine at the target location that grants him vision around it. The landmine deals 360 (360 + 80% extra physical attack) physical damage to enemies that come into contact with it, while also granting him vision of them for 3s. The landmine slows heroes by 25% and inflicts 10%-20% Sunder for 2s (value scales with skill level). At the same time, he gains a shield that negates 360 (360 + 5.5% extra Health) damage for 3s. While not in Turret Mode, he gains increased skill use speed if there are enemies within range.
Up to 2 landmines can exist at the same time.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.67.26.86.46
Base Damage
360432504576648720
Shield
360432504576648720
Sunder %
10%12%14%16%18%20%
Bring out the Artillery
Ultimate⏳ CD: 15s | Mana: 80

Bring out the Artillery

TurretEnhanceCooldown
Huang Zhong dashes for a certain distance and deploys a turret. For the next 15s, he is immobile and gains 200 physical defense and 200 magical defense. Each of his Basic Attacks deals 350 physical damage to enemies at the center (40% less to enemies on the edge). He returns to his normal mode after 5-9 Basic Attacks (number scales with skill level). Damage to towers is reduced by 50%.
Passive: When he enters Turret Mode, the Cooldown of Unleash Your Potential will be refreshed.
Using the skill again allows him to exit Turret Mode.
Lvl 1Lvl 2Lvl 3
Cooldown
1513.512
Base Damage
350525700
Defense Bonus
200300400

Other Farm 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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