Win, Pick and Ban Rates
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
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.
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
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.
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.
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.
- 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
- 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
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.
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.
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.
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.
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

Gunner's Spirit
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Attack | ||
| Attack | 6 | 12 |

Unleash Your Potential
Passive: He gains 20 physical attack (doubled while the skill is active).
| 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 |
| Physical Attack | ||||||
| Physical Attack | 20 | 24 | 28 | 32 | 36 | 40 |

Lay the Mines
Up to 2 landmines can exist at the same time.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |
| Base Damage | ||||||
| Base Damage | 360 | 432 | 504 | 576 | 648 | 720 |
| Shield | ||||||
| Shield | 360 | 432 | 504 | 576 | 648 | 720 |
| Sunder % | ||||||
| Sunder % | 10% | 12% | 14% | 16% | 18% | 20% |

Bring out the Artillery
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 15 | 13.5 | 12 |
| Base Damage | |||
| Base Damage | 350 | 525 | 700 |
| Defense Bonus | |||
| Defense Bonus | 200 | 300 | 400 |
Other Farm Lane Heroes
Stats: official HoK Camp, as of
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