Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- A → B
- Win Rate
- +0.3pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3476
- Max MP
- 580
- Physical Attack
- 178
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 385
- Attack Range
- Melee
- HP Regen / s
- 44
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When one or two enemies carry the magic damage and you also need to be a damage source
The first five buys are identical in both lines: Rapacious Bite at 2160G, then Boots of Resistance at 700G to get boots down early, followed by Axe of Torment, Spikemail and Master Sword. Closing with Demonsbane at 2060G puts the totals at +369 physical attack, +250 magic defense and +2400 max HP. On top of that listed total, Demonsbane converts 50% of physical attack into magic defense, capped at 250. Compared with the other line, you trade 500 max HP for 90 more physical attack.
When two or more enemies deal magic damage and you need to stay in the fight
The buy order matches build 1 through the fifth slot, and only the sixth differs. Succubus Cloak at 2020G takes max HP to +2900 and magic defense to +400. It also grants a 400-800 (+7% bonus HP) magic damage shield every 15 seconds and turns 15% of bonus magic defense into physical defense. Physical attack finishes at +279, 90 short of 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
A duel-specialist whose attacks hit 50% harder against lone targets. His demon-armor ultimate transforms him — isolate one enemy and few heroes in the game match his kill pressure.
Best for: duelists who go out and manufacture the 1v1 — basics and Skill 2 hit 50% harder when only one enemy is in range, with the ultimate's eight seconds stacked on top.
Skill 3 only takes effect a full second after the press. Start it from a bush or outside their view, let the armor finish, and only then reach for Skill 2's 1s launch. The Passive's 50% bonus applies when a Basic Attack or Skill 2 hits exactly one enemy — an angle that catches minions throws it away.
The blade only pays out once it connects and flies back to you. That return hands you Health, 30% off Skill 1's cooldown, and 3s of extra Attack Speed and Movement Speed in one go. A miss returns nothing, so throw it along a wall or down the minion line where dodging isn't on the table.
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.
- Passive adds 50% damage to basics and Skill 2 against isolated targets
- Ultimate's 8-second stat surge makes him one of the best 1v1 heroes in the game
- Skill 1's heal and cooldown refund win extended trades and sustain the lane
- Skill 2's knockup plus dash lets him complete picks entirely on his own
- Drops back to base stats when the Ultimate ends and folds to counterattacks
- Single-target damage profile struggles against clumped frontline fights
- Skill 2 is his only gap-closer, so ranged kiting shuts him down
- Every engage depends heavily on whether his Ultimate is off cooldown
The clash lane 1v1 is where Kaizer shines brightest. Start trading with Skill 1's thrown blade from level 1 — when the blade returns to you it heals and refunds 30% of its cooldown, so you consistently come out of trades with the HP lead. Keep his Passive in mind: basic attacks and Skill 2 deal 50% more damage when they hit only a single target. Don't chase enemies hiding inside their minion wave; manage the push to drag your opponent into an isolated spot, then start swinging.
Once you learn your Ultimate, those 8 seconds of +500 max HP, +100 physical attack, and +60 damage block are pure stat-check violence — almost nobody beats you 1v1. At the 4-minute Tyrant fight, don't walk in through the front. Catch isolated enemies from the river bushes instead: knock them up with Skill 2's second slash and chase with the empowered basic attack's dash and they're not getting away. But once the buff expires you're a different, far weaker hero — if you can't finish the kill within 8 seconds, don't commit at all.
You're still a duelist late, not the guy who runs face-first into five enemies. Enter teamfights late from the flank, transform, and beeline straight for their marksman or mage — a fed Kaizer deletes squishy backliners in two or three hits with the empowered basic attack. Before Overlord, deliberately showing yourself so the threat of your Ultimate forces their formation backward is part of the job. When your transformation has under 2 seconds left, stop chasing and disengage while picking up Skill 1's heal.
Rotate to a side bush before the fight starts, and go in the instant your team draws the enemy's attention. Skill 1 slows the target while speeding you up, then transform with your Ultimate and close the gap with Skill 2's knockup. Commit to exactly one target. Even in a scrap, pick the moment your victim is standing alone — the Passive's 50% bonus kicks in and they drop noticeably faster than they expect. While the enemy is still clumped, sometimes the right call is chipping them with the transformation's aura damage and waiting.
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

Demon Soul

Vortex Brand
The blade then ricochets between nearby enemies (hitting each enemy only once), with each hit dealing an equal amount of damage and slowing the target by 15% for 2s.
If the blade hits at least one enemy or finishes ricocheting, it returns to him, and he recovers 350 (350 + 5% extra Health) Health. This skill's Cooldown is also reduced by 30%, and he gains 15% Attack Speed and 15% Movement Speed for 3s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
| ASPD Increase | ||||||
| ASPD Increase | 15% | 18% | 21% | 24% | 27% | 30% |
| MSPD Increase | ||||||
| MSPD Increase | 15% | 18% | 21% | 24% | 27% | 30% |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |
| Health Recovery | ||||||
| Health Recovery | 350 | 420 | 490 | 560 | 630 | 700 |

Blade Tempest
Passive: After leaving combat, he gains 10 Movement Speed and recovers 1% Health and max Mana every second.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
| Base Damage | ||||||
| Base Damage | 160 | 192 | 224 | 256 | 288 | 320 |
| Dash Damage | ||||||
| Dash Damage | 130 | 162 | 194 | 226 | 258 | 290 |
| Passive Movement Speed | ||||||
| Passive Movement Speed | 10 | 12 | 14 | 16 | 18 | 20 |

Invincible Warrior
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 60 | 55 | 50 |
| Base Damage | |||
| Base Damage | 250 | 375 | 500 |
| Damage Over Time | |||
| Damage Over Time | 50 | 75 | 100 |
| Block Damage | |||
| Block Damage | 60 | 90 | 120 |
| Attack Boost | |||
| Attack Boost | 100 | 150 | 200 |
Other Clash Lane Heroes
Stats: official HoK Camp, as of
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