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Garuda

Garuda

Mid LaneMageDifficulty: Hard

Win, Pick and Ban Rates

Mid Lane
B
Tier / Pop
51.37%
Win Rate
0.75%
Pick Rate
0.04%
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
3270
Max MP
640
Physical Attack
167
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
360
Attack Range
Ranged
HP Regen / s
44
MP Regen / s
16

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

Recommended Builds

Build 1Early anti-heal, extra move speed
  • Flash

When the enemy team leans on healing or lifesteal to survive fights

Venomous Staff lands second at 2,040 gold, 2,740 into the build. It brings +230 magic attack and cuts enemy healing and lifesteal by 35%. Savant's Wrath in slot five raises magic attack by another 30%, closing at +1027.8 magic attack and +85.6 magic penetration. Movement speed finishes at +17.5%, 7.5 points above the other build, so you step up and rotate sooner.

Build 2Percent-HP damage and faster cooldowns
  • Flash

When two or more high-HP frontliners show up in the enemy draft

Mask of Agony comes third, dealing 3% of the target's current HP as magic damage four times over three seconds whenever a skill connects. Max HP sits at +1,400 by then, and the full six items take it to +2,400 alongside +40% cooldown reduction. Both builds land the same +1037.8 magic attack, so the gap is uptime and bulk — paid for with movement speed dropping to +10%.

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 mage who burns both lines and areas — piercing basic attacks plus a 90-arrow barrage he can fire on the move, with his other skills still usable during it. He pressures the whole fight while walking backwards.

Best for: players who enjoy never stopping the shooting — the barrage moves with you, leaving one call to make over and over: dump the remaining arrows for the fear, or hold and keep firing.

Recommended Combos
Zone and Barrage

The formation ticks damage and a slow every 0.5s for 2.5s. The barrage runs a full 5s, so the back half is on your footwork once the slow expires. Other skills stay available while it fires — weave in Skill 2 and you hold the gap without dropping an arrow.

Recast in Their Face

The recast dumps every unspent arrow in all directions at once. You trade the rest of the barrage for Dread on everyone nearby, plus 2s with their equipment's Physical Attack bonuses stripped. Press it early and you only waste arrows — hold it until a physical assassin is standing on you.

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
  • Piercing magic basic attacks deliver relentless damage into clumped enemies
  • The Ultimate recast's fear and physical attack bonus nullification is elite self-defense
  • Skill 2's shield and speed let him kite and keep shooting at the same time
  • Feather fields and the barrage dominate the tight spaces around objectives
Weaknesses
  • No guaranteed hard CC, so he struggles to catch anyone on his own
  • Using the fear means sacrificing the Ultimate's remaining damage — a genuinely hard call
  • No blink, so chained hard CC will eventually run him down
Early Game Strategy

Garuda's lane revolves around basic attacks that pierce and deal magic damage. Angle yourself so the enemy laner stands behind their own minions and your autos farm and poke in the same swing. Lay the Skill 1 feather field on the enemy's escape path rather than under their feet — that's where the slow earns its keep — and treat Skill 2 as insurance for when damage is incoming. Until your Ultimate arrives at level 4, farming and HP discipline beat hero plays. You have speed but no self-peel CC, so once ganks pick up around the four-minute mark, check the minimap more, not less.

Mid Game Strategy

Mid-game Garuda is about area denial with the Ultimate. Ninety feather arrows over five seconds turns any narrow contest — the Tyrant pit, a mid tower siege — into ground the enemy simply cannot hold. With two AP items around 7-9 minutes, run the mobile-turret loop: feather field down, barrage into the clump, Skill 2 speed to hold your range. One discipline matters above all — don't recast the Ultimate casually. The fear plus physical attack bonus nullification is your trump card against assassins, and while that threat exists, they can't touch you.

Late Game Strategy

Late-game Garuda is the worst matchup the enemy's physical carries can face. When an assassin or fighter dives you, the Ultimate recast answers with a two-second fear and nullifies their equipment's physical attack bonus — the assassination just doesn't happen. Past ten minutes, merely holding that button unspent keeps enemies from committing. Set up diagonally behind your frontline, at the angle where piercing basics travel through their tanks into the backline. You have no hard CC to lock down runners, so leave the executions to teammates and do the one thing only you do: keep firing.

Teamfight Strategy

Garuda's teamfight is measured in seconds of uninterrupted shooting. On engage, stack the Skill 1 feather field on the frontline and pour the Ultimate's arrows into the thickest part of the enemy team, weaving piercing basics between them. When someone closes the gap, kite out with Skill 2's speed — and if they stick anyway, the Ultimate recast dumps every unfired arrow around you while the fear buys the reset. Self-peel and burst damage on the same button is deeply satisfying, but it's also your whole defense: confirm the threat is real before you press it.

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
1.42%
1.23%
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: Arrows of Gold
1

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

Skills

Keen Feathers
Passive

Keen Feathers

Damage
Garuda's Basic Attacks pierce targets and deal 287 (120 + 100% physical attack + 35% magical attack) magical damage. His Basic Attacks deal 50% less damage to structures.
Lvl 1Lvl 15
Base Damage
120240
Arrows of Gold
Skill 1⏳ CD: 8.5s | Mana: 60

Arrows of Gold

DamageSlow
Garuda conjures an arrow formation that deals 150 (150 + 30% magical attack) magical damage to enemies within it every 0.5s for 2.5s and slows them by 15% for 1s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
150180210240270300
Slow
15%18%21%24%27%30%
Cooldown
8.58.27.97.67.37
Golden Winged Blessing
Skill 2⏳ CD: 10s | Mana: 40

Golden Winged Blessing

Speed UpShieldDamage
Garuda unleashes the power of wishes, gaining 100 Movement Speed that diminishes over 3s, as well as a shield that negates 300 (300 + 55% magical attack) damage. He also deals 200 (200 + 40% magical attack) magical damage to nearby enemies.
Passive: Gains 15 Movement Speed.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
200240280320360400
MSPD Increase
100140180220260300
Cooldown
109.69.28.88.48
Shield Granted
300330360390420450
Passive Movement Speed
152025303540
Wings of Judgment
Ultimate⏳ CD: 35s | Mana: 100

Wings of Judgment

DamageSpeed Up
Garuda sends 90 golden arrows of judgment surging forward over 5s, each of which deals 54 (54 + 10% magical attack) magical damage and grants him 20% Movement Speed. He can use other skills at the same time as this skill.
If the skill is used again, Garuda immediately shoots all remaining arrows in every direction, dealing an equal amount of magical damage and inflicting Dread on nearby enemies. He also removes all Physical Attack bonuses granted by their equipment for 2s.
Lvl 1Lvl 2Lvl 3
Base Damage
5481108
Cooldown
3531.528

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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