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
- 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
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.
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
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.
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.
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.
- 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
- 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
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 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 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.
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
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

Keen Feathers
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 120 | 240 |

Arrows of Gold
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |
| Cooldown | ||||||
| Cooldown | 8.5 | 8.2 | 7.9 | 7.6 | 7.3 | 7 |

Golden Winged Blessing
Passive: Gains 15 Movement Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 200 | 240 | 280 | 320 | 360 | 400 |
| MSPD Increase | ||||||
| MSPD Increase | 100 | 140 | 180 | 220 | 260 | 300 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Shield Granted | ||||||
| Shield Granted | 300 | 330 | 360 | 390 | 420 | 450 |
| Passive Movement Speed | ||||||
| Passive Movement Speed | 15 | 20 | 25 | 30 | 35 | 40 |

Wings of Judgment
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 54 | 81 | 108 |
| Cooldown | |||
| Cooldown | 35 | 31.5 | 28 |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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