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Lam

Lam

JungleAssassinFighterDifficulty: Hard

Win, Pick and Ban Rates

Jungle
A
Tier / Pop
47.87%
Win Rate
1.02%
Pick Rate
0.93%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.5pt

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

Base Stats

Max HP
3312
Max MP
560
Physical Attack
170
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
380
Attack Range
Melee
HP Regen / s
51
MP Regen / s
14

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

Recommended Builds

Build 1Magic resist to 250
  • Smite

When the enemy draft brings two or more magic damage heroes.

Both builds share the first four items and reach 7,090G before they split. Ominous Premonition comes fifth for 300 physical defense and 1,200 max HP, and it cuts an attacker's attack speed by up to 40% when Lam takes damage. Demonsbane closes the build with 150 magic defense, then a passive that adds 50% of Lam's physical attack on top, capped at 250. Totals land at +250 magic defense and +2,300 max HP, 150 and 900 above build 2.

Build 2Physical attack to 478
  • Smite

When the enemy draft is light on magic damage and you plan to brawl and finish wounded targets.

Cuirass of Savagery takes the fifth slot: every hit taken raises Lam's damage by 1% and lifts movement speed for 3 seconds, and hero damage counts double, up to ten stacks. Overlord's Might closes at 2,540G, the priciest item across the two builds, and adds 30% damage against enemies below half HP. Totals reach +478 physical attack with 32.5% cooldown reduction, 95 attack above build 1 and 900 max HP below it.

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

An execution specialist: enemies below 30% Health are marked as Prey and take bonus true damage from his skills and Basic Attacks. He closes the gap on the +40 Movement Speed of Submerge mode and finishes wounded targets one by one — he has almost no tools for a fair fight.

Best for: players who read health bars before they read fights, surfacing from Submerge the moment a target drops under 30% and never taking a fair duel.

Recommended Combos
Submerged Abduction

Cast from underwater, Skill 3 hauls everyone in its path all the way to the dash destination. Deliver the target into your team, bank marks with Skill 2, then spend them on Basic Attacks for dashing follow-ups. Half of Skill 1's cooldown comes back, so even a miss leaves you a way out.

Mark Loop

Marks come one from the cast and one more for each different enemy struck, capped at three. A Basic Attack spends one to dash in for 70 at Lvl 1 plus 75% of physical attack while restoring 100 Health. Each follow-up trims 10-20% off Skill 2's cooldown, which keeps the loop turning through a brawl, and enemies below 30% Health take extra true damage on top.

Dive Out

The dive lasts 3s and returns 50% of Skill 1's cooldown when it ends. Use the speed to open the gap, then dash past the terrain with the submerged version of Skill 2. That dash shaves another 25% off Skill 1, so the next dive is never far away.

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
  • True damage below 30% HP means chipped targets never escape
  • Chained dashes from dive mode and mark chases make him hard to pin down
  • Skill 2's on-hit healing keeps him brawling on the frontline
  • The dive-mode Ultimate hauls enemies to the dash endpoint — a premier catch
Weaknesses
  • Missing the Ultimate strands him alone in the middle of the enemy team
  • Hard crowd control breaks the dash chain and his thin frame melts fast
  • Managing dive mode, marks, and empowered attacks at once demands high APM
Early Game Strategy

As a jungler, Lam's first goal is using Skill 1's dive mode (+40 movement speed) to cut travel time between camps and secure level 4 plus the Ultimate before the 4-minute Tyrant spawns. The on-hit healing from Skill 2 keeps your HP topped up mid-clear, so you can often full-clear without recalling. Pick gank targets around the Passive: enemies below 30% HP take bonus true damage, so hit lanes where the enemy is already chipped. Train your eyes on that 30% line on every health bar — the number of kills you convert changes visibly.

Mid Game Strategy

Mid-game Lam owns the river. Use dive mode's speed to slip into the enemy jungle and drag isolated targets to the dash endpoint with the Ultimate, delivering them into your team's arms. Cast during dive mode, the Ultimate hauls every enemy along its path, so the dream opening at objectives is abducting the enemy jungler before the fight starts. Around 10 minutes, with two physical core items done, the mark-chase combo alone chips squishy enemies to 30% HP — then the Passive's true damage zone finishes the job.

Late Game Strategy

The late game is an exercise in patience. Lam is not a first-engage piece; he's a finisher who slips into the backline seconds after enemy targeted crowd control and attention lock onto your frontline. Stack marks with Skill 2, weave the empowered basic attack's dash and healing, and execute enemies in order as they cross below 30% HP. Resetting after each kill matters too — whether you can ride out cooldowns in dive mode is the difference between life and death. In Overlord standoffs, keep showing the enemy marksman the threat of a dive-mode Ultimate abduction.

Teamfight Strategy

Lam's teamfight motto: enter second, outlast everyone. Circle the perimeter in dive mode at the start, and the moment enemy crowd control is spent, drag out their squishiest member with the Ultimate. From there, cycle Skill 2 into empowered basic attack dashes, healing through the on-hit sustain while you execute targets one at a time. The Passive works harder as health bars drop across the fight, so simply surviving the early chaos is itself a damage steroid. If chasing deep means ending up 1v3, dive out and wait for the next victim instead — that composure defines good Lam play.

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
2.38%
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 2: Space Split
2

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

Skills

Hunter
Passive

Hunter

DamageSpeed Up
When the enemy's Health drops below 30%, Lam will mark them as Prey. Lam's skills and Basic Attacks deal an extra 7.5-15% true damage to Prey.
Lvl 1Lvl 15
True Damage
7.515
Wavebreaker
Skill 1⏳ CD: 10s | Mana: 30

Wavebreaker

SubmergeMovementSpeed Up
Lam submerges himself for 3s and gains 40 Movement Speed for 3s. After the duration expires, he returns to normal and 50% of the Cooldown is returned.
If he uses this skill again while submerged, he will burst out of the water and dash in the target direction, dealing 300 (300 + 120% extra physical attack) physical damage to enemies in his path and slowing them by 25% for 1.5s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
300360420480540600
Slow
25%30%35%40%45%50%
MSPD Increase
404856647280
Space Split
Skill 2⏳ CD: 6s | Mana: 40

Space Split

DamageEnhanceRecovery
Lam attacks nearby enemies and slices open their wounds, dealing 2 strikes of 235 (235 + 50% extra physical attack) physical damage and recovering 100 (100 + 1.5% extra Health) Health for every enemy hero hit (recovery is halved for non-hero units). He gains 1 mark when using the skill, and gains 1 additional mark every time a different enemy is hit, for up to 3 stacks.
While he has a mark, his Basic Attack is enhanced, consuming 1 mark to dash and deal 197 (70 + 75% physical attack) physical damage while recovering 100 (100 + 1.5% extra Health) Health. Each follow-up attack reduces the cooldown of this skill by 10%-20%.
When using this skill while submerged, he will dash in the target direction and reduce Skill 1's Cooldown by 25%.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
65.85.65.45.25
Base Damage
235282329376423470
Basic Attack Damage
708498112126140
Health Recovery
100120140160180200
Cooldown Reduction
25%30%35%40%45%50%
Death From Below
Ultimate⏳ CD: 40s | Mana: 80

Death From Below

Crowd ControlDamageMovement
Lam throws his dagger in the target direction, slowing enemies in its path immensely for 0.5s. After a short delay Lam dashes toward the dagger, dealing 520 (520 + 180% extra physical attack) physical damage and dragging enemies in his path along with him.
When using this skill while submerged, he will drag enemies to the dash destination, and Skill 1's Cooldown will be reduced by 50%.
Lvl 1Lvl 2Lvl 3
Cooldown
403530
Base Damage
5207801,040

Patch History

LamJuly 2 patch
Buff
Lam Skill 2 (Space Split) • Base damage 225 (+45/lv, 45% bonus AD) → 235 (+47/lv, 50% bonus AD) • Enhanced basic attack damage 50 (+10/lv) → 70 (+14/lv), 75% physical attack unchanged • Healing 85 (+17/lv, 15% bonus AD, 1% bonus HP) → 100 (+20/lv, 1.5% bonus HP) What this means Damage and survivability both improved. The enhanced basic attack gained roughly 40%, which is the standout — extended trades built around Skill 2 now pay off far better. His healing swapped AD scaling for a bigger flat value and stronger HP scaling, so mixing a little health into your build sustains better than going pure damage. It all supports what Lam wants to do: dive in alone and get back out.

Other Jungle 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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