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Fuzi

Fuzi

Clash LaneFighterDifficulty: Normal

Win, Pick and Ban Rates

Clash Lane
C
Tier / Pop
52.67%
Win Rate
0.46%
Pick Rate
0.04%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.4pt

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

Base Stats

Max HP
3432
Max Resource
5
Physical Attack
176
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
51
Resource Regen / 5s
0

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

Recommended Builds

Build 1Percent-HP damage finish
  • Flash

When the enemy fields two or more high-Health frontliners.

Sparkforged Dagger opens and Boots of Dexterity follows at 700G, so attack speed and movement are both up early. Succubus Cloak lands fourth, one slot earlier than in the other build, putting 300 Magic Defense on the board by 6,790G. Doomsday closes: every Basic Attack adds 80–160 physical damage plus 7% of the target's extra Health. That last slot is the only item this build does not share with the other, and the totals read +164.5 Physical Attack, +95% Attack Speed, +20% Physical Lifesteal.

Build 2Shielded frontline hold
  • Flash

When enemy physical damage is heavy and you need to stay on the front line.

The first three purchases match the other build. Pure Sky moves up to fourth, so 80 Physical Attack and 150 Physical Defense arrive at 6,910G, and landing a skill on an enemy hero cuts Fuzi's incoming damage by 20% for three seconds. Dawnlight finishes the set: damaging an enemy hero shields Fuzi and the lowest-Health ally nearby for 250–500 plus 4% of Max Health, on a 10-second cooldown. Totals lean defensive at +30% Cooldown Reduction, +533 Physical Defense and +3462 Max Health.

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 brawler who powers up through repeated basic attacks, pulls enemies in with his ruler, and reflects the first attack that hits his stance. He is built to win while being hit.

Best for: patient brawlers happy to win while taking hits. Stacking five basic attacks takes discipline; the payoff is turning the enemy's opening blow back on them.

Recommended Combos
Opening Bind

The dash only catches the first enemy hero it touches, so find an angle past their frontline instead of driving through it. A bound target deals 20% less damage. Hold the 45% reduction (Lvl 1), keep swinging, and drag them back with Skill 1 when they drift to the edge of the zone.

Stack Up Before You Commit

Each landed Basic Attack adds a stack, and five of them open a 5-second enhanced window. While enhanced, every hit adds true damage and shaves 1s off Skill 1 and Skill 2. Five seconds is short, so stack on minions and close the distance immediately after.

Reflect Counter

The enhanced state runs for only 2s, so press it just as the enemy winds up a Basic Attack. That first hit is reduced, 50% of it bounces back, and the attacker is slowed by 15% for 2s (Lvl 1). Pull them in with Skill 1 and take the trade.

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
  • Five-stack true damage makes him one of the game's best 1v1 brawlers
  • Skill 2's 45% damage reduction and reflect turn enemy aggression against them
  • The Ultimate's 5-second bind and 20% damage cut shuts down the enemy ace
  • A late-game power curve that keeps climbing as items complete
Weaknesses
  • Needs uninterrupted basic attacks to function — kiting shuts him down hard
  • His only real gap-closer is the Ultimate; missing it leaves a long window
  • Skill 1's pull radius is small and whiffs against high-mobility targets
  • Without stacks, both his damage and durability are merely average
Early Game Strategy

Take Skill 2 first in the clash lane — the damage reduction and bonus-attack procs let you clear the opening wave and trade at the same time. Fuzi's lifeline is his Passive: whether you have five stacks banked from hitting minions before you commit changes the fight entirely. The empowered state adds true damage and shaves the cooldowns of Skills 1 and 2, so at even HP you win most slugfests on math alone. Don't chase before level 4, and any time the enemy jungler disappears from the map, assume the river brush and back off.

Mid Game Strategy

At the 4-minute Tyrant fight, your job is to open by binding the enemy fighter or jungler with your Ultimate. Five seconds of restricted movement plus 20% reduced damage output means they fight the whole skirmish at a disadvantage. In lane, lean on your 1v1 strength to push the side, and drag anyone who collapses on you into melee with Skill 1. Skill 2 reflects 50% of the first basic attack you take while it's active — read the tell on an enemy's empowered attack and pop it in response, and you win the trade on that alone.

Late Game Strategy

True to his late-game label, Fuzi peaks once Doomsday and Blood Rage come online after 15 minutes. Five-stack true damage all but ignores armor, so almost nobody wins a straight brawl against you. But games are decided at Shadow Tyrant and Overlord, not in a side lane. Leave the 1v1 thirty seconds before the objective spawns, regroup with your team, and claim the position that lets you land your Ultimate as the fight's opening move.

Teamfight Strategy

The dream scenario: bind the enemy carry right before the brawl starts and turn it into a 5v4. The dash latches onto the first hero it touches, so when their frontline is walling you out, look for a flank angle. Once the bind lands, activate Skill 2's 45% damage reduction and never stop swinging — as long as your basics connect, the stacks and cooldown refunds keep cycling, and Fuzi only gets stronger the longer the fight runs. Standing around without a target is the one thing that kills you.

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
2.97%
1.61%
1.57%
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: Intuition
2

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

Skills

Ancient Wisdom
Passive

Ancient Wisdom

EnhanceDamageCooldown
Whenever Fuzi lands a Basic Attack, he gains 1 stack of Admonition for 5s, up to 5 stacks. At full stacks, he becomes enhanced for 5s. While enhanced, he gains 60 Movement Speed and 30% Attack Speed, while each Basic Attack deals an extra 80 (80 + 28% extra physical attack) true damage and reduces his Skill 1 and Skill 2's Cooldown by 1s.
Lvl 1Lvl 15
MSPD Increase
6088
ASPD Increase
30%58%
True Damage
80160
Corporal Punishment
Skill 1⏳ CD: 8s

Corporal Punishment

Crowd ControlDamageSlow
Fuzi swings his ferule in the target direction, pulling enemies within range toward him and dealing 320 (320 + 100% extra physical attack) physical damage while slowing them by 25% for 1.5−2.5s (duration scales with skill level).
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.87.67.47.27
Duration
1.51.71.92.12.32.5
Base Damage
320384448512576640
Slow
25%30%35%40%45%50%
Intuition
Skill 2⏳ CD: 7.5s

Intuition

Damage ReductionEnhanceSlow
Fuzi enhances himself for 2s, during which he gains 25% Movement Speed and 45% damage reduction.
While enhanced, he reflects 50% of the damage taken after being hit by the first Basic Attack and slows his attackers by 15% for 2s. This reflected damage carries his Basic Attack's on-hit effects.
Passive: His Basic Attack has a 25% chance of being followed up with another Basic Attack that inflicts 50% damage and on-hit effects.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
MSPD Increase
25%28%31%34%37%40%
Damage Reduction
45%49%53%57%61%65%
Slow
15%18%21%24%27%30%
Sage's Might
Ultimate⏳ CD: 45s

Sage's Might

LinkMovementEnfeeble
Fuzi charges in the target direction, dealing 600 (600 + 200% extra physical attack) physical damage to the first enemy hero hit and binding them to his lamppost. While bound, the enemy hero will be confined for 5s within the area where his Ultimate hit, and deal 20% less damage.
Lvl 1Lvl 2Lvl 3
Cooldown
454035
Base Damage
6009001,200

Other Clash 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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