Win, Pick and Ban Rates
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
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.
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
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.
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.
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.
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.
- 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
- 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
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.
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.
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.
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
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

Ancient Wisdom
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| MSPD Increase | ||
| MSPD Increase | 60 | 88 |
| ASPD Increase | ||
| ASPD Increase | 30% | 58% |
| True Damage | ||
| True Damage | 80 | 160 |

Corporal Punishment
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.8 | 7.6 | 7.4 | 7.2 | 7 |
| Duration | ||||||
| Duration | 1.5 | 1.7 | 1.9 | 2.1 | 2.3 | 2.5 |
| Base Damage | ||||||
| Base Damage | 320 | 384 | 448 | 512 | 576 | 640 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Intuition
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| MSPD Increase | ||||||
| MSPD Increase | 25% | 28% | 31% | 34% | 37% | 40% |
| Damage Reduction | ||||||
| Damage Reduction | 45% | 49% | 53% | 57% | 61% | 65% |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Sage's Might
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
| Base Damage | |||
| Base Damage | 600 | 900 | 1,200 |
Other Clash Lane Heroes
Stats: official HoK Camp, as of
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