Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- ±0.0pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3257
- Max MP
- 600
- Physical Attack
- 165
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 37
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team heals or lifesteals its way through fights
Only the fourth slot differs across the six items. Mortal Punisher costs 2,080G and brings the running total to 7,030G, adding 20% attack speed. Anything it hits loses 35% of its health recovery and lifesteal for 2.5 seconds. Finished, the build carries +425 physical attack, +100 physical pierce and 70% attack speed, twenty points above build 2.
When the enemy team has divers and you must keep firing while taking hits
Same build with Bloodweeper in the fourth slot. It costs 2,000G for 25% physical lifesteal and +500 max health, putting the running total at 6,950G. Its passive adds another 25% physical lifesteal on skill damage. Max health finishes at +1900, five hundred above build 1, while attack speed settles at 50% and physical attack at +405.
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 rhythm-based marksman who detonates dark marks on every fourth stack. His chakram dash turns him untargetable mid-fight, and his tornado claims ground with lasting damage.
Best for: shooting in four-counts. Four marks, detonate, repeat — and the chakram dash doubles as your dodge, so escaping and attacking come from one input.
Each basic attack adds one Dark Mark, and reaching the fourth detonates it with no wait. Marks also go off on their own after 4s, so there is no need to force a fourth hit onto someone out of reach. That extra 75 range is what gets all four attacks onto an enemy marksman.
The storm lasts 5.4s and doubles its damage on enemies caught at the center. Storm ticks stack Dark Marks too, so together with basic attacks the fourth stack arrives fast. Place it on the escape route and make them walk over the middle.
While chasing the chakram Fang cannot be targeted, which is enough to make a diving assassin's skill miss outright. The trail burns for 2.9s, hitting anyone standing on it every 0.25s and slowing them by 15%. It is his only escape, so turn it into offense only when the kill is certain.
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.
- Mark detonations plus a monster bonus give elite objective speed
- Skill 2's untargetable dash dodges burst skills outright
- Doubled damage inside the tornado dominates tight-quarters fights
- Passive reveals lurking enemies, defusing bush ambushes
- Damage depends on stacking marks; single-hit burst is modest
- Badly exposed after Skill 2 is spent and melts to focus fire
- Late-game sustained damage trails pure basic-attack marksmen
- If enemies sidestep the tornado, his teamfight control halves
Fang works in the farm lane or the jungle, and either way the game plan is the same: four mark stacks, instant detonation. In lane, hit Skill 1 for the attack speed and range boost, land four basic attacks on your opponent, and watch the trade swing hard your way. His Passive adds bonus damage against monsters, so as a jungler he burns down the four-minute Tyrant about as fast as anyone in the game. That same Passive reveals enemy heroes lurking nearby, which makes bush ambushes far easier to smell out. Whatever you do, keep Skill 2 in reserve as your escape.
From around seven minutes, with one or two damage items finished, you become an objective monster — the monster bonus and mark detonations stack up, and Tyrant and Overlord visibly melt a size faster under your shots. When a teammate catches someone, the standard play is dropping your Ultimate's tornado on their escape route to box them in. Damage inside the tornado is doubled and tornado ticks also stack marks, so layered with Skill 1, squishy targets rarely make it out. Just remember Skill 2 is your only self-defense tool; spend it with care.
Late game Fang designs teamfights around tornado placement. Pre-place it on the tight terrain in front of Shadow Tyrant and the enemy must either eat the doubled-damage core or break formation walking around it. Past ten minutes, cut back on solo play: Skill 2's untargetable dash is excellent, but the seconds after it's spent leave you genuinely defenseless, and getting caught there kills you through any item lead. In sieges, mark detonations splash onto enemies packed under the tower, so lean on your front line and grind forward together.
Open every teamfight with the tornado. Place it where the enemy back line will retreat — or where your front line will shove them — and let the five-plus seconds of doubled damage shrink the battlefield. From there, boost your attack speed with Skill 1 and stack marks off everything the tornado touches; a brawl with chained four-stack detonations is Fang's private playground. When assassins dive, slip through them with Skill 2, leave the burning trail's slow behind, and re-position behind your front line. The detonations are area damage — the tighter the enemy clumps, the harder you hit.
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

Going Undercover
He can also identify monster weak spots, letting him deal 7.5-15% extra physical damage to monsters.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 7.5% | 15% |

Target Sighted
He also gains 35% Attack Speed and 75 Attack Range for 4s when using this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Base Damage | ||||||
| Base Damage | 230 | 276 | 322 | 368 | 414 | 460 |
| Extra Damage | ||||||
| Extra Damage | 230 | 276 | 322 | 368 | 414 | 460 |
| Attack Speed | ||||||
| Attack Speed | 35% | 42% | 49% | 56% | 63% | 70% |

Wheel Away
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Base Damage | ||||||
| Base Damage | 260 | 312 | 364 | 416 | 468 | 520 |
| Damage Over Time | ||||||
| Damage Over Time | 110 | 132 | 154 | 176 | 198 | 220 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Bladestorm
The blade deals double damage to enemies at the center and places Dark Marks on them.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 30 | 27 | 24 |
| Base Damage | |||
| Base Damage | 140 | 210 | 280 |
| Strike Damage | |||
| Strike Damage | 320 | 480 | 640 |
Other Farm Lane Heroes
Stats: official HoK Camp, as of
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