Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3510
- Max MP
- 620
- Physical Attack
- 180
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 385
- Attack Range
- Melee
- HP Regen / s
- 88
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team heals a lot and you need to hold the front line
Guardian - Radiance goes first, adding 65-130 physical and magic defense, with half of that passed to allies within 800 units. Blazing Cape lands third at the 4,820G mark and adds another 150 to each defense. Its burn cuts enemy HP regen and lifesteal by 35% for 2.5 seconds. Totals come to +5100 max HP against +492 magic attack, so durability is what this build buys first.
When the enemy front line is thin and you want to keep the pressure on early
Crimson Shadow - Radiance opens with 20% attack speed and 15% cooldown reduction, half of which reaches allies within 800 units. Breakthrough Robe and Staves of Sorcery come third and fourth, so magic attack and magic defense penetration are in place by 6,980G. Late game, Sage's Tome adds 0.5% damage and 0.5% damage reduction per 100 magic attack, and Savant's Wrath raises magic attack by another 30%. Totals reach +912 magic attack and 25% cooldown reduction, with max HP 2000 lower than build 1 at +3100.
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 tank whose shields explode and whose ultimate teleports him to any ally on the map. The mere fact that Liu Bang is missing from vision is pressure — the split-map specialist.
Best for: split-map thinkers. Being absent from the minimap is the threat, the 2.2-second channel is the price, and you alone choose whose fight to land in.
The 2.2s channel leaves him wide open, so start it in brush or behind a tower. On arrival he heals himself and nearby allies, and Skill 2 stays fully charged for 10s. That means a 550-length dash and a 0.75s stun are ready the moment he lands.
The shield damages nearby enemies when it expires, but a shield broken by the enemy first only deals half. From 1.5s after it goes up, you can detonate it yourself. Doing that point-blank while the stun holds is the reliable way to land it.
Cutting the channel at 0.4s gets you next to your ally without the wait. In exchange, the shield you handed them is removed and you get no healing. A longer channel means a stronger shield and more arrival damage, so wait it out whenever the fight allows.
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.
- The Ultimate projects pressure onto any fight from anywhere on the map
- One warp delivers shields, healing, and his own escape in a single skill
- A guaranteed max-charge Skill 2 stun for 10 seconds after every warp
- Passive ranged empowered basics let him poke melee laners for free
- The 2.2-second channel is a total opening and struggles when watched
- Low personal burst — he rarely closes out a kill alone
- Built around split play, so one bad Ultimate creates instant man-down fights
- No CC beyond the single stun, so mobile enemies slip away repeatedly
Liu Bang's default home is the clash lane. Until level 4, Skill 1's shield and delayed blast handle the waves, while the Passive's four-stack ranged empowered basic lets you chip melee opponents without ever being touched. Skill 2's charged dash is your only stun and it's precious — through the early game, hold it as the counter-punch for enemy jungler ganks. Liu Bang's real value unlocks with his Ultimate and its map-wide reach, so through this window, simply banking experience without dying earns a passing grade.
After the 4-minute Tyrant, your two-front war begins. Shove side waves, and the moment a teammate gets touched anywhere on the map, channel your Ultimate and warp to them. You arrive delivering shields, and for 10 seconds after warping, Skill 2 sits at max charge — meaning an immediate full-range stun dash the second you land. The 2.2-second channel is a complete opening, so always cast from brush or behind a tower. Your goal is planting one thought in every enemy's head: if Liu Bang is off the map, this could be a 5v6.
With three or more defense items after 15 minutes, split push and make two defenders deal with you. A detail worth banking: your Ultimate's shield scales with the target's bonus HP, so it lands biggest on your beefiest tank or fighter. The gold-standard pattern is pushing a side lane until seconds before Overlord, then warping in as it spawns. And if five enemies start collapsing on you, the warp to a distant ally is itself your escape hatch.
Fighting with your team from the start, the job is catching the enemy carry with Skill 2's stun and layering Skill 1's blast on top. The shield can be manually detonated 1.5 seconds after casting, so when enemies glue themselves to you, pop it yourself and waste nothing. Arriving from a side lane instead, drop onto their backline mid-fight and let the max-charge Skill 2 flip the board. Engage together or arrive late — read the enemy comp and pick your policy in the first half, and the hesitation disappears.
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

Royal Ambition
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 80 | 160 |
| Base Damage | ||
| Base Damage | 294 | 588 |

Dominator's Shield
After 1.5s, using the skill again will detonate the shield immediately. If the shield is broken, it will only deal 50% damage.
| 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 | 650 | 780 | 910 | 1,040 | 1,170 | 1,300 |
| Shield | ||||||
| Shield | 650 | 780 | 910 | 1,040 | 1,170 | 1,300 |

Staggering Charge
This skill can be charged for up to 1s, and its effects depend on charging time. If the charge is interrupted or canceled, the cooldown will be reduced by 40%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |
| Charged Damage | ||||||
| Charged Damage | 600 | 720 | 840 | 960 | 1,080 | 1,200 |

Battlefield Command
Upon arriving, Liu Bang gains 30% Movement Speed and restores 300 (300 + 8% extra Health) Health to himself and nearby teammates. He also fully charges Staggering Charge, keeping it charged for 10s.
After channeling for 0.4s, this skill can be used again to immediately teleport to the teammate, remove their shield, and deal 200 (200 + 40% magical attack)−400 (400 + 80% magical attack) magical damage to nearby enemies. However, he will not gain the recovery effect.
The longer he channels, the stronger the shield becomes and the more damage he deals upon ending the channeling early.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 60 | 55 | 50 |
| Shield | |||
| Shield | 480 | 720 | 960 |
| Health Recovery | |||
| Health Recovery | 300 | 450 | 600 |
| Base Damage | |||
| Base Damage | 200 | 300 | 400 |
Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of
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