Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.9pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3402
- Max MP
- 580
- Physical Attack
- 175
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 40
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team leans on basic-attack heroes
Rapacious Bite comes first at 2,160G: every monster kill adds 3 physical attack, stacking up to 25 times. The 700G Boots of Dexterity follow, so 50 movement speed is locked in by the 2,860G mark. The sixth slot, Ominous Premonition, adds 300 physical defense and 1,200 max HP, and taking damage cuts the attacker's attack speed by 20-40%. Ten slots each of Red Moon, Hunt and Eagle Eye sit on top, and gear plus arcana totals +81% attack speed, +25% critical rate and +2,800 max HP.
When enemy physical defense is thick and you need penetration
The first five purchases match Build 1; the split is the sixth slot, where Cuirass of Savagery costs 2,050G. It brings 35 physical attack, 210 physical defense and 900 max HP, and every hit taken raises damage dealt by 1%, up to 10%. Cutting Red Moon and Hunt to make room for five slots of Mutation and three of Reaver lifts the totals to +319 physical attack, +82 physical penetration and +24.8% physical lifesteal. The arcana swap costs 11 points of attack speed, leaving +70%, and the sixth-slot difference leaves max HP 300 lower at +2,500.
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 shotgun brawler who walks his damage forward. His ultimate cleanses CC and grants a huge shield, letting him force the range where every pellet connects.
Best for: dictating the range of every exchange. Cleanse through the crowd control, walk into point-blank, and land every pellet — distance is the only thing that beats you.
The dash knocks the target back and leaves Liu Bei standing where it ended. Walk back into range and keep firing — that re-approach is part of the combo, not a mistake. Every shell that hits an enemy hero adds a stack of Combat Instinct, up to 12, and his Physical Pierce climbs with it.
Skill 3 strips the crowd control already on him and blocks anything new for 3s. It also grants 100 physical attack and a 1,000 shield (both Lvl 1), so treat those three seconds as pure damage time. 60% of the damage he deals to enemy heroes flows back into the shield, which rebuilds up to 150% of its initial value.
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.
- Devastating point-blank burst when all four pellets connect
- Ultimate's cleanse and 3-second immunity walk through enemy CC
- Damage dealt converts into shield, so he gets tankier as he swings
- Pellet hits stack armor shred, keeping damage high even into tanks
- Damage falls off sharply at range as the outer pellets stop connecting
- Skill 2 is his only dash; miss it and he can neither chase nor leave
- Extremely vulnerable to CC the moment his Ultimate wears off
- Only the two center pellets crit, making item efficiency awkward
Liu Bei is played jungle first. His Passive shotgun fires four pellets and all four only connect at point-blank range, so hug every buff monster while you clear — your camp speed improves visibly. Level 4 and the Ultimate unlock is your first real decision point; until then, don't force anything and just bank your second buff rotation. When you do gank, enter with Skill 2 from the enemy's escape side so the knockback shoves them toward your teammates. Every pellet that lands stacks physical defense shred, so make it a rule: fight inside their face and empty everything.
Six to eight minutes, when your core damage item finishes, is when Liu Bei runs wild. Skill 3 cleanses CC, grants three seconds of crowd control immunity, and converts 60% of the damage you deal to enemy heroes into shield. Press it the moment enemy CC turns toward you and the brawl becomes one-sided. At Tyrant and Overlord, keep the stack condition straight: Combat Instinct only builds when a pellet hits an enemy hero, so hammering the boss adds nothing. What the boss does feed is the shield — 20% of the damage dealt to minions and monsters comes back as shield points. Open Skill 3 to thicken the shield while you burn the objective, then turn the pellets onto whoever contests. Sequenced that way, the shred is stacked in time for the Smite duel. When you spot an isolated target, walk them down while saving Skill 2 for the chase — holding the dash in reserve is what separates good Liu Bei players from impatient ones.
Past ten minutes, switch to entering fights second. The moment enemy CC and attention lock onto your front line, flank with Skill 2 onto their back line and delete a squishy with point-blank pellets — that's Liu Bei's signature win condition. The Ultimate's shield rebuilds as long as you keep shooting, so answer panicked CC chains with your immunity window and simply out-damage them. Once it expires, though, you're just a melee hero; don't get greedy after a kill. Secure the Shadow Tyrant buff, then close out with the numbers advantage.
In teamfights, Liu Bei becomes the star a few seconds after the opening, not at it. Wait until the enemy dumps skills and CC on your front line, then Skill 2 onto something soft and unload — pellets, Skill 1's double shot, more pellets. If they try to stop you, cleanse instantly with your Ultimate and keep firing. The outer two pellets whiff at range, so your teamfight position is permanently inside the enemy's pocket. From their perspective, the fight is basically lost the moment lockdown stops working on you. Cycling shields in the middle of the scrum, he plays like a fighter wearing a marksman's tag.
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

Reinforced Shells
Only the 2 middle shells from each shot can crit and trigger equipment effects. Structures are not affected by extra shells.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Physical Pierce | ||
| Physical Pierce | 5 | 10 |

Dual Shot
| 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 |
| Base Damage | ||||||
| Base Damage | 110 | 132 | 154 | 176 | 198 | 220 |

Leading the Charge
Hitting an enemy hero reduces this skill's cooldown by 2s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |

Hearts and Minds
He also gains 100 physical attack and a shield that negates 1,000 (1,000 + 15% extra Health) damage for 6s.
While the shield is active, 60% of the damage he deals to enemy heroes and 20% of the damage he deals to minions and monsters is added to the shield.
Shield points are capped at 150% of the initial value.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 60 | 55 | 50 |
| Shield | |||
| Shield | 1,000 | 1,500 | 2,000 |
| Attack Boost | |||
| Attack Boost | 100 | 150 | 200 |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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