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Liu Shan

Liu Shan

RoamSupportTankDifficulty: Normal

Win, Pick and Ban Rates

Roam
B
Tier / Pop
49.39%
Win Rate
0.78%
Pick Rate
0.09%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.3pt

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

Base Stats

Max HP
3539
Max MP
600
Physical Attack
180
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
375
Attack Range
Melee
HP Regen / s
84
MP Regen / s
15

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

Recommended Builds

Build 1HP-Scaling Damage Support

When the enemy roster leans on healing and you want to push up and chip them down yourself.

Crimson Shadow - Radiance opens, handing allies half of its 20% attack speed and 15% cooldown reduction aura. Axe of Torment lands third, bringing 80 physical attack and 90-180 physical penetration online ahead of the defensive pieces. Blazing Cape follows in the fourth slot, burning everything within 375 range and cutting enemy healing and lifesteal by 35%. Blood Rage lands fifth, adding 1.5% of bonus HP to every basic attack, so the +5387 max HP total makes each hit heavier.

Build 2Armor-Stacked Frontline
  • Flash

When the enemy damage is mostly physical and you need to hold the front line through team fights.

Guardian - Starspring opens, passing allies within 800 range half of its 65-130 physical and magic defense and its 0.6% max HP regen every 5 seconds. Glacial Buckler arrives third for 240 physical defense and 20% cooldown reduction, and Ominous Premonition adds 300 more physical defense in the fifth slot. Totals land at +888 physical defense and +32% cooldown reduction, well past build 1's +223 and +16%. Sage's Sanctuary finishes it, reviving Liu Shan on the spot two seconds after death with 2000-3000 HP, twice per match.

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 siege-specialist support tank who jams towers, breaks them, and heals off the scrap. He attacks the enemy's win condition at the structural level, with a stun and charge for ordinary fights.

Best for: players who put tower destruction at the center of the win plan — jam one, break it, heal off every swing, and answer only the question of which tower falls and when.

Recommended Combos
Chain It Without a Gap

The speed bonus peaks the instant you cast and decays from there. Start the run-in immediately. A 1s launch straight into a 1s stun buys your team two full seconds on a target that cannot act.

Siege the Moment You Win

His skills deal full damage to structures and hand back Health every time they connect (280 at level 1). Disrupting the tower is a crowd control skill's job, so time your stay around Skill 2 — 7.5s cooldown at level 1. Win the fight, skip the recall, take the tower.

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
  • One-of-a-kind siege power — he jams towers while tearing them down directly
  • Knock-up and stun in one kit make his CC chain fully self-sufficient
  • Skill 1's shield and speed make the first step of every engage a safe one
  • HP refunds on every structure hit keep him healthy through long sieges
Weaknesses
  • Every skill is point-blank — good kiting means he never touches anyone
  • Skill 1's speed boost is his only gap-closer, so mobile enemies slip away
  • His personal damage is modest; without allied follow-up, the CC achieves nothing
Early Game Strategy

Liu Shan roams with his team while constantly shopping for the next structure to touch — a habit no other support needs. His Passive lets skills damage towers, CC skills jam them for 1.2 seconds, and every skill hit on a structure refunds 280 HP. Early on, though, the star is Skill 2: time the tip of the fan-shaped stun with your jungler's gank and the kill is all but booked. His range is short, so always approach behind Skill 1's shield and speed boost. At the 4:00 Tyrant, stand at the front and use the stun to shut down anyone contesting.

Mid Game Strategy

Liu Shan's mid game peaks in the seconds right after a won fight. The moment the enemy backs off, march to the nearest tower, jam it with Skill 2, and start swinging: the tower's counterattack stops for 1.2 seconds, your skills damage it directly, and the HP refunds let you finish sieges other teams would abandon. With two defensive items around eight minutes, you're also a real engage threat — Skill 1 in, empowered basic knock-up, Skill 2 stun. Take mid's first tower early and your roaming radius explodes.

Late Game Strategy

Late-game Liu Shan closes matches with a two-part threat: the CC chain and the siege. In fights, rotating Skill 1's empowered knock-up, Skill 2's stun, and the Ultimate's spinning slow locks enemies down for over two seconds singlehandedly. But what makes him genuinely scary past ten minutes is what happens after the fight. Win at Overlord and he jams towers and the crystal into silence while dismantling them — ending games at the moment other teams would recall to heal. Decide what you're breaking after you win before you ever commit to the engage. That's the Liu Shan way.

Teamfight Strategy

Your role is to hold enemies in place where your team's damage can reach them. Enter behind Skill 1's shield and speed, open with the empowered basic knock-up, land the Skill 2 fan stun on the enemy carry, then keep the Ultimate spinning for the area slow. Since other skills stay castable during the spin, the CC never has to stop. The thing to fear is distance: every tool in the kit is point-blank, so chasing deep and dying alone is the classic Liu Shan mistake. Meeting the enemies who dive your backline is the far more reliable version of the same fight.

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
3.38%
2.5%
2.28%
2.23%
2.01%

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 1: Overcharge!
1

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

Skills

Magnetic Barrier
Passive

Magnetic Barrier

DisruptRecovery
Liu Shan's skills deal equal damage to structures, and his crowd control skills disrupt them for 1.2s. He pillages parts of structures to recover 280 Health when dealing damage to them with his skills.
Lvl 1Lvl 15
Health Recovery
280672
Overcharge!
Skill 1⏳ CD: 9s | Mana: 50

Overcharge!

Crowd ControlShieldDamage
Liu Shan activates his shield and initiates an assault, gaining 50% Movement Speed that diminishes over time and a shield that negates 650 (650 + 16% extra Health) damage for 3s. Also enhances Liu Shan's next Basic Attack, in which he leaps up and slams into the ground, dealing 569 (350 + 122% physical attack) physical damage to enemies within range and launching them for 1s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
98.68.27.87.47
Base Damage
350400450500550600
Movement Speed
50%60%70%80%90%100%
Shield
6507809101,0401,1701,300
Robo Smash
Skill 2⏳ CD: 7.5s | Mana: 40

Robo Smash

Crowd ControlDamage
Liu Shan commands his mechcraft to claw at enemies in a cone-shaped area, dealing 580 (400 + 100% physical attack) physical damage to them and stunning them for 1s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Base Damage
400480560640720800
Take It for a Spin
Ultimate⏳ CD: 40s | Mana: 100

Take It for a Spin

DamageSlow
Liu Shan commands his mechcraft to spin its arms, dealing 380 (380 + 110% extra physical attack) physical damage to nearby enemies every 0.5s for 3s and slowing them by 15% for 0.5s every second.
Other skills can be used while spinning.
Lvl 1Lvl 2Lvl 3
Cooldown
403530
Base Damage
380570760
Slow
15%22.5%30%

Other Roam 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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