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
- 3587
- Max MP
- 0
- Physical Attack
- 182
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 54
- MP Regen / s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team has healing and you want long lane trades
Boots of Resistance come first at 700G for +100 magic defense and 25% more resistance, then Pure Sky lands second and brings its 20% damage reduction online early. Cuirass of Savagery adds 1% damage every time you take a hit, up to 10 stacks. Mortal Punisher closes the build with +20% physical lifesteal and a passive that cuts enemy healing and lifesteal by 35%. Totals reach +495 physical attack and +24.2% attack speed, so the longer a fight drags on, the better this build gets.
When you dive in first and need to re-enter fights again and again
Boots of Fortitude shave 6-12% off incoming physical damage, and Overlord's Might goes second. By 3,240G you already deal +30% to enemies under 50% HP. Destiny turns a lethal blow into brief invulnerability instead of death (120s cooldown), while Sage's Sanctuary revives you on the spot two seconds after death with 2,000-3,000 HP, twice per match. Totals land at +2,450 max HP, +350 magic defense and 26% cooldown reduction, 500 more HP than build 1.
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 fighter whose enchanted halberd deals true damage that no armor answers. His ultimate descends with a knock-up and claims the ground — where he lands becomes the center of the fight.
Best for: players who light up when the enemy stacks armor — the enchanted halberd deals true damage armor cannot answer, and with the ultimate as your only way in, picking where you land is the game.
Skill 2 grants one shield stack for every unit caught, minions included — 350 (Lvl 1) per stack, 3 stacks maximum. The leap ignores crowd control until he lands, so you can answer an enemy stun with it. Stay inside the ring once you are down. It grants 150 physical defense and 150 magical defense.
A Skill 1 that hits no enemy hero strips the enchant. Never spend it clearing the minion wave. A hit arms it for 8s, and each basic attack during that window restores 80 (Lvl 1) Health. Close with Skill 2 for the shield and a 15% slow for 3s before you disengage.
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.
- Enchanted true damage cuts through stacked armor — even tanks aren't safe
- Ultimate descends with crowd control immunity and a knock-up, so his engage rarely gets interrupted
- Skill 2 shields plus healing basic attacks sustain him through long brawls
- Whiffing Skill 1 on heroes drops the enchant — damage and healing die together
- The Ultimate is his only movement; once it's spent, he walks everywhere
- No lockdown beyond the Ultimate and slows, so kiting marksmen frustrate him
In the clash lane, Lu Bu lives and dies by landing Skill 1 on enemy heroes. A hit enchants his halberd for 8 seconds, adding true damage to basic attacks and skills plus healing per swing — but whiffing it on heroes removes the enchant entirely, so never burn it on a minion wave out of habit. Open trades with Skill 2: the more enemies it clips, the more shield stacks you bank (up to three), each ticking back into HP. Keep trades even until level 4, then hit the gas once your Ultimate unlocks.
From level 4, Lu Bu headlines the 4-minute Tyrant fight. The Ultimate is a descending 1-second knock-up with crowd control immunity until landing — a reliable counter-engage you can throw after seeing the enemy's first move. Inside the kill zone you gain 150 physical and 150 magical defense, so the iron rule is: fight inside the circle. Enchanted true damage ignores armor, so your damage doesn't fall off as the lane opponent stacks defense — build tanky yourself and let the true damage carry the numbers.
Late game you play two roles: frontline and backline diver. Before fights, load three Skill 2 shields off minions or their frontline, then drop the Ultimate at the enemy marksman's feet. The zone's defensive bonus plus true damage means tanks and squishies both count as valid targets. Watch out for the mobility void after the Ultimate is spent — land at the edge of a fight and you're stuck walking back into relevance. Drop only when they clump and stop moving: the late-game mantra.
The ideal script: bank shields with Skill 2, wait for their formation to lock in place, Ultimate into the center, then unload Skill 1 and basic attacks with true damage during the 1-second knock-up. Keep the 8-second enchant timer in mind — as long as you're hitting any enemy hero, the healing never stops. Getting shredded in the scrum? Re-cast Skill 2 into three enemies and a 1000-plus shield rebuilds you. The zone's rim slows anyone leaving, so land the Ultimate a half-step toward their escape route.
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

Bloodthirsty Ancestry
While his weapon is enchanted, Lu Bu recovers 80 (80 + 1.3% extra Health) Health on each Basic Attack hit.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Recovery | ||
| Base Recovery | 80 | 160 |

Impaling Thrust
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 600 | 720 | 840 | 960 | 1,080 | 1,200 |
| Health Recovery | ||||||
| Health Recovery | 130 | 156 | 182 | 208 | 234 | 260 |

Souleater
Each captured soul grants him a shield, for up to 3 stacks. Each stack of shield negates 350 (350 + 7% extra Health) damage. He converts 25% of his remaining shield to Health every second, gaining 1 Health for every 2 points of shield.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8.5 | 8.2 | 7.9 | 7.6 | 7.3 | 7 |
| Base Damage | ||||||
| Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |
| Shield | ||||||
| Shield | 350 | 420 | 490 | 560 | 630 | 700 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Tremble, Mortals
He gains 150 physical defense and 150 magical defense within the ring. Enemies that touch the edge of the ring take 150 (150 + 75% extra physical attack) physical damage and are slowed by 30% for 2s. He restores Health for every enemy hero who takes damage this way.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 650 | 975 | 1,300 |
| Contact Damage | |||
| Contact Damage | 150 | 225 | 300 |
| Defense Boost | |||
| Defense Boost | 150 | 225 | 300 |
| Health Recovery | |||
| Health Recovery | 130 | 195 | 260 |
| Movement Speed Reduction | |||
| Movement Speed Reduction | 30% | 45% | 60% |
Patch History

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