Skip to content
Honor of Kings HubUnofficial
Luara

Luara

Farm LaneMarksmanDifficulty: Hard

Win, Pick and Ban Rates

Farm Lane
A
Tier / Pop
53.29%
Win Rate
1.46%
Pick Rate
0.29%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.6pt

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

Base Stats

Max HP
3304
Max MP
600
Physical Attack
170
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

Build 1HP and armor to hold the fight
  • Frenzy

When the enemy fields several front-liners and Luara gets focused first in team fights

Boots of Fortitude come first, and their +100 physical defense plus 6-12% less physical damage taken carry Luara through the early trades. Sparkforged Dagger and Doomsday follow, then slots four to six go to Deepfrost Siege, Cuirass of Savagery and Blood Rage. All three carry health, and the totals reach +3050 max HP, +310 physical defense and 24.8% physical lifesteal. Blood Rage drains 30% of current HP to convert 40% of that max HP into a shield for 4 seconds.

Build 2All-in on crit and penetration
  • Flash

When the enemy team is light on tanks and their backline has to fall fast

Boots of Dexterity open with +20% attack speed, and Sparkforged Dagger plus Doomsday keep raising the rate of fire. From the fourth slot on, Master Sword, Daybreaker's Virtue and Overlord's Might push the totals to +125% attack speed, 51% crit rate and +369 physical attack. Daybreaker's Virtue doubles its penetration bonus for a ranged hero, so Luara reads 30% physical penetration, and Overlord's Might adds 30% damage against any enemy under 50% HP. No defensive item goes in at all: gear and arcana add zero physical defense, and max HP tops out at +1100.

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 marksman who carries up to two serpent blades: every basic attack sends them slicing at the target, and three blade hits count as one basic attack. The blades also grant vision of whatever they cut, so her damage and her scouting run on the same track.

Best for: players who like running two damage streams at once — her own shots and the blades already in the air — and who would rather win on placement than on reaction speed.

Recommended Combos
Serpent Blade Kiting

Every 3 serpent blade strikes count as 1 Basic Attack, and the blade grants vision of whatever it hits. That keeps a target lit up even after they duck into a bush. While Skill 1 is active she can also leap over one wall, which doubles as the escape route.

Blind Counterplay

Blinded enemies cannot deal damage with Basic Attacks, so landing this on an attack-reliant hero buys 1.5s of free trading. While enhanced, every point of damage builds Energy, and each time it caps she rains fire that launches nearby enemies. That also answers an assassin who sticks to her.

Fire Serpent Pull-Through

The Fire Serpent always charges back toward Luara, so summoning it behind a target guarantees the path runs through them. With a serpent blade active it immediately carves everyone the serpent clips; without one, 25% of Skill 2's cooldown is returned instead.

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
  • Blades that keep cutting the target and grant vision of it, beating bushes and escape attempts
  • The 1.5s blind shuts off the damage of any basic-attack hero
  • Skill 1's 10s cooldown keeps the speed boost and wall vault coming, making her hard to catch
  • The 1/3s knock-up from the fire rain during her enhanced state doubles as anti-assassin self-peel
Weaknesses
  • Zero burst; targets often walk away before she can finish the job
  • Cashing in the self-buff means staying forward and eating damage
  • Skill-heavy comps blank the blind and cut deep into her identity
  • Heavily attack-speed dependent — underwhelming until the core is built
Early Game Strategy

Take the farm lane and let the serpent blades do the early work until your first attack speed item is finished. Pick up a blade with Skill 1, land a basic attack, and the blade cuts the target continuously while granting vision of it — an enemy who ducks into a bush stays visible and keeps bleeding. Feel a gank coming? Skill 1 again: 60 bonus Movement Speed (up to 120 at max rank) and one free wall vault while it lasts, which most junglers cannot answer. The boost diminishes over 1.5 seconds, so pick your exit before you press it. She has no burst this early, so prioritize last-hitting over hero kills.

Mid Game Strategy

Around 10 minutes, with two attack speed core items online, her sustained damage starts to bite. Every skill cast raises her Attack Speed for 3 seconds, stacking up to three times, so keep Skill 1 and Skill 2 rolling instead of hoarding them. Three serpent blade hits count as one basic attack, which means your attack speed directly sets how fast the blades cut. In skirmishes, drop Skill 2's fire serpent behind the enemy: it charges back toward you, carving through everyone in its path, slowing them by 25% at rank 1 (up to 50%) and pulling them back slightly — that pull is not a crowd control effect. Hold a blade when it lands and the blade immediately attacks every enemy the serpent hit. Jumped by a basic-attack jungler? Skill 3. Their attacks deal nothing for 1.5 seconds, and that window is enough to turn the fight around.

Late Game Strategy

With full build in sight, build your marksman duels around Skill 3. A blinded enemy cannot deal damage with basic attacks, and their skill projectiles deviate from their path at random, so for those 1.5 seconds you are effectively fighting a player up. The same cast hands her a serpent blade and enhances her. While enhanced, every point of damage she deals with basic attacks and skills charges Energy — damage dealt, not damage taken — and each time the bar fills, fire rains down and launches nearby enemies for 1/3s. That is genuine self-peel against an assassin glued to your back. The catch: Energy only builds while you are attacking, so backing out of range turns the buff into a dead card. Knowing exactly when to step out is where Luara players separate.

Teamfight Strategy

Your job is steady area damage: keep two serpent blades cycling from behind your frontline. Land Skill 3 on the enemy marksman as the fight opens and their basic attacks deal nothing for 1.5 seconds while you push in with the buff running. If someone dives you, do not just retreat — keep attacking, fill the Energy bar, and the fire rain's 1/3s launch pries them off. Once there is space, take Skill 1's speed and wall vault to reset. One escape trick: when running, drop the fire serpent behind your pursuer. It charges back to you straight through them, leaving a slow behind as it goes.

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
2.89%
1.76%
3-hero team

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 2: Furtive Attack
2

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

Skills

Serpent's Envoy
Passive

Serpent's Envoy

EnhanceDamage
When using Skill 1 and her Ultimate, Luara gains up to 2 serpent blades that attack enemies during her Basic Attacks.
She gains a 5% Attack Speed boost for 3s when using skills, for up to 3 stacks.
Lvl 1Lvl 15
Attack Speed
5%10%
Deadly Fang
Skill 1⏳ CD: 10s | Mana: 30

Deadly Fang

Bypass TerrainSpeed UpEnhance
Luara gains 60 Movement Speed that diminishes over 1.5s and a serpent blade. While the serpent blade is active, she gains a brief Movement Speed burst and can leap over a wall once.
The serpent blade attacks targets continuously, dealing 60 (35 + 15% physical attack) physical damage (attack speed scales with her Attack Speed).
Every 3 serpent blade attacks count as 1 Basic Attack. Attacks grant vision of the attacked target, and deal 50% damage to secondary targets.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
354249566370
MSPD Increase
60728496108120
Furtive Attack
Skill 2⏳ CD: 8s | Mana: 35

Furtive Attack

DamageSlow
Luara summons the Fire Serpent at the target location. After a short delay, the Fire Serpent charges at her, dealing 450 (450 + 140% extra physical attack) magical damage to enemies in its path, slowing them by 25% for 2s, and pulling them back slightly (not considered a crowd control effect).
If Luara has active serpent blades, the serpent blades immediately attack enemies hit by the Fire Serpent. If she does not have active serpent blades, 25% of Skill 2's Cooldown is returned.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.77.47.16.86.5
Base Damage
450540630720810900
Slow
25%30%35%40%45%50%
Blazing Glare
Ultimate⏳ CD: 50s | Mana: 100

Blazing Glare

BlindCrowd ControlEnhance
Luara summons the Fire Serpent in the target direction, dealing 450 (450 + 140% extra physical attack) magical damage to enemies in its path and blinding them for 1.5s. This skill can be used while moving.
Luara enhances herself and gains a serpent blade. While enhanced, she gains Energy every time she deals damage with Basic Attacks and skills. Each time she reaches max Energy, she rains fire on nearby enemies, dealing 150 (150 + 48% extra physical attack) magical damage and launching enemies within range for 1/3s.
Blinded enemies cannot deal damage with Basic Attacks, and their skill projectiles will deviate from their normal trajectories by a random offset and hit enemies along the way.
Lvl 1Lvl 2Lvl 3
Cooldown
504540
Base Damage
450675900
Fire Rain Damage
150225300

Patch History

LuaraSeptember 10 patch
Buff
Luara — a major Skill 2 buff and a shorter ultimate cooldown Skill 1 (Deadly Fang) • Base damage 30 (+6 per level, 12% physical attack) → 35 (+7 per level, 15% physical attack) • Serpent Blade attack cooldown reduction 0.15s → 0.15–0.12s Skill 2 (Furtive Attack) • Cooldown 10s (-0.4s per level) → 8s (-0.3s per level) • Mana cost 40 → 35 • Base damage 350 (+70 per level, 100% extra physical attack) → 450 (+90 per level, 140% extra physical attack) Ultimate (Blazing Glare) • Cooldown 60s (-6s per level) → 50s (-5s per level) • Fire Rain damage 150 (+75 per level, 45% extra physical attack) → 150 (+75 per level, 48% extra physical attack) What this means This is the most generous buff of the six. Skill 2's level 6 base damage rises from 700 to 900, about 29% more, and its extra physical attack ratio from 100% to 140%. The cooldown shortens as well, from 10s to 8s at level 1 and from 8s to 6.5s at level 6, and the mana cost drops. Skill 2 now comes up more often and hits harder every time. The ultimate comes back faster, 60s → 50s at level 1 and 48s → 40s at level 3, so it is ready for more of the team fights. Skill 1's slash damage also climbs from 60 to 70 at level 6. One line resists a firm reading: the slash "cooldown reduction" going from 0.15s to 0.15–0.12s. The in-game description still says only that the slash speed scales with Attack Speed and gives no timing, so whether higher Attack Speed brings the gap down to 0.12s is unconfirmed. Luara had the lowest win rate of the 18 farm lane heroes at 46.36% (official statistics, retrieved 2026-09-04). This patch is built to lift Luara off the bottom, and trades built around Skill 2 should land more often than before.
LuaraAugust 13 patch
Buff
Luara — Quality Upgrade Stats • Base Health 3,204 → 3,304 Passive (Serpent's Envoy) • New: gains 5%–10% Attack Speed for 3s after using a skill, stacking up to 3 times • Reworked serpent blades: they used to carry 30% of the skill's effect. Now every 3rd continuous strike counts as a Basic Attack, grants vision of the target, and deals 50% damage to secondary targets Skill 1 (Deadly Fang) • New: gains 200 Movement Speed after traversing a wall, diminishing over 0.6s • Serpent blade strike rate now scales with her Attack Speed instead of skill level • Removed: serpent blade strikes no longer reduce Deadly Fang's cooldown by 0.15s • Serpent blade duration 6s → 5s • Movement speed attenuation 2s → 1.5s • Movement Speed increase 45% (+9% per level) → 60 (+12 per level) • Base damage 40 (+8/lv, 20% physical attack) → 30 (+6/lv, 12% physical attack) • Cooldown 12.5s (-0.5s per level) → 10s (-0.4s per level) Skill 2 (Furtive Attack) • New: can pull enemies back • Base damage 320 (+64/lv, 80% extra physical attack) → 350 (+70/lv, 100% extra physical attack) • Cooldown returned 50% → 25% (+5% per level) Ultimate (Blazing Glare) • Cooldown 50s (-5s per level) → 60s (-6s per level) • Base damage 480 (+96/lv, 120% extra physical attack) → 450 (+225/lv, 140% extra physical attack) • Meteorite damage 240 (+120/lv, 60% extra physical attack) → 150 (+75/lv, 45% extra physical attack) • Blind duration 2s → 1.5s What this means Luara's damage now lives in her Attack Speed rather than her Skill 1 numbers. Serpent blades strike at a rate tied to her Attack Speed, and every third strike is treated as a Basic Attack — so it grants vision and, crucially, triggers on-hit item effects. The new passive Attack Speed stacks feed straight back into that loop. In exchange, each blade strike fell from 40 (20% physical attack) to 30 (12% physical attack), cutting it by over a third, and blades now last 5s instead of 6s. Rushing raw damage items no longer pays off the way stacking Attack Speed and on-hit effects does. The removal of the 0.15s cooldown refund per strike matters as well: Deadly Fang used to come back faster the longer she stayed glued to a target, but it is now a flat 10s (-0.4s per level), so choosing between using the wall hop to escape or to commit carries more weight. Skill 2 gaining a pull is the change that alters her positioning most — a marksman who can now grab a target herself and hand it to her team, with the AD ratio up from 80% to 100% so the same cast both stops a retreat and chunks. The Ultimate went the other way: 10 more seconds of cooldown, half a second less blind, and weaker meteorite damage mean it is no longer available for every fight. Save it for a window where you can actually spend the 5s of enhancement swinging.

Other Farm Lane Heroes

Stats: official HoK Camp, as of

Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.

Report an error on this page

© 2026 Honor of Kings Hub. All rights reserved.

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.

This website is an unofficial fan site and is not affiliated with Tencent or Level Infinite in any way.
Honor of Kings is a registered trademark of Tencent.