Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −3.5pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3366
- Max MP
- 600
- Physical Attack
- 174
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 370
- Attack Range
- Ranged
- HP Regen / s
- 42
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When two or more high-HP front-liners are on the enemy team and you want to grind them down with volume
Boots come first, then Sparkforged Dagger, so from 2,740G every basic attack carries 40-80 magic damage. Every third attack fires a spark for 160-400, and the finished build reaches +115% attack speed. Daybreaker's Virtue in the fourth slot adds 15% physical penetration, doubled to 30% on a ranged hero like Luban No.7. Doomsday then folds 7% of the target's bonus HP into each basic attack, so the bulkier the enemy, the more the volume of hits pays off.
When enemies stack physical defense and you need to keep firing from up front
Shadow Ripper takes the second slot for 20% critical rate, bringing the build to +56%. Starbreaker lands at 6,930G, so its 30% physical penetration comes online about 500G earlier than Build 1's fourth item. Overlord's Might also moves up a slot, putting the 30% bonus damage against enemies under half HP in play at 9,470G. Bloodweeper closes the build out at +1,200 max HP and +33% physical lifesteal, enough to hold position instead of backing off.
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 stubby-legged siege cannon whose every fifth shot sprays percent-max-Health damage. Nearly the least mobile hero in the game — pure firepower cultured on the premise of being protected.
Best for: players content to be escorted and set on being worth the escort — with no dash and no speed, position is the entire defense, and the strafe every fifth attack is what you give back.
The Basic Attack after any skill turns into a strafe, so slot one between Skill 1 and Skill 2 instead of holding both. Each strafe hits three times down a straight line ahead. Part of that damage scales with the target's max Health, which is why tanks still feel it.
Luban No.7 has no dash. Skill 2 is the only thing that moves someone off him, so it never gets spent on damage. The rocket's blast also carries magic damage scaled to the target's lost Health, which punishes whoever dove in already hurt.
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.
- Strafe damage scales with the target's maximum HP — even tanks melt late game
- Skill 1 and the airship supply their own vision, blunting brush ambushes
- Skill 2's knockback is a reliable last line of defense against divers
- Rapid wave clear makes him hard to siege out even when pushed in
- No mobility skill and slow movement — among the easiest marksmen to catch
- Weak early skirmishing forces a patient, defensive start until items arrive
- The strafe fires in a straight line, losing value when enemies spread out
Let's be honest: Luban No.7's early game is about survival. He has no mobility skill and slow legs, so don't fight for lane priority — hug your tower and collect last hits. The good news is that the Passive strafe and the Skill 1 bomb clear waves quickly, so your farm rarely falls behind even from a defensive posture. Skill 1 also grants vision of anything it hits, which makes it a cheap brush-check when something feels off. The most dangerous moments are when the enemy support disappears from the minimap. Don't chase anything, and leave the 4:00 Tyrant to your teammates.
Around eight minutes, with two or three items done, the patience starts paying out. Your strafe deals physical damage scaling with the target's maximum HP, so unlike other marksmen, you only hit harder as their tanks get bigger. In fights, the damage rotation is about strafe frequency: Skill 1, strafe, Skill 2, strafe — every skill cast loads another burst. Your legs haven't gotten any faster, though, so step forward only after your frontline has the enemy's full attention. The Ultimate airship pays for itself even as a pure scouting tool thrown before a fight.
Approaching full build, Luban No.7 is the strongest stationary gun in the game — one strafe visibly moves an enemy HP bar, tanks included. At Shadow Tyrant and Overlord fights past ten minutes, cycling strafes from the absolute backline is your entire job, and the enemy melts front to back. Luban wins by not dying, full stop — always choose the safe position over the kill. Skill 2's knockback is your only self-peel; save it for the assassin, every time. Throw the Ultimate airship at the enemy's staging area before the fight for vision and free pressure.
Everything depends on holding your spot two or three steps behind the frontline. On engage, drop the Skill 1 slow on the clump and run the loop — strafe, skill, strafe — working through whoever stands in front. The strafe fires in a straight line, so when enemies spread out, just aim at the widest target available, usually their tank: the max-HP scaling means that damage is never wasted. The single non-negotiable is the flank. The instant an enemy assassin appears behind you, Skill 2 them away and run toward your team — no hesitation, no exceptions.
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

Suppressive Fire
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Hero Damage | ||
| Hero Damage | 65 | 130 |
| Non-Hero Damage | ||
| Non-Hero Damage | 120 | 240 |

Blowfish Grenade
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 520 | 624 | 728 | 832 | 936 | 1,040 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Shark Cannon
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12 | 11.4 | 10.8 | 10.2 | 9.6 | 9 |
| Base Damage | ||||||
| Base Damage | 450 | 540 | 630 | 720 | 810 | 900 |
| Lost Health | ||||||
| Lost Health | 5% | 6% | 7% | 8% | 9% | 10% |

Air Support
The airship grants him vision of the area it is bombarding.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 35 | 27.5 | 20 |
| Base Damage | |||
| Base Damage | 520 | 780 | 1,040 |
| Slow | |||
| Slow | 25% | 30% | 35% |
Patch History


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