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Luban No.7

Luban No.7

Farm LaneMarksmanDifficulty: Normal

Win, Pick and Ban Rates

Farm Lane
A
Tier / Pop
44.54%
Win Rate
1.39%
Pick Rate
0.2%
Ban Rate

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

Build 1Attack speed and on-hit damage
  • Flash

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.

Build 2Earlier penetration, sustain to keep firing
  • Flash

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

Playstyle

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.

Recommended Combos
Keeping the Strafe Up

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.

Shove and Fall Back

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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

2-hero team
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: Shark Cannon
2

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

Skills

Suppressive Fire
Passive

Suppressive Fire

Damage
After using 4 Basic Attacks or a skill, Luban No.7's next Basic Attack is enhanced to a scattershot that deals damage 3 times in a straight line ahead. Each shot deals physical damage equal to 65 (+4% of the target's max Health, increases by 1% for every 100 extra physical attack), or 207 (120 + 50% physical attack) physical damage to non-hero enemy units.
Lvl 1Lvl 15
Hero Damage
65130
Non-Hero Damage
120240
Blowfish Grenade
Skill 1⏳ CD: 7.5s | Mana: 40

Blowfish Grenade

DamageSlowVision
Luban No.7 hurls a blowfish grenade at the target location, dealing 520 (520 + 120% extra physical attack) physical damage to enemies within range and reducing their Movement Speed by 25% for 2s. He also gains vision of targets hit by the grenade.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
5206247288329361,040
Slow
25%30%35%40%45%50%
Shark Cannon
Skill 2⏳ CD: 12s | Mana: 70

Shark Cannon

DamageCrowd ControlDamage
Luban No.7 launches a rocket in the target direction. The rocket knocks back enemies directly in front of him and explodes upon hitting the first enemy hero. The explosion deals 450 (450 + 100% extra physical attack) physical damage and magical damage equal to 5% of the target's lost Health to enemies within range.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1211.410.810.29.69
Base Damage
450540630720810900
Lost Health
5%6%7%8%9%10%
Air Support
Ultimate⏳ CD: 35s | Mana: 80

Air Support

DamageSlowVision
Luban No.7 summons a blowfish airship in the target direction for 14s, which drops bombs on a random enemy within range. The bombs explode where they landed after a short delay, dealing 520 (520 + 120% extra physical attack) physical damage to nearby enemies and reducing their Movement Speed by 25% for 1s.
The airship grants him vision of the area it is bombarding.
Lvl 1Lvl 2Lvl 3
Cooldown
3527.520
Base Damage
5207801,040
Slow
25%30%35%

Patch History

Luban No.7July 16 patch
Nerf
Luban No.7 Passive (Suppressive Fire) • Base damage 70–140 → 65–130 • Bonus damage based on target's max HP 4.5% → 4% What this means The max-HP portion is the meaningful cut. That kind of damage scales with how much health the target stacks, so you feel this most when shooting at tanks. His speed at deleting squishies is barely affected, but chewing through a beefy frontline got slower. The core loop — reward for sustained attacks — is untouched.
Luban No.7May 28 patch
Buff
Luban No.7 Passive (Suppressive Fire) • Base damage 50–100 → 70–140 • Bonus damage based on target's max HP 4% → 4.5% Skill 1 (Blowfish Grenade) • Cooldown flat 7s → 7.5s (-0.3s/lv) Skill 2 (Shark Cannon) • Cooldown 15s (-1.2s/lv) → 12s (-0.6s/lv) Skill 3 (Air Support) • Cooldown 40s (-10s/lv) → 35s (-7.5s/lv) What this means A 40% jump in passive base damage lands alongside shorter cooldowns across his kit. Skill 2 losing three seconds off its base cooldown is the standout, giving him meaningfully more output in teamfights. The per-level reductions were all trimmed, though, so the benefit is concentrated in the early and mid game. Worth noting: this passive buff was walked back on July 16, which tells you how strong it turned out to be.

Other Farm Lane 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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