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Lapulapu

Lapulapu

RoamSupportTankDifficulty: Normal

Win, Pick and Ban Rates

Roam
C
Tier / Pop
54.74%
Win Rate
0.33%
Pick Rate
0.02%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.1pt

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

Base Stats

Max HP
3566
Max MP
600
Physical Attack
162
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
375
Attack Range
Melee
HP Regen / s
88
MP Regen / s
15

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

Recommended Builds

Build 1Shield the team, punish the hits
  • Heal

When enemy damage leans physical and your carries need cover

Guardian - Redemption goes down first, handing allies a 240–480 (+10% max HP) shield for four seconds on a 60-second cooldown. Glacial Buckler lands third, banking 20% cooldown reduction and 240 physical defense early. Longnight Guardian then heals 10% of max HP after a heavy burst, and Spikemail reflects 35% of incoming damage as true damage, up to 50%. Gear and arcana together come to +6,387 max HP, +883 physical defense, +20% movement speed and +25% cooldown reduction.

Build 2Freeze them, soak the magic
  • Flash

When the enemy leans on magic damage and dives or escapes too easily

Guardian - Radiance opens instead: four hits inside a 1,200 range, each taking 3% of current HP and cutting movement speed by up to 50%. Frigid Charge adds a 0.75-second freeze in the third slot, and Ominous Premonition strips up to 40% attack speed off anyone who damages you. Succubus Cloak then refreshes a 400–800 (+7% bonus HP) magic shield every 15 seconds and converts 15% of bonus magic defense into physical defense. Gear and arcana total +7,387 max HP and +490 magic defense — 1,000 more HP and 120 more magic defense than build 1, paid for with 180 physical defense and 12.5 points of cooldown reduction.

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 walking aura: he armors himself and whichever ally is lowest, automatically. His sweeping ultimate interrupts channels — a breakwater built to crush the enemy's biggest cast.

Best for: anyone who values quiet work. Simply standing with your team raises their defenses, and cutting one enemy channel short with the third skill can turn the fight.

Recommended Combos
Double Knock-Up Lockdown

Spend the 0.75 seconds they are airborne finishing the Skill 3 charge. They land, get launched again for a full second, and the fissures stay on the ground for 5s. The closing tap slash returns 100 Health per enemy hit, so you can hold the spot instead of backing out.

Weapon Throw Shred

The thrown weapon keeps dealing damage where it drops, and anyone in its path is slowed by 15% for 1s. Retrieving it slashes and knocks back everyone nearby, so picking it up doubles as a shove. The defense shred only runs 2s — time the dash to land inside that window.

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
  • Passive raises defenses for himself and the lowest-HP nearby ally at once
  • Ultimate interrupts enemy skill casts, shutting down channeled abilities
  • Skill 1's healing and cooldown refunds make him excel in extended brawls
  • Skill 2 into Ultimate chains a punishing double knock-up
Weaknesses
  • Low personal damage — his lockdown is wasted without allied follow-up
  • Ultimate needs a charge-up and often misses high-mobility targets
  • Skill 2 is his only dash, leaving no escape after he commits
  • No answer to long-range poke and gets chipped down for free
Early Game Strategy

Start the game glued to your marksman in the farm lane. Lapulapu's Passive, Sea Beast's Favor, raises defenses for both himself and the lowest-HP ally nearby, so simply standing next to your carry does work — camping a bush alone wastes the buff. Once you have Skill 2, punish any enemy who steps up by dashing in for a short trade with the knock-up. Skill 1's tap slash comes back fast and heals you on every hit, so spam it freely whenever a brawl breaks out. And don't forget to rotate toward mid before the Tyrant spawns at four minutes.

Mid Game Strategy

From level 4 onward, Lapulapu's hidden strength is that his Ultimate interrupts enemy skill casts. One charged strike can cancel a channeled ultimate or a Recall mid-cast, so at Tyrant fights, time it on top of the enemy jungler's Punish attempt. Between roams, you can also pre-throw your weapon with Skill 1 (hold) to tag enemies with the 50 physical defense shred before your team commits. You're the one eating hits at the front of every fight, so start playing forward in earnest around the six-minute mark, once your first core defensive item is finished.

Late Game Strategy

The Shadow Tyrant fights after ten minutes are where you earn your keep. Skill 2 into Ultimate chains two knock-ups for roughly 1.75 seconds of total airtime — whether your team's damage lands inside that window decides the fight, so only engage within range of your allies. The rift lingers for five seconds, and dropping it across a narrow chokepoint in front of the Overlord pit dramatically slows any enemy approach. The Passive does boost your defenses by another 50% when you're alone, but you have no kill threat, so never chase deep. In retreats, cover the back line with the weapon throw's slow.

Teamfight Strategy

Skill 2 is your signal to start the fight. Drag the knocked-up target into your Ultimate's charge and force the brawl on top of the rift — that's the ideal shape. Once the scrap starts, keep landing Skill 1's tap slash; the healing and cooldown refunds make you far harder to kill than you look. Be picky about who you launch: aim for an overextended mage or marksman, never the enemy tank. And the instant you see a healing or recall channel start, cancel it with your Ultimate's interrupt. It's unglamorous work, but it wins games.

Frequently Paired With

2-hero team
2.31%

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: Island's Blessing
2

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

Skills

Sea Beast's Favor
Passive

Sea Beast's Favor

Enhance
Lapulapu gains 100 Physical and Magical Defense. When there are teammates within a range of 800, the teammate with the lowest Health also gains this bonus. When there are no teammates within range, Lapulapu gains an extra 50% Physical and Magical Defense.
Lvl 1Lvl 15
Defense Bonus
100212
Torrential Blade
Skill 1⏳ CD: 10s | Mana: 30

Torrential Blade

DamageImperil
Tap: Lapulapu slashes with his blade, dealing 462 (300 + 100% physical attack) physical damage to enemies and slowing them by 30% for 1s. This skill's cooldown is then reduced by 50%. He recovers 100 (100 + 2% extra Health) Health for each enemy hit by the slash. Effect is halved against non-hero units.
Tap and hold: Lapulapu throws his weapon in the target direction, dealing 462 (300 + 100% physical attack) physical damage to enemies hit and slowing them by 15% for 1s. After his weapon drops to the ground, it continuously deals 69 (50 + 12% physical attack) physical damage. When Lapulapu retrieves his weapon, he slashes nearby enemies and knocks them back.
When this skill hits an enemy, it reduces their physical defense by 50 for 2s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
300360420480540600
Weapon Flying Damage
300360420480540600
Ground Damage Over Time
5060708090100
Cooldown
109.69.28.88.48
Island's Blessing
Skill 2⏳ CD: 10s | Mana: 80

Island's Blessing

Crowd ControlDamageMovement
Lapulapu charges in the target direction, dealing 529 (400 + 80% physical attack) physical damage to enemies along the path and launching them for 0.75s. After they land, enemies are slowed immensely for 1s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
400480560640720800
Cooldown
109.69.28.88.48
Raging Sea
Ultimate⏳ CD: 40s | Mana: 110

Raging Sea

Crowd ControlDamageSlow
Lapulapu briefly charges up, then cleaves the ground, dealing 650 (650 + 180% extra physical attack) physical damage to enemies within range, launching them for 1s, and interrupting their skill use.
The ground remains fractured for 5s, and enemies caught in the fissures take 80 (80 + 25% extra physical attack) physical damage per 0.5s, and are slowed by 30%.
Lvl 1Lvl 2Lvl 3
Base Damage
6509751,300
Cooldown
403530
Damage Over Time
80120160
Slow
304560

Patch History

LapulapuSeptember 10 patch
Nerf
Lapulapu — Skill 1 damage down, with the ground damage over time cut by a third Skill 1 (Torrential Blade) • Base damage 320 (+64 per level, 110% physical attack) → 300 (+60 per level, 100% physical attack) • Weapon flying damage 320 (+64 per level, 110% physical attack) → 300 (+60 per level, 100% physical attack) • Ground damage over time 75 (+15 per level, 15% physical attack) → 50 (+10 per level, 12% physical attack) What this means All three damage values on Skill 1 went down. The tap slash and the thrown weapon drop from 640 to 600 at level 6, about 6%, with the physical attack ratio falling from 110% to 100%. The bigger cut is to the damage the thrown weapon deals after it lands: 150 → 100 at level 6, a third less. So the hold version loses the most. Throwing the weapon and fighting over it on the ground pays off noticeably less. The tap slash only gives up about 6%, so closing in and slashing feels much the same as before. Lapulapu led all 16 roamers on win rate at 55.09%, yet sat 14th on pick rate at 0.36% (official statistics, retrieved 2026-09-04). A small group of players was winning a lot with Lapulapu, and this patch trims that through Skill 1.
LapulapuJuly 16 patch
Nerf
Lapulapu Skill 1 (Torrential Blade) • Base and thrown-weapon damage 350 (+70/lv) → 320 (+64/lv), 110% physical attack unchanged Skill 3 (Raging Sea) • Base damage 700 (+350/lv) → 650 (+325/lv), 180% bonus AD unchanged • Damage over time 100 (+50/lv) → 80 (+40/lv), 25% bonus AD unchanged What this means Only base values were cut while the ratios stayed put, so this lands hardest before items come online. Lapulapu's edge was doing real damage from a support/tank slot, and that is exactly what got trimmed — the 20% cut to his damage over time adds up too. His ability to hold a frontline is unchanged, so his role stays the same.

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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