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Luna

Luna

JungleFighterMageDifficulty: Very Hard

Win, Pick and Ban Rates

Jungle
C
Tier / Pop
45.87%
Win Rate
0.46%
Pick Rate
0.17%
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
3207
Max MP
620
Physical Attack
170
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
380
Attack Range
Ranged
HP Regen / s
52
MP Regen / s
15

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

Recommended Builds

Build 1Bonus HP that feeds magic pierce
  • Smite

When enemy frontliners stack magic defense and your damage stops getting through

Runeblade goes down first: every monster kill adds 6 magic attack, reaching +150 at 25 stacks. The 700G Boots of Resistance slot in second for +50 movement speed and 25% tenacity early. Augur's Word, Insatiable Tome and Breakthrough Robe push max HP to +2550, and the Robe adds 3% of that bonus HP on top of its base 30-60 magic pierce. Ten Mind's Eye arcana contribute a separate 64, and Savant's Wrath closes the gear at +770 magic attack before raising it another 30%.

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

The moonlight duelist with a theoretically infinite combo: her ultimate resets whenever it hits a marked enemy. Maintain the mark-dash-mark loop and she never stops; drop it once and she's mortal again.

Best for: combo drillers. Mark, dash, reset, repeat — break the chain once and you are just squishy melee again, so hundreds of practice reps are the entry fee.

Recommended Combos
Keep Skill 3 Rolling

Landing Skill 3 on a marked enemy resets its cooldown. Both Skill 1 and every 3rd Basic Attack apply that mark, so after each dash you bank three hits to set up the next reset. In melee form the 1st of every 3 attacks charges her at the enemy, which closes a small gap on its own.

Pull First, Then Restart

When they surround her, press Skill 2 before you press attack. Everything it pulls gets marked, and the 0.5s stun plus a 450 shield (Lvl 1) buys the beat she needs. They also lose 25% Movement Speed for 2s, which is enough to put Skill 3 back into that mark and restart the loop.

Hop Through Minions

Towers and crystals cannot be marked, but minions and jungle camps can. Use them as waypoints and Skill 3 chains far past its own range. Miss the marked target and no reset comes, which strands her exactly where she stopped.

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
  • Endless Ultimate resets grant mobility no one else in the game matches
  • Skill 2's pull, stun, and shield keep her alive in the center of brawls
  • Free entry and exit lets her bait enemy CC before the real engage
  • At full mastery, she can win a teamfight single-handedly
Weaknesses
  • The instant the reset chain breaks, her escape disappears with it
  • A stun or silence mid-loop reduces her to a squishy melee
  • One of the hardest heroes in the game — low mastery means zero output
  • Tunnel vision mid-combo makes her slow to react to counter-ganks
Early Game Strategy

Luna is a jungler first. Open on both buffs and the camps between them and race to level 4, drilling the Skill 1 → Ultimate → third basic attack order into muscle memory as you clear. Everything Luna does rests on one rule: hitting a marked enemy with the Ultimate resets its cooldown. On your first ganks after level 4, resist the urge to show off a long chain — landing Skill 2's pull and stun to hold the target for your laner succeeds far more often than a greedy solo play.

Mid Game Strategy

From around 8 minutes, with one or two magic attack items done, Luna headlines every skirmish. The base pattern at Tyrant and mid: tag from range with Skill 1, enter with the Ultimate, refresh the mark with your third basic and Skill 2, and keep weaving in and out. Marks stick to minions too, so learn to chain Ultimates through waves and camps as transportation — it puts your chases and escapes in a different dimension. As long as you don't die, nobody out-farms you.

Late Game Strategy

Teamfights after 15 minutes are won before you enter. A Luna walking in the front door is just a squishy melee, so always start from a flank or the rear with a mark already on a perimeter enemy. Touch once and leave before their stuns and silences turn your way, then start the real dance once their CC is down. Skill 2's shield and 0.5-second stun erase hundreds of damage in a scrum — when you feel surrounded, restart from the pull rather than the attack and your survival rate climbs.

Teamfight Strategy

A dropped chain is death, full stop. Throughout the fight, keep the next marked Ultimate target decided two steps ahead, and the instant one dies, switch to another enemy or a minion. While a mark lives, you enter and exit the fight at will — from the enemy's seat, an uncatchable nightmare. But one missed reset deletes your escape plan, so build the habit of confirming your exit mark one step before every overextension. Luna returns exactly what you put into her, and she demands commitment.

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
1.56%
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 1: Crescent Slice
1

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

Skills

Moonlight Dance
Passive

Moonlight Dance

MarkEnhanceDamage
Luna's Basic Attack has two forms. When the target is out of melee range, it automatically switches to the ranged form.
While in melee form, the 1st of every 3 of her Basic Attacks causes her to charge toward the enemy.
Every 3rd Basic Attack deals an extra 150 (150 + 35% magical attack) magical damage and marks the enemy for 5s. Structures cannot be marked.
For every 1 Magical Attack, she gains 0.03% Attack Speed.
Lvl 1Lvl 15
Base Damage
150290
Crescent Slice
Skill 1⏳ CD: 5s | Mana: 40

Crescent Slice

Damage
Luna unleashes a moon wave, dealing 400 (400 +65% magical attack) magical damage to enemies and marking them.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
400480560640720800
Searing Stab
Skill 2⏳ CD: 8s | Mana: 50

Searing Stab

Crowd ControlShieldDamage
Luna pulls in nearby enemies, dealing 160 (160 + 32% magical attack) magical damage. The attack stuns them for 0.5s and slows them by 25% for 2s. Luna also gains a shield that negates 450 (450 + 80% magical attack) damage for 2s.
Pulled enemies will also be marked.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
160192224256288320
Shield
450530610690770850
Slow
25%30%35%40%45%50%
New Moon
Ultimate⏳ CD: 15s | Mana: 40

New Moon

MovementCooldownDamage
Luna dashes to the target location, dealing 350 (350 + 60% magical attack) magical damage to enemies in her path.
If she hits a marked enemy, this skill's cooldown is reset and the mark is consumed.
Lvl 1Lvl 2Lvl 3
Cooldown
1513.512
Base Damage
350525700

Patch History

LunaAugust 27 patch
Buff
Luna — a large Skill 2 buff and a lighter ultimate Skill 2 (Searing Stab) • Base damage 120 (+15 per level, 31% magical attack) → 160 (+32 per level, 32% magical attack) Ultimate (New Moon) • Cooldown 20s (-4s per level) → 15s (-1.5s per level) • Mana cost 50 → 40 • Base damage 420 (+140 per level, 65% magical attack) → 350 (+175 per level, 60% magical attack) What this change means The buff really lives in Skill 2. Not only did the base value climb from 120 to 160, the per-level gain more than doubled, from +15 to +32. At level 6 that is 195 becoming 320 — over 60% more damage. Luna's ultimate resets when it hits an enemy carrying her mark, and Skill 2 is what applies that mark, so making the opener hit harder lifts the whole combo. The official heading says "buff", but the ultimate's damage actually fell: 420 → 350 at level 1, 560 → 525 at level 2, with the magical attack ratio down from 65% to 60%. Only at level 3 do the two versions meet, both at 700. What the ultimate gained is uptime and cost. The cooldown drops from 20s to 15s at level 1 and from 16s to 13.5s at level 2 — yet at level 3 both versions sit at exactly 12s. So the gains are concentrated in the window before the ultimate is maxed, which is precisely when Luna is starting her jungle route. She has the lowest win rate of the 26 junglers at 45.6% (official statistics, retrieved 2026-08-21), so a patch aimed at her early game is the obvious place to start.

Other Jungle 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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