Win, Pick and Ban Rates
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
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
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.
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.
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.
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.
- 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
- 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
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.
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.
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.
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
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

Moonlight Dance
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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 150 | 290 |

Crescent Slice
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |

Searing Stab
Pulled enemies will also be marked.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 160 | 192 | 224 | 256 | 288 | 320 |
| Shield | ||||||
| Shield | 450 | 530 | 610 | 690 | 770 | 850 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

New Moon
If she hits a marked enemy, this skill's cooldown is reset and the mark is consumed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 15 | 13.5 | 12 |
| Base Damage | |||
| Base Damage | 350 | 525 | 700 |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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