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Mai Shiranui

Mai Shiranui

Mid LaneAssassinMageDifficulty: Very Hard

Win, Pick and Ban Rates

Mid Lane
A
Tier / Pop
47.73%
Win Rate
1.24%
Pick Rate
0.23%
Ban Rate

Change vs 2026-09-25

Tier
B → A
Win Rate
−0.6pt

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

Base Stats

Max HP
3288
Max Energy
200
Physical Attack
172
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
46
Energy Regen / 5s
50

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

Recommended Builds

Build 1Anti-heal online by item three
  • Flash

When the enemy team fields multiple healers or lifesteal carries

Insatiable Tome and Boots of Resistance come first, with Venomous Staff third. Every basic attack or skill that lands cuts enemy healing and lifesteal by 35% for 2.5 seconds. Savant's Wrath slides to fourth, so magic power ramps a step later than in build 2. The finished line totals +1202 magic power and 22.5% cooldown reduction, 7.5 points clear of build 2.

Build 2Area burst from the fourth slot
  • Flash

When enemies group up and you want to hit several at once

Savant's Wrath moves into the third slot, landing its 30% magic power boost earlier. Scepter of Reverberation follows at fourth and explodes for 140-280 plus 28% of magic power whenever a skill connects, once every 5 seconds. Dropping Venomous Staff caps cooldown reduction at 15%. Magic power totals +1182, twenty below build 1, and the trade is area damage in place of the anti-heal.

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 close-range burst mage who weaves empowered attacks and dashes while managing an energy bar. The hands are busy, but a clean sequence simply deletes the target.

Best for: busy hands. Dashes and rolls have to keep flowing, because the moment the energy bar empties there is nothing left to press.

Recommended Combos
Shred the Magical Defense First

Whether the fan debuff lands first decides how much the same four inputs actually remove. The enhanced Basic Attack knocks the target back, so aim Skill 3 along the direction they were pushed. The three skills cost 205 Energy in total while hits refund only 70, so start the sequence on a full gauge.

Fan Poke Through the Wave

The fan carries the same magical damage to the closest unit standing behind whatever it hits first. Heroes take half of it, but this is one of the few ways to reach someone tucked behind the wave. Each throw costs 35 Energy and refunds 10 on a hit, so stop while 70 is still left for Skill 1.

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
  • Skill 2's 50-point magic defense shred multiplies her entire combo
  • Two dashes plus rolls deliver elite in-and-out mobility
  • Knock-up, knockback, and an attack shred give her real self-defense
  • Energy loops indefinitely as long as skills keep connecting
Weaknesses
  • Whiffed skills drain energy and create dead time where she can't act
  • Zero defensive tools — a single CC ends her
  • Misrolled inputs send her the wrong way, straight into danger
  • High skill floor: her damage tracks directly with practice
Early Game Strategy

Early mid lane is not the time to force anything. Mai's energy only refunds meaningfully on skill hits, so whiffing repeatedly leaves you unable to act at all. Clear waves with Skill 2's fan — it pierces to the unit behind the first target it hits, so lining it through a minion onto the enemy laner clears and harasses in one throw. Level 4 unlocks the Ultimate, and with rolls woven in, she finally becomes the ambush hero she's meant to be.

Mid Game Strategy

From level 4 on, shove mid quickly and roam the side lanes. Every engage starts with Skill 2 — the 50-point magic defense shred lasts 3 seconds, and the same combo does visibly different damage depending on whether it led. Sliding the stick during an empowered basic or skill triggers a roll, and the small habits pay huge dividends: roll to the wall side to cut off the escape, or roll out of the flight path of their answer skill. One extra input, dramatically better survival.

Late Game Strategy

Late game is entirely about timing your entry, not the size of the hit. One CC kills you, so hover the perimeter of frontal fights flashing roll threats, and commit Skill 2 into Skill 1 the instant the enemy's point-and-click CC or lockdown gets spent elsewhere. The Ultimate's knockback and 20% physical attack shred double as insurance — landing it on the enemy marksman buys defense and cuts their damage at once. Having the discipline to leave based on your energy bar is what actually decides your win rate.

Teamfight Strategy

The ideal teamfight entry is three seconds late, after the scrum has started. Shred a target's magic defense with Skill 2, stack Skill 1's knock-up on top, push with the empowered basic, and finish with the Ultimate. When the full string lands, squishy targets simply disappear — but decide your roll-out path BEFORE you dive. The same input handles both aggressive and escaping rolls on this hero, so the escape route you hold in your head is your actual lifeline.

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
1.99%
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: KACHOUSEN
2

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

Skills

HISSATSU SHINOBI-BACHI
Passive

HISSATSU SHINOBI-BACHI

DamageMovementCrowd Control
Every 5s, Mai Shiranui enhances her next Basic Attack. The enhanced Basic Attack deals 100 (100 + 100% magical attack) magical damage to the target and knocks them back. Also restores 10 Energy to Mai Shiranui.
When Mai Shiranui is performing an enhanced Basic Attack or casting a skill, moving the movement wheel causes her to dash again and gain 50% Movement Speed that diminishes over 0.5s.
Lvl 1Lvl 15
Base Damage
100198
HISHOU RYUUENJIN
Skill 1⏳ CD: 9s | Energy: 70

HISHOU RYUUENJIN

Crowd ControlMovementDamage
Mai Shiranui dashes in the target direction. At the end of the dash, she launches a flying kick, dealing 600 (600 + 80% magical attack) magical damage to enemies within range and launching them for 0.75s.
She recovers 25 Energy if an enemy is hit.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
98.47.87.26.66
Base Damage
6006807608409201,000
KACHOUSEN
Skill 2⏳ CD: 3s | Energy: 35

KACHOUSEN

SlowImperilDamage
Mai Shiranui throws her fan in the target direction, dealing 470 (470 + 90% magical attack) magical damage to the first enemy hit, slowing them immensely for 0.5s, and reducing their magical defense by 50 for 3s. She recovers 10 Energy if she hits an enemy. After landing a hit, the fan deals an equal amount of magical damage (halved against heroes) to the closest unit behind the target.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
32.92.82.72.62.5
Base Damage
470564658752846940
Defense Reduction
507090110130150
CHOU HISSATSU SHINOBI-BACHI
Ultimate⏳ CD: 25s | Energy: 100

CHOU HISSATSU SHINOBI-BACHI

Crowd ControlMovementDamage
Mai Shiranui dashes in the target direction, dealing 800 (800 + 110% magical attack) magical damage to all enemies in her path and knocking them back while reducing their physical attack by 20% for 2.5s.
She recovers 25 Energy for each enemy hit.
Lvl 1Lvl 2Lvl 3
Cooldown
2522.520
Base Damage
8001,0001,200
PATK Down
20%25%30%

Patch History

Mai ShiranuiAugust 13 patch
Buff
Mai Shiranui — Stats Buffed Skill 1 (HISHOU RYUUENJIN) • Cooldown 10s (-0.8s per level) → 9s (-0.6s per level) Skill 2 (KACHOUSEN) • Base damage 450 (+90/lv, 90% magical attack) → 470 (+94/lv, 90% magical attack) What this means HISHOU RYUUENJIN is Mai Shiranui's only dash and her knock-up engage, so its cooldown governs how often she can look for a play. The change cuts a full second at rank 1 but lands on the same 6s at rank 6, meaning the benefit is concentrated in the laning and early gank phase before the skill is maxed. Missing an engage costs less when the dash is back sooner, so you can afford to look for plays more often. KACHOUSEN is the fan she throws on a 3s cooldown, and it also strips magic defense. At rank 6 its base damage goes from 900 to 940 — a modest bump, but one that adds up across a skill she casts constantly for poke and chase damage.

Other Mid 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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