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

HISSATSU SHINOBI-BACHI
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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 100 | 198 |

HISHOU RYUUENJIN
She recovers 25 Energy if an enemy is hit.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 9 | 8.4 | 7.8 | 7.2 | 6.6 | 6 |
| Base Damage | ||||||
| Base Damage | 600 | 680 | 760 | 840 | 920 | 1,000 |

KACHOUSEN
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 3 | 2.9 | 2.8 | 2.7 | 2.6 | 2.5 |
| Base Damage | ||||||
| Base Damage | 470 | 564 | 658 | 752 | 846 | 940 |
| Defense Reduction | ||||||
| Defense Reduction | 50 | 70 | 90 | 110 | 130 | 150 |

CHOU HISSATSU SHINOBI-BACHI
She recovers 25 Energy for each enemy hit.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Base Damage | |||
| Base Damage | 800 | 1,000 | 1,200 |
| PATK Down | |||
| PATK Down | 20% | 25% | 30% |
Patch History

Other Mid Lane Heroes
Stats: official HoK Camp, as of
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