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Menki

Menki

JungleFighterMageDifficulty: Normal

Win, Pick and Ban Rates

Jungle
C
Tier / Pop
53.14%
Win Rate
0.2%
Pick Rate
0.02%
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
3350
Max Resource
100
Physical Attack
171
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
380
Attack Range
Melee
HP Regen / s
76
Resource Regen / 5s
0

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

Recommended Builds

Build 1Bulk route: +2,550 max HP
  • Smite

When the enemy brings both physical and magic damage and you need to hold the front.

After the four shared items, Deepfrost Siege and Overlord's Platemail supply the entire +2,550 max HP. The finished build sits at +380 physical defense and +190 magic defense — the tankier of the two lines. Pure Sky comes fourth here, so the active 30% damage reduction is online at 7,040G. Deepfrost Siege also lands 135-270 bonus physical damage on hit, no more than once every 3 seconds, and slows what it hits.

Build 2Crit route: 45% crit rate
  • Smite

When the enemy front line is thin and you can stay in range to keep swinging.

Eternity Blade takes the fourth slot, and the finished six-item build reaches 45% crit rate and +394 physical attack — 100 more than the other line. Eternity Blade's passive grants 20% crit effect, plus another 1% for every 2% crit rate, capped at 50%. Tempest closes the build, stacking 2% attack speed, movement speed and damage per hit up to five times. Pure Sky slides to fifth, so the damage reduction only arrives past 9,150G.

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 fighter who stacks mass through skills, literally growing heavier and tougher. Manage the bubble's round trip and your mass economy, then plant your inflated self in the enemy team.

Best for: players who would rather prepare than react — every cast adds mass that raises attack and defense, and it drains every second the fight runs, so you arrive already big.

Recommended Combos
Grow the Bomb, Bank the Mass

The bubble flies out and comes back by itself, and the second catch turns it into the Dream Bubble. Skill 2 is a single press. Mass bleeds 15 per second out of combat, so run this right before you engage; slotting Skill 1 into the wait banks 30 Mass on top of the 30 from the catch, and the bomb peaks at 5.5s of flight time.

Roam In, Stop on the Carry

The crowd control immunity lasts only a moment at the start of the roam, not for the whole trip. Treat it as a way through one piece of enemy crowd control and end the roam standing on their marksman. The closing launch is only 0.75s, so press Skill 1 the instant it connects for the shield and 30 Mass.

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
  • His stats at full Mass rank among the best of any fighter in the game
  • A fully grown Dream Bubble detonates for up to 550 plus 132% magic attack
  • Skill 1's shield recycles constantly thanks to basic-attack cooldown reduction
  • Crowd control immunity on the Ultimate makes rotations and backline dives reliable
Weaknesses
  • Fighting at zero Mass leaves both his damage and durability below average
  • Mass drains every second in combat, so long fights taper off badly
  • The bomb needs travel time to grow, so he has no instant burst on demand
  • The Ultimate's crowd control immunity only covers the start; CC catches him mid-roam
Early Game Strategy

Menki is a clash lane fighter who brawls while banking Mass. Every skill cast adds Mass, and each 10 points grants +6 physical attack and +8 to both defenses, so the golden rule is cycling skills to charge up before you commit. It drains 5 per second while in combat, so the longer a brawl drags, the more you fizzle — keep that in mind. Open trades behind Skill 1's shield: every basic attack shaves 0.5 seconds off its cooldown, so as long as you keep swinging, you can keep re-shielding. Lane opponents hate it.

Mid Game Strategy

Skill 2 carries your mid-game damage. The bubble flies out and returns, then launches at a nearby enemy and returns again — after two retrievals it becomes the Dream Bubble, which at 5.5 seconds of flight time detonates for up to 550 plus 132% magic attack. In a 1v1, stack the bubble's slows while punching, then slam the grown bomb onto their escape path. Push the side lane, and when a river fight breaks out, join with your Ultimate's roam. The crowd control immunity at activation lets you start the rotation straight through enemy CC — quietly one of his best tools.

Late Game Strategy

Your late game changes faces with your build: physical items make you a backline diver, defensive items make you a frontline wrecking ball. Either way, cycle skills on jungle camps and minions to top off your Mass before joining any fight. Entering at zero Mass versus full Mass is a difference of dozens of points of attack and both defenses — literally a different hero. At Overlord standoffs, your job is arriving from an unexpected angle with the Ultimate and splitting their formation with its ending knockup.

Teamfight Strategy

Enter deliberately. First, send Skill 2 bubbles through their line to spread slows while the bomb grows. Once your team commits, roam to their backline with the Ultimate and time the reactivation knockup right under their marksman's feet. The instant you land, press Skill 1 — shield plus 30 Mass in one cast — then cycle basic attacks to reset it and squat in their backline through a second and third shield. Overstaying until your Mass runs dry makes you crumble fast, so the moment it starts dropping, back out and recharge.

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
2.58%
1.92%
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: Dream Bubble
2

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

Skills

Dream-eating
Passive

Dream-eating

Enhance
Menki gains Mass when he uses skills. For every 10 Mass, he gains 6 physical attack, 8 Physical Defense and 8 Magical Defense.
He loses 5 Mass per second while in combat, and 15 Mass per second when out of combat.
Lvl 1Lvl 15
PATK Increase
620
PDEF Increase
857
MDEF Increase
857
Lingering Dream
Skill 1⏳ CD: 5s

Lingering Dream

ShieldDamageCooldown
Menki uses Dream Power to gain a shield that negates 431 (175 + 150% physical attack) damage for 4s, while also dealing 371 (260 + 65% physical attack) magical damage to nearby enemies and increasing his Mass by 30.
This skill's Cooldown is reduced by 0.5s every time he hits an enemy with his Basic Attack.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
260312364416468520
Shield
175210245280315350
Dream Bubble
Skill 2⏳ CD: 10s

Dream Bubble

DamageSlow
Menki throws a Dream Bubble in the target direction and gains 30% Movement Speed for 2s.
After reaching its max range, the Dream Bubble returns to him.
Upon catching the Dream Bubble, he throws it again at a nearby enemy, and it returns to him after it reaches its max range.
The Dream Bubble deals 130 (130 + 25% magical attack) magical damage to enemies in its path and places 1 stacks of slow on them for 2s, for up to 4 stacks. The slow effect is dependent on Menki's physical attack.
After retrieving the Dream Bubble a second time, he gains 30 Mass and the bubble turns into a Dream Bubble. He can throw the Dream Bubble in a target direction to deal 100 (100 + 24% magical attack)-550 (550 + 132% magical attack) magical damage to enemies within range of its explosion.
The longer the Dream Bubble flies, the higher the damage of the Dream Bubble, with maximum damage dealt at 5.5s of flight time.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
130156182208234260
Explosion Damage
100128156184212240
Dream Roam
Ultimate⏳ CD: 40s

Dream Roam

Crowd ControlDamage
Menki performs a dream roam, dealing 201 (150 + 30% physical attack + 30% magical attack) magical damage to enemies in his path while continuously gaining Mass. He briefly gains crowd control immunity at the start of the dream roam. Using the skill again stops the roam immediately, dealing 201 (150 + 30% physical attack + 30% magical attack) magical damage to nearby enemies and launching them for 0.75s.
Lvl 1Lvl 2Lvl 3
Cooldown
403530
Base Damage
150225300
Launch Damage
150225300

Patch History

MenkiJuly 2 patch
Buff
Menki Skill 1 (Lingering Dream) • Base damage 250 (+50/lv, 60% physical attack) → 260 (+52/lv, 65%) Skill 2 (Dream Bubble) • Per-level growth +22/lv → +26/lv (base 130 unchanged) • Magic power ratio 20% → 25% What this means Both of her main tools went up together. Skill 2 in particular now grows more per level, which is worth accounting for when you decide your skill order. The higher ratios also mean items do more for her than before. It isn't a game-defining change on its own, but ganks convert more reliably — fewer targets should be escaping at a sliver of health.

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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