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Milady

Milady

Mid LaneMageDifficulty: Normal

Win, Pick and Ban Rates

Mid Lane
S
Tier / Pop
48.14%
Win Rate
1.46%
Pick Rate
1.76%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.5pt

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

Base Stats

Max HP
3213
Max MP
640
Physical Attack
168
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
365
Attack Range
Ranged
HP Regen / s
45
MP Regen / s
16

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

Recommended Builds

Build 1Scepter second for early AoE
  • Purify

When you want to shove the lane and chip at grouped enemies early.

Scepter of Reverberation lands second, at 2,800 gold, so a skill hit detonates for 140-280 plus 28% of magic attack once every five seconds. Frozen Breath, Twilight Stream and Savant's Wrath stack magic attack after that, with equipment and arcana closing at +917.4 magic attack and 44.9% cooldown reduction. Seven Tribute slots pay for cooldown, which leaves magic defense penetration at +43.2 - about half of build 2. Mask of Agony only arrives sixth, so the percent-HP damage against tanky targets comes online late.

Build 2Mask of Agony second for percent damage
  • Flash

When the enemy draft has two or more tanks or high-HP heroes.

Mask of Agony comes second here: 2,780 gold buys +900 max HP and 3% current-HP damage, four times over three seconds. Ten Mind's Eye slots put magic defense penetration at +88 against build 1's +43.2. Stacked magic defense gives way, and the totals edge ahead as well, at 47.5% cooldown reduction and +922 magic attack. Venomous Staff closes the build, cutting enemy HP regeneration and lifesteal by 35% for 2.5 seconds.

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 commander mage who spawns robots on takedowns and merges them into stronger units. Her own damage is modest — the army's upkeep and placement is the real weapon.

Best for: players who would rather command than carry — the robots multiply with every takedown and Skill 3 fires straight at towers, though nothing in the kit gets you out of trouble.

Recommended Combos
Mark-and-Siege

The minions soak the tower's shots while the mark ticks every 0.5s. With Skill 3 running, allied minions in range gain 100% Attack Speed and Movement Speed and rush the marked target. When the mark expires it explodes for 25% of the damage dealt to that target during it (Lvl 1). Structures cannot be stunned, so this is damage only.

Anti-Dive Mark

Fired straight at the diver, the signal device stuns for 0.75s and slows by 15%. While the sped-up minions swarm that target, a fresh pair at your feet walls off the approach. Enemies attacked by both split aircraft are slowed 25% for 1.5s (Lvl 1). Kill the target before the mark expires and 3 more minions spawn on the spot.

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
  • Robots soak tower shots, letting her break towers without minions
  • Ultimate fires directly at towers for the fastest siege of any mage
  • Every kill spawns another robot, so long brawls tilt numbers her way
  • Skill 2 stocks keep the shove pressure running nonstop
Weaknesses
  • No mobility skill; once gap-closed she cannot shake pursuers alone
  • AoE mages that clear her robots in one cast gut her damage
  • Enemies who kite outside robot range blunt her kill threat
  • Weak personal burst; loses head-to-head damage races
Early Game Strategy

Milady's job from the first wave is simple: drop robots with Skill 2 and shove everything into the enemy tower. Skill 2 banks a charge roughly every 15 seconds up to three stocks, so resist the urge to dump all of them — with no mobility skill in her kit, a robot dropped at your own feet is the only gank insurance you have. When the enemy jungler vanishes from the minimap, hug your tower. Skip the 4-minute Tyrant fight entirely and keep shoving mid instead; the pressure you generate is what lets your teammates rotate freely.

Mid Game Strategy

Around the 10-minute mark, the moment the enemy mid laner drifts to a side lane is your cue to take the tower. Your Ultimate fires directly at towers and crystals, ticking damage while the mark lasts and detonating for an extra 25% of the damage dealt when it expires — stack that with your robots and towers evaporate. Never cross an unwarded river alone; a caught Milady is a dead Milady. After the tower falls, don't chase. Wait for the next wave and your Skill 2 stocks to recover before stepping up again, and the throws stop happening.

Late Game Strategy

You lose the burst race against traditional mages late, so win with siege instead. Nobody else can chip high-ground towers while robots soak the tower shots — you don't even need a minion wave to start the job. If the enemy turtles, don't force a dive; grind them down with Skill 1 fighter jets and endless robot waves and win the patience war. Before Overlord or Shadow Tyrant spawns, bank all three Skill 2 stocks about 30 seconds early and the standoff practically plays itself.

Teamfight Strategy

Your spot in teamfights is the very back. Keep Skill 2 rolling to feed robots forward, and recast Skill 1 to split the fighter jet in two — enemies clipped by both take a 25% slow that lets your team close the gap. When an assassin jumps you, land your Ultimate on them for the 0.75-second stun, sic your frenzied robots on the target, and walk away. Milady doesn't win face-to-face damage races, so hold your position until you've seen at least one enemy dash hit the ground.

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

Official pickSkill 1: Air Superiority
1

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

Skills

Mechanical Minions
Passive

Mechanical Minions

SummonDamage
When Milady defeats an enemy, a mechanical minion is summoned to automatically attack other enemies for 6s. At the end of their duration, minions merge with another nearby minion of the same level and upgrade themselves (up to a max of Lvl 3). If there are no suitable minions to merge with, they self-destruct, dealing 200 (200 + 30% magical attack) magical damage (explosion radius increases with minion level).
Minion Basic Attack: 120 (120 + 25% magical attack) magical damage. Health: 500 (500 + 110% magical attack).
Movement Speed: 450 (450 + 10% magical attack).
Minions deal 75% damage to structures. Merging increases Basic Attack and self-destruction damage by 30%, and max Health by 20%.
Up to 4/2/1 minion(s) can exist at the same time. Once exceeding the limit, older minions will attempt to merge or self-destruct.
Lvl 1Lvl 15
Base Damage
200410
Air Superiority
Skill 1⏳ CD: 8s | Mana: 50

Air Superiority

DamageSlow
Milady commands an aircraft to fly in the target direction, attacking the enemy nearest to it multiple times along its path. Each attack deals 65 (65 + 10% magical attack) magical damage. After every two attacks, the aircraft attacks the nearest target an extra time, dealing 140 (140 + 20% magical attack) magical damage.
Using this skill again during flight splits the aircraft into two smaller aircraft. Each attacks the enemy nearest to it multiple times, dealing 65 (65 + 10% magical attack) magical damage. Enemies attacked by both aircraft have their Movement Speed reduced by 25% for 1.5s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
87.67.26.86.46
Base Damage
657891104117130
Split Damage
657891104117130
Extra Damage
140168196224252280
Slow
25%30%35%40%45%50%
Forced Invasion
Skill 2⏳ CD: 3s | Mana: 25

Forced Invasion

SummonDamage
Milady airdrops 2 mechanical minions in the target location, dealing 100 (100 + 20% magical attack) magical damage to nearby enemies upon landing. The mechanical minions activate after a 1s delay to search for the nearest enemy to attack.
She stocks 1 charge of this skill every 12−15s (affected by Cooldown Reduction), up to 3 charges.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Stack Interval
1514.413.813.212.612
Base Damage
100120140160180200
Chaos Field
Ultimate⏳ CD: 30s | Mana: 100

Chaos Field

Crowd ControlSlowDamage
Milady fires a signal device at a target enemy or structure, marking it for 3s. Non-structure units are stunned for 0.75s. While marked, the target takes 80 (80 + 4% magical attack) magical damage every 0.5s and is slowed by 15%. When the mark expires, it explodes, dealing magical damage to the target and nearby enemies, equal to 25% of the total damage taken during the mark's duration.
If the target dies while marked, immediately summons 3 mechanical minions. While the Ultimate is active, allied mechanical minions in range gain 100% Attack Speed and Movement Speed, and will rush to attack the marked target.
Can be used on structures, but does not stun them.
Lvl 1Lvl 2Lvl 3
Cooldown
302724
Base Damage
80120160
Damage %
25%37.5%50%

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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