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Haya

Haya

Mid LaneMageDifficulty: Very Hard

Win, Pick and Ban Rates

Mid Lane
S
Tier / Pop
48.15%
Win Rate
0.91%
Pick Rate
2.58%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.3pt

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

Base Stats

Max HP
3212
Max MP
640
Physical Attack
158
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
360
Attack Range
Ranged
HP Regen / s
44
MP Regen / s
16

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

Recommended Builds

Build 1Nine Hunt slots for mobility
  • Flash

When the enemy roster is full of divers and you need to hold your distance.

Boots of Tranquility come first at 700G, so the 15% cooldown reduction and 50 movement speed are online from the opening item. Venomous Staff follows for 230 magic attack and a passive that cuts enemy HP regen and lifesteal by 35%. Savant's Wrath then multiplies magic attack by 30% in slot five, and Void Staff adds 45% magic penetration in slot six. Items and arcana together come to 1,036.4 magic attack, +16.5% movement speed and +9% attack speed, and the nine Hunt slots put both speeds a point above build 2.

Build 2Two Reincarnation slots for sustain
  • Flash

When you are the focus of enemy pressure and want to hold the lane longer.

The six items and the buying order match build 1 exactly; only one arcana slot moves. Trading a Hunt slot for a second Reincarnation lifts magic lifesteal to +26% and magic attack to +1,038.8. Insatiable Tome, bought fourth, already carries 24% magic lifesteal and 750 max HP, so the extra point lands on top of that sustain. The trade-off is speed: +15.5% movement speed and +8% attack speed, a point under build 1 on each.

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 lunar mage who spends three moon rings on her casts and halves incoming damage through her linking ultimate. The skill ceiling lives in hiding the vulnerable moment when the rings run dry.

Best for: players willing to drill: covering the gap after the third moon ring is spent, then picking one target apart imprint by imprint.

Recommended Combos
Mark, Stun, Empowered Hit

A mark exists only after Skill 1 or Skill 2 connects. On a marked target, Skill 2 turns into a 0.5s stun and Skill 1 adds true damage. Those three casts empty all three moon crystals, so the Basic Attack that follows fires three orbs.

Mirage Isolation

Even if the target walks out of range and the link snaps, 75% of Moonscape Mirage's cooldown is refunded. Hold it for the full 1.5s and the two of you drop into the mirage alone. Cooldowns are halved in there, so the 7-second wait after spending the moon crystals lasts only 3.5 seconds.

Peel the Diver

This is the defensive line: link whoever jumped your backline. Damage taken drops by 50% at Level 1, so Haya can be the one soaking the hits instead. After 1.5s the diver goes into the mirage with her, and a recast opens 700 units, clearing that enemy away from your carry.

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
  • Repeated single-target burst through imprint true damage and stuns
  • The Ultimate isolates one enemy in the mirage, forcing a pseudo-1v1
  • Moon rings enable low-cooldown spam plus a shield and speed for self-defense
  • The link's displacement doubles as peel to protect your carries
Weaknesses
  • Everything flows through imprints, so whiffing the first hit stalls the kit
  • The link breaks at range, making high-mobility heroes miserable matchups
  • Thin area damage means weak waveclear and zone control
  • Juggling rings, imprints, and links earns the Very Hard difficulty tag
Early Game Strategy

In the mid lane, Haya's bread and butter is landing Skill 1 at max range, then hitting the imprinted target again to stack true damage on top. While you still hold moon rings, Skill 1 and Skill 2 cycle on very short cooldowns, but spending all three drops you onto normal cooldowns — so keep one cast of Skill 2 in your pocket for escapes whenever the enemy jungler's shadow appears. Skill 2 also grants a shield and a speed boost, so until you unlock the Ultimate at level 4, avoid overextending and fight around the imprint stun as a counter tool.

Mid Game Strategy

Around the 4-minute Tyrant spawn, the Ultimate starts paying off. Group with your jungler and link onto an enemy support warding the river or an isolated mid laner. Hold the link for 1.5 seconds and you drag them into the mirage, where the 50% cooldown reduction lets you dump Skill 2's stun and Skill 1's true damage on them one-sidedly. A practical tip worth remembering: cast the link right after the enemy burns their blink, and it's far harder to break. Once your first magic core item is done, the imprint combo alone puts enemy mages at death's door.

Late Game Strategy

Late-game Haya is all about choosing who disappears into the mirage. Isolate the enemy marksman or mage with the Ultimate before a teamfight starts and you've effectively created a 4v5. Link a tank by mistake, though, and you can lose the brawl inside the mirage — pick your target carefully. After spending all three moon rings, your empowered basic attack fires three orbs' worth of damage, so always tack it onto the end of a combo. The vision fights before Shadow Tyrant after 10 minutes are exactly where a single-target catch hits hardest.

Teamfight Strategy

Don't join the opening scrum head-on. Sit behind your frontline, spread imprints, and keep Skill 2's shield in reserve. If an enemy assassin dives your backline, link Skill 3 onto that assassin — hold it for 1.5 seconds and the two of you drop into the mirage together, which is what pulls them off your carries. Recast Skill 3 inside the mirage and Haya herself moves 700 units away from the target, resetting the spacing. When attacking, punish whoever steps up out of position with the Skill 1 into Skill 2 imprint stun and focus them down with your team. You have no area damage, so committing everything to deleting one target beats spraying into a clumped enemy team.

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

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: Crescent Wave
1

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

Skills

Moon's Farewell
Passive

Moon's Farewell

MarkEnhanceDamage
Haya carries up to 3 moon crystals. Using Crescent Wave or Wayward Rays consumes 1 moon crystal. Once all are used, the skills enter full cooldown, and she gains an enhanced Basic Attack that fires 3 extra orbs, each dealing 50 (50 + 10% magical attack) magical damage. Targets hit by Crescent Wave or Wayward Rays will be marked, and hitting them again will trigger different effects.
Lvl 1Lvl 15
Base Damage
50100
Crescent Wave
Skill 1⏳ CD: 7s | Mana: 30

Crescent Wave

DamageDamage
Haya unleashes a beam of moonlight forward, dealing 350 (350 + 75% magical attack) magical damage.
If the beam triggers a mark, the target also takes 100 (100 + 22% magical attack) true damage.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
350420490560630700
True Damage
100120140160180200
Wayward Rays
Skill 2⏳ CD: 7s | Mana: 30

Wayward Rays

ShieldCrowd ControlDamage
Haya unleashes 3 glazed orbs, the first dealing 120 (120 + 22% magical attack) magical damage, and the next 2 dealing 60 (60 + 11% magical attack) magical damage. She also gains a shield that negates 250 (250 + 40% magical attack) damage for 3s and gradually gains Movement Speed over the next 2s, maxing out at a 30% increase. If she hits marked enemies, they will be stunned for 0.5s. Subsequent hits will only inflict 50% of the stun effect.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
First Orb Damage
120144168192216240
Subsequent Damage
60728496108120
Base Shield
250300350400450500
Moonscape Mirage
Ultimate⏳ CD: 75s | Mana: 70

Moonscape Mirage

DreamscapeCooldownShield
Haya links to a hero for 1.5s, gaining 50% damage reduction. The link breaks if they move too far apart, refunding 75% of Moonscape Mirage's cooldown. If the link remains unbroken after 1.5s, both enter the mirage, granting her a shield that negates 300 (300 + 70% magical attack) damage.
While inside the mirage, her skill cooldowns are reduced by 50%. If she uses Moonscape Mirage again while inside the mirage, she moves 700 units away from the target.
Lvl 1Lvl 2Lvl 3
Base Shield
300540780
Damage Reduction
50%60%70%
Cooldown
7572.570

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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