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

Moon's Farewell
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 50 | 100 |

Crescent Wave
If the beam triggers a mark, the target also takes 100 (100 + 22% magical attack) true damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |
| True Damage | ||||||
| True Damage | 100 | 120 | 140 | 160 | 180 | 200 |

Wayward Rays
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| First Orb Damage | ||||||
| First Orb Damage | 120 | 144 | 168 | 192 | 216 | 240 |
| Subsequent Damage | ||||||
| Subsequent Damage | 60 | 72 | 84 | 96 | 108 | 120 |
| Base Shield | ||||||
| Base Shield | 250 | 300 | 350 | 400 | 450 | 500 |

Moonscape Mirage
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Shield | |||
| Base Shield | 300 | 540 | 780 |
| Damage Reduction | |||
| Damage Reduction | 50% | 60% | 70% |
| Cooldown | |||
| Cooldown | 75 | 72.5 | 70 |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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