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Mozi

Mozi

Mid LaneMageFighterDifficulty: Hard

Win, Pick and Ban Rates

Mid Lane
A
Tier / Pop
49.37%
Win Rate
1.2%
Pick Rate
1.32%
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
3252
Max MP
640
Physical Attack
178
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
370
Attack Range
Melee
HP Regen / s
76
MP Regen / s
16

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

Recommended Builds

Build 1One offense item, five defensive

When the enemy team splits its damage between physical and magic

The only offensive item is Holy Grail in slot three, worth 150 magic attack. Crimson Shadow - Radiance opens the build at 2,080G for 1,200 max HP and 7.5% movement speed. Boots of Resistance come second at just 700G, so 100 magic defense and the 25% tenacity bonus land before the Grail does. The last three items carry no attack stats at all, finishing at +5,687 max HP, +583 physical defense, +400 magic defense and 31% cooldown reduction.

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 mobile fortress between mage and fighter, controlling space with cannon fire and a stunning barrier. His skills stack shields, so he pushes forward without a backliner's fragility.

Best for: players who want backline damage and frontline durability in one body — shields stack with every cast, so decide which corridor you want closed before you commit to it.

Recommended Combos
Shell to Point-Blank

The shell detonates on the first thing it touches, so thread it past the minion line. One second of stun is all you get to close the distance. Three casts leave you on three shield stacks, and the barrier holds for up to 3.3s.

Peel and Barrier

The Passive's fourth swing runs on a hit counter, so bank the first three before anyone gets on top of you. Knock them back, then put the barrier up straight away. Anything touching it eats a stun every 0.5s, and Skill 1 aimed backwards takes you out of the mess.

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
  • A one-second stun from long range, backed by the Passive knockback and Skill 3's stunning barrier
  • Passive shields give him frontline staying power no ordinary mage has
  • The Skill 2 field and Skill 3 barrier lock down corridors and choke points
  • Flexible enough to play both mid and the clash lane
Weaknesses
  • Skill 2 flies in a predictable straight line and gets sidestepped by anyone paying attention
  • The Ultimate roots him during deployment, inviting ranged punishment
  • His only mobility is the short Skill 1 dash — his escapes are poor
Early Game Strategy

Mozi's lane is entirely about how you aim Skill 2. The shell detonates on the first enemy it touches, so fire it through gaps in the wave — or the moment your opponent steps forward for a last hit. Land the one-second stun and the follow-up is free: Skill 1 dash into the empowered basic attack, guaranteed. Wave clear is no problem — Skill 1 plus the fourth-hit empowered basic from your Passive handles it, and since every skill cast stacks a shield, you can shrug off some return fire. Tag your opponent with one or two stuns before level 4 and they'll flinch every time they step up. That fear is worth more than the damage.

Mid Game Strategy

This is when Skill 2 turns into gold. A mage who stuns from long range is rare, and the moment your jungler shows up, landing one shell converts directly into a kill. With one AP item and one durability item done around 6-8 minutes, Mozi stops playing like a mage and starts playing like a CC frontliner — stand slightly ahead of your team and let the threat of the stun freeze the enemy's advance. Don't rush your Ultimate barrier out; placed across a narrow corridor or a brush exit, it's far harder to play around.

Late Game Strategy

Late-game Mozi is the one who can end a match with a single stun. In the standoffs before Overlord past ten minutes, aim Skill 2 at where the enemy carry will retreat to, not where they stand. One hit and your whole team collapses on the target — that's the objective won on numbers alone. Keep your Passive shield at three stacks and you can eat an assassin's opener, which is exactly why you're allowed to stand a step ahead of any other mage. One warning: your Ultimate roots you while it's deployed, so never lead with it while the enemy still has long-range CC in hand.

Teamfight Strategy

Your impact swings heavily on whether the opening Skill 2 catch lands. If it misses, don't panic-force anything — chip the frontline with Skill 1 and empowered basics while the cooldown comes back around. Once the fight turns messy, deploy your Ultimate barrier across the path to your carry: enemies who touch it get stunned repeatedly, and in tight quarters it's a genuine wall. And when everything lines up on one target — stun, dash, empowered basic, barrier — Mozi outputs enough damage to kill anything that isn't a tank.

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
8.97%
1.88%

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: Cannon Blast
2

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

Skills

Fight for Peace
Passive

Fight for Peace

Crowd ControlDamageShield
Every 4th Basic Attack is enhanced, dealing 450 (450 + 70% magical attack) magical damage to enemies within range and knocking them back for 0.75s.
Whenever he uses a skill, he gains 1 stack of shield for 3s, for up to 3 stacks. Each stack negates 300 (300 + 35% magical attack) damage.
Lvl 1Lvl 15
Base Damage
450870
Shield
300580
Peacebringer
Skill 1⏳ CD: 10s | Mana: 70

Peacebringer

MovementEnhanceDamage
Mozi dashes in the target direction, dealing 250 (250 +38% magical attack) magical damage to enemies in his path and enhancing his next Basic Attack.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1098765
Base Damage
250300350400450500
Cannon Blast
Skill 2⏳ CD: 7s | Mana: 40

Cannon Blast

Crowd ControlDamage
Mozi fires a shell in the target direction. The shell explodes upon hitting an enemy or reaching its max range, leaving behind an electrified crater.
The explosion deals 525 (525 +45% magical attack) magical damage to enemies within range and stuns them for 1s.
The electrified crater lasts for 4s and deals 50 (50 +5% magical attack) magical damage to enemies within range every 0.5s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
525575625675725775
Damage Over Time
505662687480
Think Inside the Box
Ultimate⏳ CD: 50s | Mana: 100

Think Inside the Box

Crowd ControlDamage
Mozi creates an energy barrier around himself that lasts for up to 3.3s. Every 0.5s, it deals 200 (200 +45% magical attack) magical damage and stuns enemies it touches.
Lvl 1Lvl 2Lvl 3
Cooldown
504540
Base Damage
200250300

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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