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Nakoruru

Nakoruru

JungleAssassinDifficulty: Normal

Win, Pick and Ban Rates

Jungle
C
Tier / Pop
49.22%
Win Rate
0.49%
Pick Rate
0.06%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.4pt

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

Base Stats

Max HP
3359
Max MP
560
Physical Attack
176
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
47
MP Regen / s
14

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

Recommended Builds

Build 1Turning hits taken into damage
  • Smite

When fights drag on and Nakoruru keeps pushing forward under fire

Rapacious Bite and Boots of Resistance come to 2,860G, then Axe of Torment's 90-180 Physical Pierce and Overlord's Might bring the total to 7,490G. The 30% bonus against enemies below 50% Health is online before the fifth slot is bought. Cuirass of Savagery fills that slot with 210 Physical Defense and 900 Max Health, and each hit taken adds 1% damage and Movement Speed for 3s, up to 10 stacks. Totals: +490 Physical Attack, +2,100 Max Health, +22.5% Movement Speed.

Build 2Countersiege behind extra Physical Defense
  • Smite

When the enemy's main damage is physical and Nakoruru draws the focus

The first four slots match Build 1, so the road to 7,490G is unchanged. Only the fifth differs: Spikemail at 2,020G gives 300 Physical Defense and 45 Physical Attack. Its Countersiege runs for 3s and reflects 35% of damage taken as true damage, on a 75s cooldown. That is 90 more Physical Defense than Cuirass of Savagery, for totals of +350 Physical Defense, +500 Physical Attack, and +1,900 Max Health.

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 straightforward, hard-hitting assassin who fights alongside her hawk. Land a skill, follow with an empowered attack, repeat — and her dash heals, giving her more staying power than she looks.

Best for: a first assassin. Land the mark, swing the empowered attack, repeat — and the healing dash forgives a fair number of mistakes.

Recommended Combos
Wall Hop into a Detonation

The mark only fires when other damage reaches the target, taking 6% of their max Health. Detonating refunds 2.5s of Skill 1's cooldown and 35 Mana, so the pressure never stops. Anyone caught by the charge deals 30% less damage for 3s.

Jungle Route Without Mana Trouble

Skill 2 hits monsters for 50% more and still heals, at half the amount heroes give you. Mark damage on monsters caps at 300, but the 2.5s cooldown refund and 35 Mana come back all the same. Hold this order and you move camp to camp without running dry.

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
  • Out-of-vision ganks powered by the 50% speed boost and terrain hopping
  • The mark's max HP percent damage stays relevant against tanks
  • The charge debuff cuts an enemy ace's damage output by 30%
  • Skill 2's healing and monster bonus keep clears fast and healthy
Weaknesses
  • An all-in kit with no escape when the dive goes wrong
  • MP-hungry — missing mark detonations leads to fast burnout
  • No answer to hard CC; getting caught means dying on the spot
  • The speed boost decays over time, so prepared enemies blunt the ambush
Early Game Strategy

Nakoruru lives in the jungle. Skill 2 deals 50% bonus damage to monsters and heals on hit, giving her both clear speed and sustain through camps. Take both buffs and head straight to level 4 — the moment the Ultimate's 50% speed boost and terrain hop unlock, the quality of her ganks changes completely. The early trap is mana: detonating Skill 1's mark with any other damage refunds 35 MP, so build the habit of always following up a mark instead of leaving it to expire.

Mid Game Strategy

Mid game, wall-hop ganks from outside vision are your main weapon. Fly in through an unwarded route, mark with Skill 1, and detonate with the charge — with the max HP percent damage included, that string takes most targets to half or lower. At Tyrant and Shadow Tyrant contests, the standard play is landing the Ultimate's charge on the enemy jungler: their damage output drops 30% for 3 seconds, which tilts the entire objective burn in your favor on paper.

Late Game Strategy

The mark's max HP percent damage keeps her honest against tanks even late. But she has no exit tool after committing, so opening a fight from the front is off the table. Wait in side bushes and hunt chunked or isolated enemies instead. Her Ultimate's flight passive — activating after 4 seconds out of combat — quietly wins the late game's map movement: reset in a bush after each fight and you'll reach the next one before anybody else.

Teamfight Strategy

Enter from the flank or the back. Your first job isn't damage — it's landing the Ultimate's charge on the enemy's main damage dealer to shred their output by 30%. Put that debuff on their marksman and your frontline's lifespan visibly stretches. From there, loop Skill 1 marks into detonations while weaving empowered basics onto chunked targets. Each detonation refunds 2.5 seconds of Skill 1's cooldown, so as long as you keep connecting, the pressure never stops.

Frequently Paired With

2-hero team
3.35%

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: RERA MUTSUBE
2

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

Skills

DANCING SWORD ARTS
Passive

DANCING SWORD ARTS

EnhanceDamage
When Nakoruru hits an enemy with a skill, her next Basic Attack is enhanced, for up to 3 stacks. Her next Basic Attack summons Mamahaha, who deals damage to nearby enemies based on the number of stacks, with each stack dealing 120 (120 + 37% extra physical attack) physical damage.
Lvl 1Lvl 15
Base Damage
120240
AMUBE YATORO
Skill 1⏳ CD: 9s | Mana: 55

AMUBE YATORO

DamageCooldown
Nakoruru summons Mamahaha to attack the enemy, dealing 380 (380 + 120% extra physical attack) physical damage and marking them with an Eagle Eye Mark.
Further damage dealt by her will activate the marks, dealing physical damage equal to 6% of the target's Health (max damage to monsters from the mark capped at 300).
Every 40 additional Physical Attack increases max Health by 1%. Activating the mark will reduce the cooldown of AMUBE YATORO by 2.5s and recover 35 Mana.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
98.68.27.87.47
Base Damage
380456532608684760
RERA MUTSUBE
Skill 2⏳ CD: 6s | Mana: 45

RERA MUTSUBE

MovementRecoveryDamage
Nakoruru dashes forward, dealing 400 (400 + 130% extra physical attack) physical damage to enemies in her path. For every enemy hero hit, she recovers 400 (400 + 5% extra Health) Health.
When this skill hits a monster, it deals 50% more damage. Hitting non-hero units restores 50% of the Health restored when hitting heroes.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
65.85.65.45.25
Base Damage
400480560640720800
Health Recovery
400480560640720800
KAMUI MUTSUBE
Ultimate⏳ CD: 15s | Mana: 80

KAMUI MUTSUBE

Speed UpDamageImperil
Nakoruru summons Mamahaha, gaining 50% Movement Speed for 6s which diminishes over time. She can ignore terrain once while flying.
Using this skill again causes her to charge toward the target area, dealing 600 (600 + 190% extra physical attack) physical damage to enemies within range. Enemies hit by her are slowed by 25% and deal 30% less damage for 3s.
Passive: Nakoruru summons Mamahaha to fly with her after staying out of combat for 4s, increasing her Movement Speed by 10%. She loses the Movement Speed increase upon re-entering combat.
Lvl 1Lvl 2Lvl 3
Cooldown
1513.512
Base Damage
6009001,200
Slow
25%37.5%50%

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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