Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.1pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3226
- Max MP
- 640
- Physical Attack
- 163
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- 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
When your MP holds up in lane and you want to trade more often
Boots of Tranquility lead at 700G and lock in 15% cooldown reduction from the first buy. Scepter of Reverberation, Sage's Tome and Savant's Wrath follow, and by the 7,550G mark magical attack is raised by 30%. The arcana differ too: ten Mind's Eye instead of Tribute, worth 64 magical pierce. The build lands on 37.5% cooldown reduction, +1192 magical attack and +88 magical pierce.
When MP runs dry early and you keep leaving the lane
Boots of the Arcane open at 700G with +400 max MP and 10 MP restored every 5 seconds. The arcana take ten Tribute rather than Mind's Eye, adding +22 magical attack and 7% cooldown reduction. The 64 magical pierce dropped with Mind's Eye is covered by the boots' 60-120 pierce passive. Cooldown reduction settles at 29.5%, eight points behind build 1, while magical attack reaches +1214.
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 mage with some of the longest range in the game, dropping judgement from off-screen. Her matrix corridors are paths only she can walk, letting her chip enemies who can never reach her.
Best for: players committed to winning from out of reach — walling off the ground the enemy needs to walk, then detonating those walls into a chain from outside their range.
Place one matrix, then send Skill 1's energy into it. The energy halts where it connects, expands into a cross, and the matrix it touches goes off for 210. Center the cross on the target for the extra 50%, and land Skill 4 before the 3.5s runs out.
Enemy heroes cannot pass through a matrix, which turns the lane behind a Skill 3 teleport into a sealed corridor. Fusing two of them knocks enemies back for 0.5s, and a wider initial gap grows that collision by up to 30%. A stalled chaser then eats another knockback from Skill 1.
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.
- Passive range lets her poke from outside any retaliation distance
- Walls become hero-only terrain that dominates every chokepoint
- Wall-triggered chain explosions give a setup mage real burst damage
- Skill 3's warp and shield answer one dive attempt for free
- Needs setup time, so sudden brawls and mobile skirmishes blunt her
- Skill 3 is her only escape; she is helpless right after using it
- A misplaced wall can seal her own team's retreat
- Open ground with no chokepoints devalues her walls sharply
Nuwa's Passive extends her basic attack and skill cast range, so from level 1 she farms mid from a step farther out than her opponent can reach. There is no reason to push up — thread Skill 1 through the spot where the enemy overlaps their minions and let the chip damage add up. Skill 2's walls are insurance before they are offense: block the gank path your jungler is not watching and any dive loses a full beat. Sit on Skill 3. Its warp and shield are the only reason she survives a collapse, so keep it pocketed until the gank threat is genuinely gone.
The Tyrant spawn at 4:00 begins Nuwa's setup game. Lay two Skill 2 walls in the narrow paths leading to the pit, then thread Skill 1 into anyone touching them — the chain explosions plus the cross's bonus damage carve chunks out of enemies before the fight even starts. Since the matrix blocks only enemy heroes, smart placement seals both their retreat and their reinforcement route. After your first core item, her damage takes a real jump, so cycle between shoving mid and spending time on wall placement until the objective area belongs to you.
Once Shadow Tyrant and Overlord are on the line after 10 minutes, a single wall rewrites the geometry of a fight. Seal the pit entrance and the enemy eats a detour while your team pokes them apart. Ideally you bank all three Skill 2 charges before anything starts. Stay at the absolute back, and treat Skill 3's warp and shield as an anti-assassin escape button, never an engage tool. Warp out, drop one more wall behind you, and the chase simply dies. A prepared Nuwa is oppressive; an unprepared one is a minion with a health bar.
Nuwa's job starts ten seconds before the fight does. Read the enemy's approach path, pre-lay walls, and thread Skill 1 into the densest clump for chain explosions. Once the brawl is live, wall placement is the judgment call that defines her: cut off a fleeing enemy at the nose, or drop one between their assassin and your carry as a screen. The most painful mistake in practice is walling off your own team's retreat — when in doubt, bias the placement toward the enemy side. Keep Skill 3's warp and shield in reserve as your final card.
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

Divine Consciousness
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Vision Range Increase | ||
| Vision Range Increase | 10% | 20% |

Divine Glow - Creation
The cross deals an extra 50% damage to enemies at its center, and sets off explosions if it touches matrices.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Cooldown | ||||
| Cooldown | 8.5 | 8 | 7.5 | 7 |
| Base Damage | ||||
| Base Damage | 225 | 300 | 375 | 450 |

Divine Glow - Coalescence
Whenever a matrix is hit by one of Nuwa's other skills, it sets off an explosion that deals 210 (210 + 40% magical attack) magical damage to nearby enemies.
When matrices fuse, they deal 180 (180 + 35% magical attack) magical damage (+50% extra damage in the center) on collision and knock back enemies for 0.5s. Collisions gain up to 30% extra range based on the initial distance between matrices. Up to 3 matrices can be stocked. When multiple matrices explode simultaneously, they only deal damage to the same target once.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Stack Interval | ||||
| Stack Interval | 15 | 14 | 13 | 12 |
| Explosion Damage | ||||
| Explosion Damage | 210 | 280 | 350 | 420 |
| Emergence Interval | ||||
| Emergence Interval | 0.4 | 0.3 | 0.2 | 0.1 |

Divine Glow - Emergence
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Cooldown | ||||
| Cooldown | 30 | 28 | 26 | 24 |
| Base Damage | ||||
| Base Damage | 300 | 400 | 500 | 600 |
| Shield | ||||
| Shield | 600 | 800 | 1,000 | 1,200 |
| Slow | ||||
| Slow | 25% | 33.3% | 41.7% | 50% |

Divine Glow - Annihilation
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 50 | 45 | 40 |
| Base Damage | |||
| Base Damage | 600 | 900 | 1,200 |
Patch History

Other Mid Lane Heroes
Stats: official HoK Camp, as of
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