Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −1.4pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3238
- Max Energy
- 200
- Physical Attack
- 165
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Ranged
- HP Regen / s
- 45
- Energy Regen / 5s
- 50
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When two or more enemy frontliners are built around physical defense
Axe of Torment goes in the third slot, bringing 90-180 physical penetration online at 4,950 gold. Ten slots of the Eagle Eye arcana add another 64, so the damage still gets through once the enemy frontline stacks physical defense. Frostscar's Embrace slides to fourth, which pushes its slow and 300 physical defense back to 7,010 gold. Both builds finish identically: +384 physical attack, 37.5% cooldown reduction, 25% physical lifesteal.
When the enemy fields several mobile heroes and you need to chase them down
Frostscar's Embrace moves up to third, so at 4,920 gold the basic attack within five seconds of a skill carries 210-420 bonus physical damage. That same hit cuts enemy movement speed by 15-30%, keeping runners inside your range. The 300 physical defense also lands early, making mid-game skirmishes easier to hold. Axe of Torment's 90-180 penetration drops to the fourth slot and only arrives at 7,010 gold.
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
An assassin who shifts between human and tiger stances — poke at range as a human, execute up close as a tiger. You are effectively piloting two kits plus an energy bar.
Best for: players who judge range fast and enjoy a stance dance — human form does the chipping, tiger form's empowered basics do the killing, and misjudging the gap costs half your damage.
Human form Skill 1 adds 8% of the target's current Health, so the chip damage starts there. After the swap, pounce into terrain and use the 1s latch to change your angle before pouncing again. The enhanced Basic Attacks only last 5s, so dawdling on the wall lets them expire. The closing bite gains 1% damage for every 1% of Health the target has lost, which is what fixes the order.
Coming out of tiger form turns your next Basic Attack into a blast. It also covers the cone behind the target, so it still catches several enemies while you give ground. Human form has the longer Basic Attack range and returns 5 Energy per hit. Stay on one target within 3s and the bonus damage builds up to triple its base.
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.
- Form swapping covers both ranged poke and melee burst in one kit
- The Ultimate is available from level 1, giving elite early fighting power
- Human Form Skill 1's percent damage cuts through even tanks
- Tiger Form's wall dashes open up a rich menu of ambush angles
- Both forms are fragile; teamfight focus fire melts him quickly
- No hard CC of his own, so picks depend on allied lockdown
- Fighting at the wrong range for his current form halves his damage
- Without an early snowball, his late-game presence thins out fast
Pei toggles between human and tiger with an Ultimate available from level 1, giving him one of the fastest jungle starts in the game. Shred your first buff with tiger-form empowered basics, and once the second buff is down, start eyeing an invade — almost no jungler beats Pei in a straight early-game scrap. Human form has longer basic attack range, and hitting the same target within 3 seconds scales the damage up to triple the base, so finish camps in human form: the kill is faster and the energy refunds come quicker.
The gank template is a two-act play: chip in human, execute in tiger. Human form's Skill 1 deals 8% of current HP plus a slow, so even tanks feel the poke, and adding Skill 2's shield plus 30% attack speed makes you genuinely scary at range. Once the target drops below half HP, swap to tiger and pounce with the wall-crossing double dash into empowered basics. Constantly weigh the 4-minute Tyrant against the enemy's buffs — the instant you spot their jungler, steal the resources on the opposite side. Half-map control is the mid-game ideal.
Late teamfights are an exercise in patience. Both forms stay fragile, so open every fight in human form from the very back: throw Skill 1, maintain Skill 2's shield, and kite. The only time you swap to tiger is when the enemy's CC is spent and a target below 40% HP is clearly in view. Dive, finish them with empowered basics, and even after the kill, immediately return to human form and re-establish distance. Repeating 'tiger is for executions only' like a mantra puts you at exactly the right level of caution.
Your default is playing human form like a marksman: chip the frontline with Skill 1's percent damage, cycle your shield, and kite backward. The reason you never tiger-dive the clump is simple — the instant you transform, multiple CCs come flying. Your go signals are the enemy's stuns being spent and the backline's HP bars. When both line up, swap to Tiger Form, use a side wall for the double dash to erase their reaction time, and get into their carry's face. Secure the kill, skip the chase, and return to human-form range to rejoin the line. That whole loop is one set.
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

Blast
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 20 | 100 |

Striker Stance
Recovers 20 Energy when Skill 1 hits.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |
| Base Damage | ||||||
| Base Damage | 275 | 340 | 405 | 470 | 535 | 600 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Guarding Stance
While the shield is active, he deals 20 (20 + 14% extra physical attack) magical damage to nearby enemies every 0.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 100 | 150 | 200 | 250 | 300 | 350 |
| ASPD Increase | ||||||
| ASPD Increase | 30% | 34% | 38% | 42% | 46% | 50% |
| Damage Over Time | ||||||
| Damage Over Time | 20 | 30 | 40 | 50 | 60 | 70 |

Tiger Form
First Enhanced Basic Attack: He dashes at the target, dealing 185 (20 + 100% physical attack) physical damage and inflicting them with extreme slow. After using the first enhanced Basic Attack, the duration of the second will change to 5s.
Second Enhanced Basic Attack: He deals 185 (20 + 100% physical attack) magical damage to enemies within range in front of him.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
|---|---|---|---|---|
| Cooldown | ||||
| Cooldown | 5.4 | 4.8 | 4.2 | 3.6 |
| Base Damage | ||||
| Base Damage | 110 | 200 | 290 | 380 |
| MSPD Increase | ||||
| MSPD Increase | 20% | 25% | 30% | 35% |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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