Skip to content
Honor of Kings HubUnofficial
Sakeer

Sakeer

RoamSupportMageDifficulty: Hard

Win, Pick and Ban Rates

Roam
C
Tier / Pop
53.25%
Win Rate
0.44%
Pick Rate
0.02%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.8pt

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

Base Stats

Max HP
3211
Max MP
620
Physical Attack
140
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
360
Attack Range
Ranged
HP Regen / s
47
MP Regen / s
15

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

Recommended Builds

Build 1Frontline roam, 7,912 HP
  • Flash

When enemy damage is split between physical and magic, and you want to soak it up front.

The first 2,780G buy Crimson Shadow - Redemption and Boots of Deftness, so Sakeer carries +7.5% movement speed alongside the boots' flat +70 early. Overlord's Platemail, Eye of the Phoenix and Ominous Premonition follow, taking the totals to +7,937 max HP, +593 physical defense and +270 magic defense. Redemption's shield is 240-480 plus 10% of max HP, so every HP item thickens what Sakeer hands to allies. Breakthrough Robe and its +130 magic attack land last, at 11,390G - 4,040G later than in build 2.

Build 2Magic-penetration support
  • Heal

When the enemy draft fields two or more tanks and you need to add damage yourself.

Guardian - Redemption opens with 65-130 physical and magic defense on Sakeer, and half of that aura reaches allies within 800 range. Boots of the Arcane bring 60-120 magic penetration by 2,780G, and Breakthrough Robe, moved up to the fourth slot, adds up to 150 more. Totals come to +6,487 max HP, +450 magic attack and 13.5% cooldown reduction - 1,450 less HP than build 1, but 320 more magic attack. Frozen Breath closes it out, adding 75-150 plus 15% of magic attack as magic damage on hit, once every 3 seconds.

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 forest-keeper who grows his own bushes and sends fireflies to scout and heal. He is the only hero who adds terrain to the map, monopolizing the economy of hiding places.

Best for: anyone who wants to win the vision war — planting bushes where the map has none, hopping between them, and leaving the healing to the fireflies.

Recommended Combos
Bank, Then Intercept

Skill 1 launches everyone in the area for 1s and spends Luminescence for an extra 100 magical damage per stack. With teammates nearby, those same stacks instead restore 50 Health to the lowest-Health ally. Stacks build one every 1.5s up to nine, and the more you hold, the wider the area gets — so fly to a brush with Skill 2 right before you fire.

Holding the Lit Brush

One second after it appears, the brush sends fireflies at up to five nearby heroes every second. Enemies take 100 magical damage, teammates get 50 Health, and anyone who steps into the brush has their location revealed. Recasting within 6s carries Sakeer there himself. From that ground, hold Skill 1's launch and deny the entrance.

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
  • Healing, a knock-up, vision, and stealth detection packed into one support kit
  • Bush-hopping through Skill 2 and the Ultimate gives him rare mobility for the role
  • The glowing bush dominates space and scouts around objectives
  • Fireflies auto-target the lowest-HP ally, so the support never misses
Weaknesses
  • Skill 1 stays thin until Firefly Power builds, so he cannot spam it
  • Open terrain without bushes cuts his mobility and scouting in half
  • Low personal damage and no answer to chained hard crowd control
  • Healing dies when separated from allies — solo play is not an option
Early Game Strategy

Sakeer's early game starts with juggling two jobs: escorting your marksman and sweeping bushes for vision. The fireflies from your basic attacks reveal stealth, and the Passive automatically heals the lowest-HP ally near you, so standing in the right spot alone stabilizes the lane. Skill 2 holds 3 charges — assign roles up front (one for river scouting, one for escape, one for gank follow-up) and your death count drops. Firefly Power builds 1 stack every 1.5 seconds, and Skill 1's radius and healing scale with stacks, so the patience to sit on them until the moment you fire is itself a form of power.

Mid Game Strategy

Once you learn the Ultimate, plant the glowing bush at the entrance to the battlefield before the 4-minute Tyrant and mid-game skirmishes. Fireflies launch every second — damaging enemies, healing allies — and you gain vision of any enemy who steps inside, so the side that placed it fights on terrain that wins both numbers and information. For gank follow-up, fly ahead with Skill 2 to a bush along the enemy's escape route and place Skill 1's knock-up on their exit — a brutal trap. At 9 stacks, Skill 1's radius is a different animal, so burn its maximum size into your muscle memory to sharpen your interceptions.

Late Game Strategy

Late-game Sakeer stands half a step behind the carry, focused on one thing: delivering the 1-second knock-up at the perfect moment. The instant an enemy assassin or fighter touches your backline, launch them with a fully stacked Skill 1 and cut the follow-up cold — that single play swings teamfights directly. Firefly healing flies to the lowest-HP ally automatically, so as long as your own position is right, the support never stops. Against stealth heroes, your fireflies' true sight is close to a unique answer — build the habit of pre-firing a basic attack into any suspicious bush.

Teamfight Strategy

Whether the glowing bush is placed before a teamfight nearly doubles Sakeer's contribution. After setting it, fly with Skill 2 to a bush near your backline and bank Firefly Power while you wait for the engage. Answer enemy dives with Skill 1's knock-up, and let the automatic firefly healing raise your whole team's HP floor through the brawl. Your personal damage is low, so there's no need to chase or step forward. Accept that not dying converts directly into healing output, and keep moving bush to bush, always one step outside the enemy's reach.

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
1.88%
1.88%
3-hero team

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 1: Mulberry Power
1

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

Skills

Firefly Protection
Passive

Firefly Protection

HealDamageVision
Sakeer's Basic Attack deals melee damage and summons a firefly that deals 100 (100 + 20% magical attack + 3% extra Health) magical damage to enemies and exposes them for 3s. Sakeer also periodically restores 50 (50 + 10% magical attack + 1.5% extra Health) Health to the nearby teammate with the lowest Health.
When there are no enemies nearby, charging his Basic Attack recovers 50 (50 + 10% magical attack + 1.5% extra Health) Health. He will stop restoring Health to teammates while charging.
Lvl 1Lvl 15
Firefly Damage
100200
Ally Recovery
50100
Self Recovery
50100
Mulberry Power
Skill 1⏳ CD: 10s | Mana: 50

Mulberry Power

Crowd ControlHealDamage
Sakeer channels Luminescence to the target area, dealing 500 (500 + 10% magical attack) magical damage to enemies and launching them for 1s. Luminescence is consumed on hit, dealing 100 (100 + 20% magical attack + 3% extra Health) magical damage per stack. If there are teammates nearby, Luminescence instead heals the teammate with the lowest Health, restoring 50 (50 + 10% magical attack + 1.5% extra Health) Health per stack.
Luminescence: He gains 1 stack every 1.5s, for up to 9 stacks. The skill's range increases with the number of stacks.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Skill Damage
5006007008009001,000
Ride the Wind
Skill 2⏳ CD: 0.2s | Mana: 50

Ride the Wind

MovementHealDamage
Sakeer flies to the target brush, gaining 1 stack of Luminescence and releasing a number of fireflies depending on how far he flies. After 1s, the fireflies fly to the nearby hero with the lowest Health. If the hero is an enemy, the fireflies deal 100 (100 + 20% magical attack + 3% extra Health) magical damage and expose them for 3s. If the hero is a teammate, they restore 50 (50 + 10% magical attack + 1.5% extra Health) Health.
This skill stocks up to 3 charges. Tap it to fly to a brush in front of him without aiming.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Charge Time
1211.51110.5109.5
Firefly Fields
Ultimate⏳ CD: 25s | Mana: 80

Firefly Fields

BrushHealDamage
Sakeer summons an Illuminating Brush at the target location. He can use this skill again within 6s to fly to the brush and gain a stack of Luminescence.
Illuminating Brush: 1s after the brush has been summoned, it releases fireflies at up to 5 nearby heroes every second. Every firefly deals 100 (100 + 20% magical attack + 3% extra Health) magical damage to enemies, or restores 50 (50 + 10% magical attack + 1.5% extra Health) Health to teammates.
Enemies that step into this brush will have their location revealed. After a while, the Illuminating Brush will stop releasing fireflies and turn into a regular brush that lasts for 30s.
Lvl 1Lvl 2Lvl 3
Cooldown
2522.520
Duration
91215

Patch History

SakeerAugust 13 patch
Nerf
Sakeer — Stats Adjusted Passive (Firefly Protection) • Ally recovery 60–120 (+10% magical attack, +1.5% extra Health) → 50–100 (+10% magical attack, +1.5% extra Health) • Self recovery 60–120 (+10% magical attack, +1.5% extra Health) → 50–100 (+10% magical attack, +1.5% extra Health) What this means Firefly Protection sends out a firefly on each of Sakeer's Basic Attacks and periodically heals the nearby ally with the lowest Health. Only the flat portion was cut, by about 17%, while the magical attack and bonus Health ratios are untouched — so the nerf fades as items come online and bites hardest in the early and mid game when the flat number dominates. The catch is that Mulberry Power, Ride the Wind, and Firefly Fields all reuse this same heal value. Lowering the per-firefly number scales down his burst area healing, his firefly on the move, and the fireflies streaming out of a Light Bush by the same proportion. Out-healing a lane through raw attrition is no longer realistic, so lean on placing Light Bushes for vision and supporting from a safer distance rather than trading blows to stay even.

Other Roam Heroes

Stats: official HoK Camp, as of

Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.

Report an error on this page

© 2026 Honor of Kings Hub. All rights reserved.

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.

This website is an unofficial fan site and is not affiliated with Tencent or Level Infinite in any way.
Honor of Kings is a registered trademark of Tencent.