Win, Pick and Ban Rates
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
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.
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
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.
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.
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.
- 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
- 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
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.
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 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.
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
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

Firefly Protection
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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Firefly Damage | ||
| Firefly Damage | 100 | 200 |
| Ally Recovery | ||
| Ally Recovery | 50 | 100 |
| Self Recovery | ||
| Self Recovery | 50 | 100 |

Mulberry Power
Luminescence: He gains 1 stack every 1.5s, for up to 9 stacks. The skill's range increases with the number of stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Skill Damage | ||||||
| Skill Damage | 500 | 600 | 700 | 800 | 900 | 1,000 |

Ride the Wind
This skill stocks up to 3 charges. Tap it to fly to a brush in front of him without aiming.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Charge Time | ||||||
| Charge Time | 12 | 11.5 | 11 | 10.5 | 10 | 9.5 |

Firefly Fields
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Duration | |||
| Duration | 9 | 12 | 15 |
Patch History

Other Roam Heroes
Stats: official HoK Camp, as of
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