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Shangguan

Shangguan

Mid LaneMageAssassinDifficulty: Very Hard

Win, Pick and Ban Rates

Mid Lane
C
Tier / Pop
47.52%
Win Rate
0.43%
Pick Rate
0.04%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.9pt

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

Base Stats

Max HP
3389
Max MP
640
Physical Attack
161
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
360
Attack Range
Ranged
HP Regen / s
48
MP Regen / s
16

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

Recommended Builds

Build 1Anti-heal and sustain first
  • Frenzy

When the enemy team has healers or heavy lifesteal.

Venomous Staff lands second, cutting healing and lifesteal on anything it hits by 35% for 2.5 seconds. Insatiable Tome follows for 24% magic lifesteal, 4,800G into the build. Every 2% of that lifesteal converts to 1% cooldown reduction, stacking 12% on top of the 12.5% the items list. Void Staff drops to the sixth slot, and the finished set reads +1062 magic attack, +88 magic penetration and +1250 max HP.

Build 2Shared damage items first
  • Flash

When the enemy has no healers and crowd control keeps landing on you.

Scepter of Reverberation and Savant's Wrath move up to slots two and three, so the 30% magic attack bonus arrives at 4,940G. Build 1 reaches Savant's Wrath only at 9,040G and Void Staff at 11,080G. Ardent Dominion, bought fourth, clears crowd control below 30% HP and grants a 4-second shield that carries 30% movement speed. Staves of Sorcery closes out the set at +997.8 magic attack, +32.5% movement speed and +700 max MP.

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

An ambush mage who detonates intersecting ink strokes. Skill 3 chains a fresh dash every time she clips an enemy or a stroke, up to five; three or more launches her skyward, untargetable while the strikes rain down.

Best for: players who plan the route before they move — each dash chains off your own ink and three of them lift you into the air, but hard CC before takeoff ends the combo.

Recommended Combos
Ink First, Then Take Off

Where ink from two different skills meets, nearby enemies take extra damage. Touching her own strokes restores Health and readies an enhanced Basic Attack. Every dash that clips an enemy or another skill's ink buys another dash within 3s, so the route you draw first decides how far the chain runs. Five dashes turn into 10 strikes from the air, and she is untargetable and cleansed of all crowd control throughout.

Bent-Route Take Off

She can cast between dashes, so a new ink line mid-chain bends the approach angle. Run out of things to touch and the chain simply stops; breaking it there refunds 20-80% of the cooldown depending on how many dashes went out. Three dashes yield only 4 strikes from the air. Decide before the first dash whether five are actually reachable.

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
  • Untargetable and crowd control immune while airborne, dealing unanswerable damage
  • Crossing brush and ink detonations poke and heal simultaneously
  • Solo tower dives delete enemy backliners from level 4 onward
  • Flexible dash routes make her entry angle nearly unreadable
Weaknesses
  • Among the hardest heroes in the game; one missed dash means death
  • Hard CC before take-off shuts down her entire game plan
  • Long landing recovery invites the counter-kill if the target survives
  • Minimal self-defense before level 4 and extremely gankable
Early Game Strategy

Before level 4, Shangguan is a paper mage who can't take off yet. Use Skill 2's brush and Skill 1's ink for wave clear, and fish for the Passive detonation that triggers where the two trails cross — it chips enemies and heals you at the same time. Simply playing around that intersection roughly doubles your harass output on the exact same casts. Her gank resistance is poor, so sit toward your tower whenever river vision is down, and don't bother showing up for the 4-minute Tyrant before level 4.

Mid Game Strategy

The moment you learn your Ultimate, Shangguan becomes an assassin. Dash three to five times through ink or enemies and you ascend — untargetable, cleansed of all CC, raining ink on everything below, with five dashes granting the maximum number of strikes. You can do this under an enemy tower with total impunity, so the mid-game job is roaming to the farm lane and solo-diving the enemy marksman. With a core item done by around 10 minutes, anyone caught under a clean take-off simply melts.

Late Game Strategy

Late game, one failed take-off can be the losing moment of the match. If your dashes get interrupted you are stranded in the middle of five enemies, so before committing, confirm the enemy's lethal lockdown — any suppression-style ultimate — has already been spent. Always enter from a flank. Poke with the Skill 2 into Skill 1 crossing detonation until your target drops below roughly 70% HP and their escape is burned, and your take-off success rate climbs dramatically. The landing recovery is long, so have the discipline to skip take-offs you can't confirm.

Teamfight Strategy

Spend the fight's opening at the back, scattering crossing detonations and collecting the heals while you read the fight. Two or more enemy CCs down is the take-off signal. You can dash along your own ink trails without touching a single enemy, so pre-draw your approach route in ink. Once airborne, the strikes fire automatically at whatever stands nearby, which makes the launch point everything — land your final dash right beside their carry. Repeat hits on the same unit deal only 25% damage, so a position that catches two or three bodies adds up to more total damage. Land toward your own team, always. Taking off through the enemy frontline is a mistake everyone in the lobby can identify.

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
4.53%

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: Ink Burst
1

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

Skills

Piercing Brush
Passive

Piercing Brush

EnhanceDamageRecovery
Enhances every 3rd Basic Attack, dealing an extra 255 (255 + 50% magical attack) magical damage to enemies in a line. When brush strokes intersect, nearby enemies take 255 (255 + 50% magical attack) magical damage (damage is reduced by 50% for successive hits within 1s).
Recovers 100 (100 + 22% magical attack) Health and gains an enhanced Basic Attack when near intersecting brush strokes.
Lvl 1Lvl 15
Enhanced Damage
255510
Contact Damage
255510
Health Recovery
100240
Ink Burst
Skill 1⏳ CD: 5s | Mana: 30

Ink Burst

Damage
Flings a powerful drop of ink in the target direction, dealing 200 (200 + 40% magical attack) magical damage to enemies hit. Upon reaching the end of its range, the ink explodes, dealing 200 (200 + 40% magical attack) magical damage to nearby enemies.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
200240280320360400
Seething Script
Skill 2⏳ CD: 1.5s | Mana: 60

Seething Script

DamageSlow
With her current location as the finishing point, Shangguan starts writing from a target location, dealing 150 (150 + 20% magical attack) magical damage where her brush lands. Enemies touched by her brush strokes take 300 (300 + 40% magical attack) magical damage and are slowed by 25% for 2s.
This skill can be stocked every 10s (affected by Cooldown Reduction), for up to 2 uses.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Stack Interval
109.48.88.27.67
Brush Landing DMG
150180210240270300
Writing Damage
300360420480540600
Slow
25%30%35%40%45%50%
Finishing Stroke
Ultimate⏳ CD: 35s | Mana: 100

Finishing Stroke

DamageImmunityMovement
Dashes wildly with her brush, dealing 250 (250 + 32% magical attack) magical damage to enemies in her path. If she hits an enemy or ink left behind by another active skill, she can dash again in the target direction within 3s. If she dashes 3-5 times, she will jump into the air, becoming untargetable and cleansed of all crowd control effects, and perform continuous attacks on nearby enemies, dealing 460 (460 + 70% magical attack) magical damage. The number of attacks is decided by the number of dashes, with 3/4/5 dashes yielding 4/7/10 attacks. When hitting the same unit multiple times, subsequent hits deal only 25% damage.
She can dash up to 5 times, and she can attack and use skills between dashes. If interrupted, the skill's Cooldown is reduced by 20%-80%, depending on the number of dashes performed.
Lvl 1Lvl 2Lvl 3
Cooldown
353127
Dash Damage
250375500
Base Damage
460690920

Other Mid Lane Heroes

Stats: official HoK Camp, as of

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© 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.

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