Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3329
- Max MP
- 600
- Physical Attack
- 169
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 40
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When two or more enemies deal magic damage and you want to keep firing through long fights
Boots of Resistance opens at 700G, locking in 50 physical defense, 100 magic defense and a 25% resistance boost before anything else. Shadow Ripper lands fourth, adding 20% attack speed and 5% movement speed for 3.5 seconds on every critical hit. Bloodweeper closes it out, and with arcana counted the totals reach 37.8% physical lifesteal, +9.5% movement speed and +409 physical attack. That is tougher and quicker on its feet than the other build.
When the enemy fields two or more tanks and you need basic attacks to finish them
Boots of Dexterity opens with 20% attack speed and restores 30-60 HP on every basic attack. Master Sword comes third for its +600 max HP, pushing Eternity Blade back to the fourth slot. Doomsday closes the build, adding 80-160 plus 7% of the target's bonus HP to each basic attack. With arcana counted, +87% attack speed and +1600 max HP both beat the other build, and the damage grows with the HP the enemy stacks.
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 tumbling gunner whose basic attacks refund her roll — the more she shoots, the more she moves. Her life depends on never losing damage while never standing still.
Best for: carries who refuse to stand still — basic attacks pay the roll back, so shooting is what buys the mobility, and spending the roll on aggression leaves no way home.
Every Basic Attack that connects shaves 0.5s off Skill 1. Keep attacking and the roll is always back, which is what lets you choose between closing and disengaging. The 80% Movement Speed only triggers when an enemy hero is near where you land.
The mark sits on them for 5s and adds physical damage to every Basic Attack. The point is to fire the ballista while their physical defense is down by 10%. It detonates into a cone past the point of impact, so line up whoever is stacked behind.
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.
- Basic attacks refund Skill 1's cooldown, letting her roll and shoot indefinitely
- Empowered and extended-range basics give her burst and sustained damage in one kit
- Skill 2's defense shred and mark keep her damage honest against tanks
- The Ultimate's ballista flies through walls and executes fleeing enemies
- Spending the roll aggressively opens a defenseless window with no escape
- All her mobility lives in one skill — layered CC leaves her with no answer
- Heavily item-dependent, so a rough early game delays her damage badly
Farm-lane Lady Sun is banking for a payoff that arrives after the ten-minute mark. Farm cleanly, and above all, never stop attacking — every basic attack that connects shaves 0.5 seconds off Skill 1's cooldown, so the roll is always coming back as long as you're swinging. The roll into empowered basic into extended-range basic is a real trade pattern, but early on it's better held as insurance for when the enemy jungler goes missing. If your team contests the 4:00 Tyrant, contribute from the back of the river — no heroics required.
Once one or two crit items finish around 7-9 minutes, the roll-and-shoot style becomes real damage. Push side waves, and trade with the full package: the Skill 2 bomb shreds 10% of their physical defense and applies a mark, which your empowered basic then cashes in. Rolling near an enemy hero also grants a burst of movement speed, so your hit-and-run game is quicker than it looks. The habit to build now is roll direction: forward only when the kill is certain, sideways or backward everything else, shooting while the cooldown ticks back. That's the whole secret to a long life.
With four or five items, Lady Sun's sustained fire melts frontliners and everything behind them. At Overlord fights past ten minutes, the ideal picture is you at maximum range, cycling empowered basics while your frontline absorbs attention. Choose the Ultimate's job case by case: opening poke before the fight, or a long-range execute on a runner. The ballista travels through walls and brush, and a kill shot arriving from somewhere invisible does real psychological damage. The one iron rule: for a few seconds after you spend the roll aggressively, play one step further back than feels natural.
Lady Sun's greatest teamfight contribution is uninterrupted output from a position nobody can reach. Open by firing the Ultimate past the enemy frontline — the cone explosion carries the damage into their backline. From there, keep basic attacks flowing to recycle Skill 1, and roll laterally to keep breaking the dive angles of enemy assassins. When someone does get close, drop Skill 2 at your feet: the slow plus defense shred makes your counterattack start winning immediately. Think of it as shooting first and rolling as a consequence — that ordering is what lets damage and survival coexist.
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

Energy Burst

Rolling Raid
If there is an enemy hero nearby after she rolls, her Movement Speed will increase by 80%. This effect diminishes over 2s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 285 | 342 | 399 | 456 | 513 | 570 |

Frag Grenade
Her Basic Attacks deal 120 (120 + 36% extra physical attack) extra physical damage to marked enemy heroes, and 240 (240 + 72% extra physical attack) physical damage to marked minions.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Base Damage | ||||||
| Base Damage | 380 | 456 | 532 | 608 | 684 | 760 |
| Extra Damage | ||||||
| Extra Damage | 120 | 144 | 168 | 192 | 216 | 240 |

Ultimate Shell
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 20 | 15 |
| Base Damage | |||
| Base Damage | 840 | 1,260 | 1,680 |
Patch History

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