Skip to content
Honor of Kings HubUnofficial
Ukyo Tachibana

Ukyo Tachibana

JungleAssassinFighterDifficulty: Hard

Win, Pick and Ban Rates

Jungle
C
Tier / Pop
51.02%
Win Rate
0.61%
Pick Rate
0.05%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+1.3pt

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

Base Stats

Max HP
3250
Max Energy
1050
Physical Attack
170
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
48
Energy Regen / s
0

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

Recommended Builds

Build 1Penetration in the final slot
  • Smite

When enemy frontliners are stacking physical defense

The first five buys, Rapacious Bite through Ominous Premonition, run in the same order in both builds. By 9,110G you hold +500 physical defense and +1,700 max HP, enough to take a fight head-on. Starbreaker closes it out with 30% physical defense penetration, a percentage that lands on top of the flat +96.4 from the arcana and cuts into armored frontliners. It also adds +7.5% movement speed for +22.5% total, so this build moves through the jungle faster than Build 2.

Build 2Magic defense in the final slot
  • Smite

When the enemy team fields two or more magic heroes

The buy order through the fifth item matches Build 1, and only the closer changes. Demonsbane takes the last slot instead of Starbreaker, giving +150 magic defense plus 50% of physical attack as extra magic defense, capped at 250. The +383 physical attack from gear and arcana alone adds about 190 on its own. What you give up is the percentage penetration, and movement speed stops at +15%.

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 swordsman defined by spacing: his draw-cut rewards hitting at the very tip of its range, so every fight is measured in single steps. His backward leap makes enemies whiff at the moment they commit.

Best for: footsies. Damage, healing and the stun all hinge on connecting at the very tip of the range, so every duel is measured one step at a time.

Recommended Combos
Far-Edge Stun into Four Slashes

Where Skill 2 connects changes what it is. Only a hit at the far edge stuns for 0.75s, and that is the window all four slashes fit into. Every point of skill damage trims 0.5s off the quick-draw slash's cooldown, so the closing hit arrives in time.

Swallow Swipe Round Trip

Hit even one enemy unit and phase 2 is available immediately. Whiff and you wait 2s, which makes this a trade you open only when you are confident. Returning near the original cast point widens the slash and refunds 1s of Skill 3's cooldown for each enemy hero hit.

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
  • Tip hits pay out damage, healing, and a stun all at once
  • The Ultimate's multi-hit healing wins extended small-scale brawls
  • Skill 1's double jump covers both aggression and clean exits
  • Skill hits refund the Passive's cooldown, keeping his output constant
Weaknesses
  • Everything depends on spacing — wrong range means no damage and no healing
  • Fragile at baseline; getting CC'd is his number one cause of death
  • Skill 1's unusual movement takes real practice to stop misplaying
  • Struggles to show his strengths in CC-heavy frontal teamfights
Early Game Strategy

Ukyo is primarily a jungler, though his dueling power makes clash lane workable. Clear camps around the Ultimate's four slashes and Skill 1, weaving the Passive's iai slash into every camp — skill damage refunds 0.5 seconds of its cooldown per hit, so clean rotations alone speed up your route. What matters before level 4 is internalizing tip range: both the iai slash and Skill 2 only pay their bonuses when they land at the very edge of their reach.

Mid Game Strategy

Around 10 minutes, with two physical items done, Ukyo wins almost any small-scale fight he takes. The ideal engage starts with Skill 2's tip stun — pour the Ultimate's four slashes into the 0.75-second lock, and the healing per enemy hero hit lets you out-sustain the brawl. He has genuine 1v2 potential, but he also folds instantly to CC, so while enemy lockdown is still up, measure the fight from one step back.

Late Game Strategy

Late game, his bait game on side lanes shines. Shove the wave; if one enemy comes, cook them at tip range — if two come, double-jump out with Skill 1. Repeat, and you're feeding your team a permanent numbers advantage. Never enter teamfights through the front: the CC-saturated middle is a death zone for Ukyo. Flank, wait for the formation to crack, and enter on a chunked target with the tip stun.

Teamfight Strategy

Ukyo's teamfight is a continuous act of measuring tip distance inside the chaos. Too close and the bonus vanishes; too far and nothing lands. Watch for the enemy's dash, jump backward with Skill 1, and land the iai slash at the tip as they arrive — when that counter connects, the aggressor is the one who gets shredded. Angle the Ultimate through as many enemy heroes as possible: the healing stacks per hit, so slashing through two or three from the side actually keeps you healthier than dueling one target point-blank.

Frequently Paired With

2-hero team
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: CONCEALED SABRE SWALLOW SWIPE
1

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

Skills

CONCEALED SABRE HAZY BLADE
Passive

CONCEALED SABRE HAZY BLADE

DamageSlowRecovery
Ukyo Tachibana's next Basic Attack is enhanced to a quick-draw slash that has longer range, dealing 40 (40 + 35% extra physical attack) physical damage to enemies and slowing them by 15−30% (scales with hero level) for 2s. Enemies on the edge of the attack take 80 (80 + 70% extra physical attack) extra physical damage. Damage is halved against non-hero units. He recovers 125 (125 + 2% extra Health) Health.
The quick-draw slash has a cooldown of 4−5s (scales with hero level). Cooldown is shortened by 0.5s upon dealing skill damage.
Lvl 1Lvl 15
Cooldown
54
Base Damage
4080
Farthest Point Damage
80160
Health Recovery
125250
CONCEALED SABRE SWALLOW SWIPE
Skill 1⏳ CD: 7s

CONCEALED SABRE SWALLOW SWIPE

MovementDamage
Ukyo Tachibana leaps backward and slashes enemies in his path, dealing 330 (330 + 150% extra physical attack) physical damage and activating the skill's second phase. If no enemy units are hit, the second phase will be activated after 2s.
If he returns near the start point of phase 1 after using phase 2, he enhances the second phase to slash enemies in a larger range, and his Ultimate's Cooldown is reduced by 1s for every enemy hero hit (halved for non-hero units). For every 2% Health lost by the target, this skill's damage is increased by 1%.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
76.76.46.15.85.5
Base Damage
330396462528594660
CONCEALED SABRE HEAVENLY HACK
Skill 2⏳ CD: 10s

CONCEALED SABRE HEAVENLY HACK

DamageCrowd Control
Ukyo Tachibana slashes in the target direction, dealing 600 (600 + 200% extra physical attack) physical damage to enemies within range.
Enemies at the far end of the area are stunned for 0.75s.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.598.587.5
Base Damage
6007208409601,0801,200
CONCEALED SABRE SNOWFALL SLASH
Ultimate⏳ CD: 12.5s

CONCEALED SABRE SNOWFALL SLASH

DamageRecovery
Ukyo Tachibana quickly slashes 4 times in the target direction, with each slash dealing 240 (240 + 75% extra physical attack) physical damage to enemies within range. If an enemy hero is hit, each slash restores 300 (300 + 4.5% extra Health) Health to him.
The healing is halved if only non-hero units are hit.
Lvl 1Lvl 2Lvl 3
Cooldown
12.511.210
Base Damage
240360480
Health Recovery
300450600

Patch History

Ukyo TachibanaSeptember 23 patch (S16)
Buff
Ukyo Tachibana — more base damage on Skill 2 and the ultimate Skill 2 "CONCEALED SABRE HEAVENLY HACK" • Base damage: 580 (+116 per skill level) (+190% extra Physical Attack) → 600 (+120 per skill level) (+200% extra Physical Attack) Skill 3 "CONCEALED SABRE SNOWFALL SLASH" • Base damage: 210 (+105 per skill level) (+65% extra Physical Attack) → 240 (+120 per skill level) (+75% extra Physical Attack) What this means The ultimate is where the patch lands. It opens at 240 instead of 210, gains 120 per rank instead of 105, and finishes at 480 instead of 420 at rank 3, with the extra Physical Attack ratio up from 65% to 75%. Skill 2 moves less: 600 base instead of 580, and a 200% ratio instead of 190%. Both changes point the same way, so items that add Physical Attack are worth more than they were. Ukyo Tachibana ranked 19th on win rate in the jungle at 49.06% (official stats fetched 2026-09-11).

Other Jungle 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.