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

CONCEALED SABRE HAZY BLADE
The quick-draw slash has a cooldown of 4−5s (scales with hero level). Cooldown is shortened by 0.5s upon dealing skill damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Cooldown | ||
| Cooldown | 5 | 4 |
| Base Damage | ||
| Base Damage | 40 | 80 |
| Farthest Point Damage | ||
| Farthest Point Damage | 80 | 160 |
| Health Recovery | ||
| Health Recovery | 125 | 250 |

CONCEALED SABRE SWALLOW SWIPE
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%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
| Base Damage | ||||||
| Base Damage | 330 | 396 | 462 | 528 | 594 | 660 |

CONCEALED SABRE HEAVENLY HACK
Enemies at the far end of the area are stunned for 0.75s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.5 | 9 | 8.5 | 8 | 7.5 |
| Base Damage | ||||||
| Base Damage | 600 | 720 | 840 | 960 | 1,080 | 1,200 |

CONCEALED SABRE SNOWFALL SLASH
The healing is halved if only non-hero units are hit.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 12.5 | 11.2 | 10 |
| Base Damage | |||
| Base Damage | 240 | 360 | 480 |
| Health Recovery | |||
| Health Recovery | 300 | 450 | 600 |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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