Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.6pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3206
- Max MP
- 640
- Physical Attack
- 166
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
- HP Regen / s
- 44
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy has divers and you need to keep casting under pressure.
Boots of Deftness goes down first at 700G, so the +70 movement speed is there from the opening. Twilight Stream, the fifth pick, stacks 20-40 magic defense penetration for four seconds each time you damage an enemy hero, up to six stacks. Splendor closes the build with 12% magic lifesteal and an active that nullifies every effect for 1.5 seconds, though moving and attacking stop for that window. Equipment and arcana together come to +2200 max HP, +882 magic power and 40% cooldown reduction, 300 more HP than Build 2.
When two or more enemy frontliners are stacking magic defense.
Boots of the Arcane in the first slot buys 60-120 magic defense penetration for 700G. Mask of Agony moves up to second and lands at 2,780G total, chipping 3% of the target's current HP four times across three seconds whenever a skill connects. Void Staff raises penetration by a further 45%, and Sage's Tome brings equipment and arcana to +1112 magic power. That is 230 more magic power than Build 1, and 300 less max HP.
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 slow-acting lockdown mage who layers chill until enemies freeze solid. Her out-of-combat shield keeps her alive while her blizzard gradually strangles the enemy formation.
Best for: anyone who prefers certainty to speed. The freeze is slow and rarely lands alone, so you layer it over ally crowd control and chokepoints until there is nowhere left to step.
The snowstorm deals damage and applies chill every 0.5s. With up to 50% of their Movement Speed gone, they can't simply walk out of Skill 2's delayed circle. Frozen targets take extra damage, so pack Skill 1 and the empowered Basic Attack into those 2.5 seconds.
Skill 2 takes time to go off, so chasing with it never connects. Aim at where they're heading — a landed freeze holds them for 2.5s, long enough for your jungler to arrive. Skill 1 also reveals whoever it hits for 2s, so brush stops being cover.
Skill 1 grants vision of the target area and of any enemy it hits for 2s. On a 5s cooldown (Lvl 1), spending it on reconnaissance still gets it back quickly. If something shows, go place the freeze; if nothing does, return to the wave.
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.
- Skill 2's 2.5-second freeze converts into a near-guaranteed kill with follow-up
- Chill strips movement and attack speed at once — brutal against marksmen
- The Ultimate refreshes her Passive shield, making her tougher than she looks
- Skill 1's vision grant makes her excellent at scouting and dodging ganks
- Skill 2's trigger delay makes it nearly impossible to land unassisted
- No movement skill — once an enemy reaches her, she rarely gets away
- Damage lives in placed zones, so constantly moving enemies out-trade her
- Enemies who step out of the blizzard halve her teamfight output
In the mid lane, Skill 1 is your everything until level 4. It clears waves, and since it grants 2 seconds of vision at the impact point, firing scout shots into the river brush warns you of ganks before they happen. Your Passive shield regenerates out of combat and chills any physical attacker who breaks it, so trade confidently whenever the shield is up. Skill 2 has a long delay before it triggers, so at this stage only aim it at enemies rooted in place clearing the wave — anything else is a coin flip.
Wang Zhaojun's setup game begins with the 4-minute Tyrant. Drop your Ultimate's blizzard on the river entrance and that path is closed for 5 seconds — anyone forcing through eats chill that strips both movement and attack speed. When a gank arrives, pre-place Skill 2 on the enemy's escape route — more precisely, on the spot where they'll stand after using their blink. Land the 2.5-second freeze with your jungler present and the kill is all but booked. The Ultimate also refreshes your Passive shield, which is exactly the license you need to play forward.
With Savant's Wrath and Void Staff done after 15 minutes, the blizzard's ticks turn genuinely heavy. Before Shadow Tyrant and Overlord fights, seed the chokepoint with your Ultimate early, warp their formation, and give your team the signal to commit. If the freeze → Skill 1 → empowered third basic sequence reaches their backline, the numbers advantage ends the game on the spot. You have zero mobility, so live in the deepest position — and when the enemy assassin vanishes from the map, your first thought should be about your own feet.
Your contribution is decided by who you chill. Cooling down their frontline tank moves nothing. The target is their marksman: chill strips up to 50% of both movement and attack speed, which functionally disarms a carry — damage and kiting gone in one status effect. The ideal opening: blizzard on their backline's heads, Skill 2 on the retreat path, then Skill 1 and empowered basics to follow. Frozen enemies also take bonus damage, so tell your team before the fight to focus whoever's frozen first — it visibly changes the results.
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

Frozen Heart
Her every third Basic Attack will be enhanced, firing 3 icicles that deal a total of 180 (180 + 36% magical attack) magical damage. Each icicle applies 100% of the Basic Attack's on-hit effects.
Hits from her active skills and enhanced Basic Attacks will chill enemies, reducing their Movement Speed by 25-50% and Attack Speed by 25-50% for 2s. These effects diminish over time.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Shield | ||
| Base Shield | 450 | 900 |
| Break Damage | ||
| Break Damage | 400 | 800 |
| Icicle Damage | ||
| Icicle Damage | 180 | 360 |
| ASPD Reduction | ||
| ASPD Reduction | 25% | 50% |
| Slow | ||
| Slow | 25% | 50% |

Shattered Ice
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
| Base Damage | ||||||
| Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |

Frigid Prison
She deals an extra 150 (150 + 20% magical attack) magical damage to frozen enemies.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |
| Base Damage | ||||||
| Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
| Extra Damage | ||||||
| Extra Damage | 150 | 180 | 210 | 240 | 270 | 300 |

Winter Is Here
Summoning a snowstorm grants her the shield from her passive.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 40 | 36 | 32 |
| Base Damage | |||
| Base Damage | 200 | 300 | 400 |
Patch History

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