Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.1pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3225
- Max MP
- 640
- Physical Attack
- 168
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 43
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team fields two or more high-HP frontliners
Boots of Deftness opens a run of five HP items that ends with Insatiable Tome, taking max HP to +3350. Breakthrough Robe, bought fourth, turns 2% of that bonus HP into magic attack and 3% into magic penetration, capped at +100 and +150. Mask of Agony, the third item, deals 3% of the target's current HP as magic damage four times over three seconds. Magic lifesteal totals 36%, and Splendor closes the build with an active that nullifies all effects for 1.5 seconds, at the cost of being unable to move or act.
When the enemy team leans on healing or lifesteal
Venomous Staff comes second, so the 35% cut to enemy healing and lifesteal is online at 2,740 gold. Every item after it carries magic attack, pushing the totals to +1022 magic attack and 30% cooldown reduction. Savant's Wrath adds 30% magic attack and Void Staff adds 45% magic penetration, percentage boosts that pay off more as the build fills out. Max HP stops at +1300, so safety rests on +25% movement speed and Ardent Dominion, which clears crowd control and grants a shield below 30% 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 mage whose damage grows with distance — the inverse of every melee rule. Her silk pulls drag enemies while she lands maximum-range hits; letting anyone close is half a loss already.
Best for: players with the footwork to hold the untouchable distance, landing Silk Imprint at max range and dragging one enemy out of their formation.
The orb travels toward whoever is wrapped in Silk Imprint. Throw it before the bind and it drifts in on its own, stacking the damage tick it deals every 0.5s. Aim the recast at the center of the blast, since enemies standing there take double explosion damage.
Sole Focus is an 8s buff that resets Skill 2's cooldown the moment it fires. Land Skill 1 while enhanced and the target can be moved twice, which is enough to carry them into your team's range. Skill 2's cooldown is halved on top, so the follow-up damage arrives before they recover.
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 1's forced displacement rips enemies straight out of their formation
- The distance Passive makes max-range poke from total safety genuinely painful
- The bind's crowd control interrupts enemy channeled skills
- Double damage to non-heroes from Skill 1 keeps waveclear fast
- Missing Skill 1 leaves her close to useless for several seconds
- Almost no self-peel, and the distance Passive dies once enemies close in
- The pull fizzles at long range, demanding precise spacing at all times
In mid, Shi clears waves quickly before level 4 thanks to Skill 1 dealing double damage to non-heroes, then spends the spare time poking from maximum range. The Passive adds 5% damage per 100 units of distance, capping at 40%, so firing from the very edge of your range is always the better trade. Skill 2's energy orb drifts toward enemies wrapped by Skill 1's silk, so never throw it on its own — always pair the two. Land even one pull-into-kill early and the enemy mid laner will stop standing inside Skill 1 range for the rest of the lane.
Once you learn the Ultimate, Shi becomes the best gank launchpad your jungler could ask for. Before the 4-minute Tyrant fight, hook an enemy from a river bush with Skill 1 and drag them into your side of the map — that alone locks in a numbers advantage. During the Ultimate you can pull twice per Skill 1 hit and Skill 2's cooldown is halved, so you handle everything from the catch to the sustained damage by yourself. Pull diagonally back toward your team's damage, not straight toward yourself; drag them in a straight line and you're the first one getting hit.
In the late game, half the fight is decided the instant Skill 1 connects. Past 15 minutes with three magic core items, simply dropping a hooked enemy onto the center of Skill 2's explosion — which deals double damage there — vaporizes marksmen. But the downtime after a miss is heavier than ever, and the pull fizzles if the target gets far enough away, so resist the urge to chase deep. Don't forget the defensive job either: from behind your frontline, interrupt enemies winding up long channels by tagging them with the bind's crowd control.
Shi's teamfight contribution is the pick before the fight ever starts. In the standoffs before Overlord or Shadow Tyrant, catch whoever's positioning is sloppy with Skill 1, drag them into your team, and start the fight 5v4. Once it turns into a brawl, pull diving frontliners away from your carry and roll Skill 2 at their feet to stack sustained damage. Your distance Passive rewards you for orbiting the outer edge of the fight, far from the enemy clump, so hold that perimeter the whole way through.
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

Maiden's Trick

Silk Imprint
If the enemy is too far from Shi, they will not be affected. Silk Imprint deals double damage to non-hero units.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 11 | 10.6 | 10.2 | 9.8 | 9.4 | 9 |
| Base Damage | ||||||
| Base Damage | 120 | 144 | 168 | 192 | 216 | 240 |

Silky Beauty
The orb explodes after 2s, dealing 160 (160 + 33% magical attack) magical damage, and double damage to enemies at the center of the blast. The orb will move toward the target wrapped in Silk Imprint.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 160 | 192 | 224 | 256 | 288 | 320 |
| Explosion Damage | ||||||
| Explosion Damage | 160 | 192 | 224 | 256 | 288 | 320 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Sole Focus
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
Patch History

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