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
- 3590
- Max MP
- 600
- Physical Attack
- 183
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 84
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy's main damage is physical and you want to hold the front line.
Frostscar's Embrace lands third, so +300 physical defense and 10% cooldown reduction are up by 4,800G. Fourth comes Eye of the Phoenix, which raises HP recovery by 5% for every 10% of HP lost. Add the +25 HP regen every five seconds from five Harmony arcana and Dun recovers faster the lower his HP falls. Totals of +913 physical defense and +5537 max HP sit 90 and 450 above build 2.
When two or more enemies on the draft deal magic damage.
Succubus Cloak takes the third slot, locking in +300 magic defense by 4,760G. It also grants a 400-800 (+7% bonus HP) magic damage shield every 15 seconds. Frostscar's Embrace slips to fifth, so its 10% cooldown reduction waits until 8,840G. Magic defense totals +550, a full 120 over build 1, and ten Hunt arcana add +10% movement speed.
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 defensive tank whose healing awakens below half Health — he wins by refusing to finish dying. A stunning chain-blade and area shield round out a kit built for weathering storms.
Best for: players strongest in the defensive hour — the healing only wakes below half Health and returns once every 25 seconds, so budget that window and pick your moment to throw the chain.
Open with the wind slash so their feet are stuck. The chained blade stops on the first enemy it touches, so do not throw it through a minion wave. Once the pull drops Dun on top of the target, the recast — available within 5s of the first hit — launches them for another second. Skill 3 also grants immunity to crowd control while it runs, so enemy peel will not stop the entry.
Dun is at his best once his Health falls under 50%. Take damage there and the passive turns on for 8s, healing him every time a skill or Basic Attack connects. Land the Skill 1 recast on a slowed target, put up the shield, and swing all three enhanced Basic Attacks. Those three carry true damage, and every hit shaves 1s off Skill 3's cooldown.
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.
- Reliable pick potential with the Ultimate's one-second stun and pull
- Excellent frontline staying power from stacking the shield with Passive healing
- True damage on empowered basics punishes armor stackers
- Crowd control immunity during the Ultimate makes his engage unstoppable
- Skill 3 stops on minions and rarely reaches its real target in messy fights
- Passive healing has a 25-second cooldown, leaving him weak in back-to-back fights
- His only mobility is Skill 3's pull — miss it and long-range kiting goes unanswered
Your Clash Lane game plan starts with landing Skill 1's shockwave. Connect the first hit and the second cast's knock-up follows, letting you clear the wave and harass your lane opponent in one motion — that is what makes Dun's laning so comfortable. Don't be afraid to take even trades below 50% HP, since your Passive kicks in and refunds the damage through on-hit healing. Just remember it only triggers once every 25 seconds; the moment it's spent, take a step back so you don't get run down. Once you hit level 4 and unlock your Ultimate, a coordinated dive with your jungler generates real kill pressure.
From the 4-minute Tyrant fight onward, your Ultimate's stun and pull is your team's engage button. The priority targets are the enemy jungler or mid laner — but the chain blade stops on the first thing it touches, so never throw it through a screen of minions or frontliners. In fights, cycle Skill 2's shield and your empowered basic attacks: every hit shaves a second off your Ultimate's cooldown, setting up your next catch. With one or two defensive items online, Dun doesn't fold to a bit of focus fire.
By the time your third defensive item is finished, you're playing pure engage tank. Your single most important job is landing the one-second stun on the enemy carry and pulling your team in behind it. Decide your escape route before you throw, so a miss doesn't turn into a death. In standoffs before Overlord or Shadow Tyrant, an ambush from a bush lands far more often than a face-to-face throw. Even after dumping your full combo, the shield and Passive healing let you survive one more exchange — that's what makes late-game Dun so dependable.
Open every teamfight with an Ultimate catch. On hit, the pull puts you point-blank, so stack Skill 1's two-part knock-up on top, throw up Skill 2's shield, and simply refuse to leave the enemy's side of the fight. You're immune to crowd control while the Ultimate is active, so nothing they do can stop your entry. Keep landing empowered basics and the Ultimate comes back faster than you'd expect — throwing it twice in one fight is common. Staying alive is priority one: cutting off the enemy carry's escape route beats chasing kills every time.
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

Unyielding Might
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Cooldown | ||
| Cooldown | 25 | 20 |
| Health Recovery | ||
| Health Recovery | 220 | 440 |

Wind Slash
If the wind hits any enemy, he can use the skill again within 5s in the target direction, dealing 400 (400 + 130% extra physical attack) physical damage and launching enemies for 1s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |
| Base Damage | ||||||
| Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Gale's Benediction
| 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 | 300 | 360 | 420 | 480 | 540 | 600 |
| True Damage | ||||||
| True Damage | 150 | 180 | 210 | 240 | 270 | 300 |
| Shield | ||||||
| Shield | 500 | 600 | 700 | 800 | 900 | 1,000 |

Unruly Blade
The blade stuns the first enemy it hits for 1s. Dun deals 400 (400 + 10% extra Health) physical damage to enemies near the blade and pulls himself to its location. Upon reaching the blade's location, he deals 400 (400 + 10% extra Health) physical damage to nearby enemies again.
Dun gains immunity to crowd control while using this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 16 | 14.5 | 13 |
| Base Damage | |||
| Base Damage | 400 | 600 | 800 |
Patch History


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