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
- 3200
- Max MP
- 640
- Physical Attack
- 163
- 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 nothing on the enemy team dives you and you want the midgame damage spike sooner.
Savant's Wrath goes fourth, so magic power runs 30% higher from 7,000 gold onward. That puts the total at +1182, forty above build 2. Void Staff drops to fifth, which pushes its 45% magic defense penetration back to 9,040 gold. Magic lifesteal stops at 24% and cooldown reduction at 15%.
When enemy assassins burst hard and focus fire is what actually ends your fights.
Void Staff moves up to fourth, so 45% magic defense penetration is live at 6,900 gold. Splendor lands fifth and nullifies every effect for 1.5 seconds on a 75-second cooldown. You cannot move or attack while it runs, but an opening burst lands on nothing. Without Savant's Wrath magic power sits at +1142, with 36% magic lifesteal and 22.5% cooldown reduction.
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
The entry point to ranged mages: poke with a returning fan, protect yourself with a knock-up, and speed up on every hit so you're never caught. Simple, but every fundamental of range control lives here.
Best for: learning the mage role properly — with no dash to bail you out, every fight comes down to spending the knock-up on offense or saving it to protect yourself.
Commit only after the whirlwind connects. Meteors cap at four hits per target and everything after the first is halved, so the fan is not optional. Point-blank, a launched enemy eats it on the way out and again on the way home.
The fan turns around at max range and damages again on the return. Landing it grants 25% Movement Speed for 2s, which is enough to reposition onto the return path. Firing through minions costs 20% per enemy hit, so look for a clean line.
With no dash in her kit, Skill 2 doubles as an escape button. Launch whoever jumped on you, stack the fan on top, then leave under the meteors. Her Movement Speed keeps climbing while Skill 3 runs, which makes shooting and retreating the same action.
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 range and damage let her win the lane poke war one-sidedly
- Skill 2's knock-up comes out fast and starts plays on both offense and defense
- She accelerates on every skill hit, staying slippery as long as she keeps landing them
- Straightforward kit that doubles as an excellent introduction to mage fundamentals
- No blink or dash — a targeted stun with no escape tools means death
- Skill 1 loses damage each time it passes through a minion, blunting poke through waves
- She constantly wrestles with saving Skill 2 for defense versus spending it on offense
In the mid lane, Xiao Qiao can run her whole laning phase off Skill 1. The fan flies out and boomerangs back, so after the first hit, sidestep so the return path crosses the same target — one cast, two hits, and it clears the wave at the same time. You'll be tempted to use Skill 2 for damage; don't. Before level 4, that 1.5-second knock-up is your only answer to a jungle gank, and Xiao Qiao has no dash to fall back on. Watch your mana, and when the 4:00 Tyrant fight starts, lob fans in from the edge of the river rather than committing to the pit.
From level 4 onward, a simple rule keeps you alive: only go all-in when Skill 2 actually lands. During the 1.5-second knock-up, stacking your Ultimate meteors and Skill 1 on top deletes any mage or marksman outright. When Skill 2 is down or missed, go back to fan poke and nothing else. Once your first one or two AP items finish around 7-9 minutes, use the movement speed from your Passive and Ultimate to shove mid and show up in the farm lane — you rotate faster than your lane opponent, and that creates free numbers advantages.
Late-game Xiao Qiao does half her job before the fight even starts. Thread fans into the enemy clump during the standoff — a double-hit strips 20-30% off a frontliner, and your team fights noticeably braver with that lead. Whether Skill 2 opens fights or saves your life depends entirely on the enemy comp: if they run a dash-heavy assassin, it stays in your pocket, no debate. Your Ultimate lets you move while it channels, so walk backward toward your team as the meteors fall. That one habit fixes most deaths where you got dropped before your damage finished.
Hold the backline, chip with Skill 1, and the moment someone jumps you, knock them up with Skill 2 — an assassin diving into your Ultimate mid-knock-up has simply traded their life. If you're flipping to offense, the window is when the enemy collides with your frontline and their feet stop: drop Skill 2 into the pile, then Ultimate, then Skill 1, and you're cooking several people at once. Your Passive grants a burst of speed on every skill hit, so keep the rhythm — hit, move, hit. A Xiao Qiao who never stands still is remarkably hard to catch.
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

Encouraging Thoughts

Blossoming Fan
| 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 | 585 | 635 | 685 | 735 | 785 | 835 |

Honeysweet Breeze
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Base Damage | ||||||
| Base Damage | 300 | 340 | 380 | 420 | 460 | 500 |

Meteor Storm
Her passive skill effect is activated during the skill's duration. Each enemy can be hit by up to 4 meteors, but subsequent hits deal 50% less damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 35 | 31.5 | 28 |
| Base Damage | |||
| Base Damage | 400 | 500 | 600 |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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