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
- 3407
- Max MP
- 580
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 51
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team leans on lifesteal or heavy sustain.
The first five items, through 9,010G, match Build 2; only the last 2,040G differs. Blazing Cape burns enemies within 375 units for 1.5% of their max HP as magic damage. Anything the burn touches loses 35% of its HP regen and lifesteal for 2.5 seconds. Magic defense climbs to +510, a full 150 above Build 2.
When enemy damage is mostly physical and fights happen at close range.
The five items through Eye of the Phoenix are shared; the last 2,020G goes to Spikemail. Its Countersiege active reflects 35% of incoming damage as true damage for 3 seconds. The reflected share falls off with distance, caps at 50%, and comes back every 75 seconds. Totals land at +600 physical defense and +242 physical attack, 150 and 45 above Build 1, with magic defense at +360, 150 short.
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 fighter who grows more resistant the longer he brawls, transforming into a towering form that sweeps the frontline. Missing-Health damage plus true damage lets him melt tanks head-on.
Best for: brawlers who plant their feet instead of backing off — resistances climb the longer the fight drags, and the Skill 2 stun runs twice as long while you are the one lower on health.
Land the hound to place the mark, then recast to close the gap. Once Skill 2 connects, basic attacks carry 125 true damage for 5s, so the damage comes down to how many swings fit inside the stun. That stun doubles whenever the target's Health percentage sits above Yang Jian's.
The further your Health percentage sits below theirs, the longer Skill 2 holds them. Trade back and Skill 3 returns 300 (+4.5% extra Health). Beams stacked onto one target only recover 50% from the second beam onward, so angle them across several enemies instead.
A hound that misses stays at its endpoint and keeps searching for targets. Approach it and it returns to Yang Jian, cutting 25%-50% off the remaining cooldown. That makes throwing it into a bush a check you rarely pay for.
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 stun doubles when he is lower on HP, making counter-trades brutal
- Passive resistances stack into crowd control immunity, winning long brawls
- Ultimate and Passive healing let him hold ground through item deficits
- War Hound's vision exposes bush ambushes while he engages
- Missing Skill 1 removes his only gap closer until the cooldown returns
- Anti-heal items gut the sustain his whole game plan leans on
- Fishing for the doubled stun by staying low on HP is a risky gamble
- Long-range poke that never lets him close distance leaves him without a play
Yang Jian wants to fight in the Clash Lane before level 4, not after. Skill 2's stun doubles in length when the target's HP percentage is higher than yours, so trading back after eating some damage is where he shines — never fear an even exchange. If a bush looks suspicious, send in Skill 1's War Hound first; five seconds of vision on whatever it touches exposes any ambush before it springs. Once the Ultimate arrives at level 4, its built-in healing transforms your staying power, so start forcing 1v1s and take the lane by the throat.
When the Tyrant spawns at 4:00, shove your wave before rotating. Landing Skill 1 pre-fight applies the mark and vision, and the recast dash adds missing-HP damage that finishes chases. Against enemy heroes, the Passive shifts into its empowered mode with bonus HP and resistances, which makes small skirmishes Yang Jian's home turf. Around 7-8 minutes, with one core item done, run a loop: pick a 1v1 on the side, and when two enemies collapse, use the hound's vision to back off clean. That XP gap compounds fast.
Past 15 minutes, baiting enemies out in a side lane beats standing in the middle of every 5v5. Your 1v1 stays strong even at even items, and when you cannot secure the kill, the Ultimate's healing still lets you hold ground. Always shove a wave before Shadow Tyrant or Overlord starts — every defender the enemy sends is a body missing from the objective fight. Since your resistances stack into crowd control immunity, entering brawls two or three seconds late means less CC (stuns and other lockdown) aimed your way and a much longer rampage.
Yang Jian's teamfight is a flank job: circle the edge and delete enemies who are already chipped. The five-second true-damage window after Skill 2 connects is the core of your output, so squeeze in every basic attack you can while the stun holds. The Ultimate's lasers heal more when they strike multiple enemies — the moment you get surrounded is exactly when to fire. One habit worth stealing: hold the Skill 1 recast until the enemy burns their blink, and the dash almost never whiffs. As long as the mark is up, you can always re-chase.
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

Mind Games
Heavenly Eye: Hits with his skills grant 1 stack of Energy (up to 3 stacks). When enemies move away from Yang Jian, the Heavenly Eye fires light beams, dealing 80 (+25% extra physical attack) physical damage and recovering 60 (+1% extra Health) (halved against non-hero units).
Outside Heaven-Earth Form, Yang Jian's Resistance is capped at 25%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Heavenly Eye Damage | ||
| Heavenly Eye Damage | 80 | 160 |
| Health Recovery | ||
| Health Recovery | 60 | 120 |
| Health Increase | ||
| Health Increase | 600 | 1,200 |

Unleash the Hound
If the skill misses, Heaven Hound will remain at the endpoint, searching for targets. When Yang Jian approaches, Heaven Hound returns to its master, reducing this skill's remaining cooldown by 25%-50%.
If an enemy dies while marked, this skill's cooldown is reset.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 200 | 240 | 280 | 320 | 360 | 400 |
| Phase 2 Damage | ||||||
| Phase 2 Damage | 300 | 360 | 420 | 480 | 540 | 600 |
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |

Vain Disillusionment
After hitting an enemy with this skill, Yang Jian's Basic Attacks deal an additional 125 (125 + 36% extra physical attack) true damage (lasts 5s).
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| True Damage | ||||||
| True Damage | 125 | 150 | 175 | 200 | 225 | 250 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Sight of Origin
If multiple light beams hit the same target, subsequent light beams deal only 30% damage and recover 50% Health.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 340 | 510 | 680 |
| Cooldown | |||
| Cooldown | 35 | 31.5 | 28 |
| Health Recovery | |||
| Health Recovery | 300 | 450 | 600 |
Patch History

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