Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- B → A
- Win Rate
- −0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3415
- Max MP
- 580
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 375
- Attack Range
- Ranged
- HP Regen / s
- 50
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy front line is stacking physical defense.
Boots of Fortitude come first for the movement, then Axe of Torment for 90-180 physical penetration and 500 max HP. Spikemail lands third, so Umbrosa holds +400 physical defense and +1,200 max HP by 4,810G. Starbreaker closes the build with another 30% physical penetration, pushing the totals to +480 physical attack and +17.5% movement speed. That final item and the third/fourth swap are the only differences in gear between the two builds.
When the enemy team fields two or more magic damage dealers.
Deepfrost Siege moves up to third here. By 4,830G Umbrosa has +25% attack speed and Deepfrost's 135-270 bonus physical damage on hit. Spikemail slips to fourth, though both builds stand at the same 6,850G mark. Succubus Cloak finishes the set with a 400-800 magic damage shield every 15 seconds, taking the totals to +350 magic defense and +3,050 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
An honest fighter whose basic attacks adapt to range, throwing rebounding blades at distance. There is one trick — tapping basic attack just before the blade comes home sends it straight back out — but at heart she is a straightforward brawler, and the easy rating is accurate.
Best for: learning the fighter role from scratch — the only mechanic worth drilling is tapping Basic Attack just before the blade comes home, and the rest is honest brawling.
Skill 1 throws up to six featherblades at the enemies around her, then hands her a 3s Frenzied state with bonus Movement Speed and 50% Attack Speed at Lvl 1. Use that window to pile marks on with the melee flurry. Each dance hit consumes one mark for extra damage, so the number you banked decides how hard the dance lands.
Spending the temporary Health ends Indomitable on the spot, which makes this an entry with no exit planned. The dance strikes ten times and its final hit deals 100% extra damage. If Skill 3 is off cooldown when she dies, she resurrects and hits everyone nearby for 400 at Lvl 1 — though the revival returns only half the Health that casting it herself would have given.
She cannot attack again until the blade comes home. Input the next Basic Attack just before it arrives and the blade rebounds forward for another strike. Each consecutive rebound raises that blade's damage and flight speed by 5%, stacking up to 3 times. It spends no skill and still applies marks, which makes it the prep work before an engage.
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.
- Range-shifting basics let her fight at whatever distance the enemy picks
- Skill 2's dance moves and heals, so she out-sustains extended exchanges
- 50% temp HP plus a death revival forces better-than-even trades
- Skill 2's cooldown halves when the dance whiffs, keeping the kit fast
- The blade-bounce timing takes real practice to internalize
- With the Ultimate on cooldown she loses the license to dive
- Comps that instantly burst the temp HP break her trade math
- No hard CC of her own — catching dedicated runners is on her team
Clear speed is the calling card. Umbrosa's Passive changes shape with range — a spinning featherblade at distance, a fast three-hit string up close — and tapping basic attack just as the blade returns bounces it back out with 5% more damage and projectile speed per bounce (up to three). Drill that timing on jungle camps until it's muscle memory. Everything changes at level 4: the Ultimate's temporary HP equal to 50% of your health turns invades and slightly greedy ganks into genuine options.
This is a snowball hero, so from 8 to 12 minutes you're prowling the map for anyone farming alone. Open with Skill 1's 50% attack speed steroid, stack marks with the close-range strings, then Skill 2's dash into the multi-hit dance to spend them — healing on every hit while the damage pours in. You can move during the dance, so literally sidestep enemy skills mid-combo while you keep carving. If the fight turns, recast Skill 2 to cancel the dance and leave. There is always another target.
Five-on-five head-on collisions are not her format, so play the late game as a pure flanker. A few seconds into the fight, when every enemy eye is fixed forward — that's your cue. Cast the Ultimate for the 50% temporary HP and its AoE damage, dive the backline, and one squishy dies before the buffer runs out. Even if you fall, dying while the Ultimate is off cooldown triggers a revival with another AoE burst, so you force the enemy to pay one-and-a-half deaths' worth of resources for one of yours. That math is the whole terror of this hero.
Never take the opening engage. Sit on the perimeter, flick featherblades in to pre-stack marks, and watch for the enemy's key CC to be spent. Then commit: Skill 1 into Skill 2's dance to detonate the marks, healing through the chaos at the center of the fight. The dance strikes ten times and its final hit carries 100% bonus damage, so the more marks banked before entry, the heavier a single dive lands. And from live play: revive right when the enemy has forgotten the mechanic exists, drop the AoE on their heads, and watch entire fights flip.
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

Whirling Featherblades
While in ranged mode, every 1% Attack Speed increases her damage by 1.5. Each consecutive rebound of the blade further increases its damage and flight speed by 5%, for up to 3 stacks.
When attacking nearby targets, Umbrosa switches to melee mode. Her Basic Attack becomes a flurry of 3 rapid strikes, dealing a total of 170 (100% physical attack) physical damage, plus an extra 70 (70 + 22% extra physical attack) physical damage.
Each Basic Attack applies a mark to the enemy. Marked enemies take extra damage when hit by Feathered Tempest.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Extra Damage | ||
| Extra Damage | 70 | 140 |

Feverish Dance
Then Umbrosa enters the Frenzied state, gaining 60 Movement Speed that diminishes over 3s and 50% Attack Speed for 3s.
If there are multiple targets nearby, the Featherblades are distributed randomly among them.
Each Featherblade applies a mark to the enemy. Marked enemies take extra damage when hit by Feathered Tempest.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 45 | 54 | 63 | 72 | 81 | 90 |
| MSPD Increase | ||||||
| MSPD Increase | 60 | 72 | 84 | 96 | 108 | 120 |
| ASPD Increase | ||||||
| ASPD Increase | 50% | 60% | 70% | 80% | 90% | 100% |
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |

Feathered Tempest
If there are enemies ahead, Umbrosa performs a graceful dance, throwing rebounding flying blades that strike 10 times, each dealing 110 (110 + 38% extra physical attack) physical damage and recovering 50 (50 + 0.8% extra Health) Health (halved against non-hero units; the speed of the flying blades is dependent on her Attack Speed). The final strike deals an extra 100% damage. Each hit consumes 1 mark to deal an extra 45 (45 + 15% extra physical attack) physical damage.
She can move freely while dancing, and using the skill again will cancel its effects. If the dance is not triggered, she recovers 50% of the skill's Mana cost and the cooldown will be reduced to 50% of the original.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
| Flying Blade Damage | ||||||
| Flying Blade Damage | 110 | 132 | 154 | 176 | 198 | 220 |
| Self Recovery | ||||||
| Self Recovery | 50 | 60 | 70 | 80 | 90 | 100 |
| Mark Damage | ||||||
| Mark Damage | 45 | 54 | 63 | 72 | 81 | 90 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Final Frenzy
If Umbrosa is defeated while this skill is not on cooldown, she will resurrect after a short delay (gaining 50% of the Health from actively using the skill) and deal 400 (400 + 140% extra physical attack) physical damage to nearby enemies, after which this skill will enter cooldown.
If her temporary Health is fully depleted, Indomitable will end early.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 400 | 600 | 800 |
| MSPD Increase | |||
| MSPD Increase | 150 | 225 | 300 |
| Health Recovery | |||
| Health Recovery | 50% | 75% | 100% |
| Cooldown | |||
| Cooldown | 55 | 50 | 45 |
Patch History

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