Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.2pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3394
- Max MP
- 580
- Physical Attack
- 173
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 49
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy's main damage is physical and you expect long trades against their frontline
Dragon's Rage goes third, so +160 physical defense and +1350 max HP are up by 4,900G. Its passive hits minions and monsters for 7% of their HP as physical damage and heals for half of that. Axe of Torment, which both builds run, drops to fourth, so its 90-180 physical penetration only lands at 6,990G. Overlord's Might closes at 2,540G for 30% extra damage against enemies under 50% HP, with physical defense totaling +510.
When two or more enemy heroes deal magic damage
Axe of Torment moves up to third, so 90-180 physical penetration is online at 4,950G. Blood Rage arrives fifth with an active that drains 30% of current HP for a four-second shield worth 40% of max HP. Succubus Cloak finishes at 2,020G with +300 magic defense, and 15% of that bonus magic defense converts into physical defense. Totals land at +2500 max HP and +400 magic defense, with physical attack at 350 against build 1's 425.
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 spear fighter who banks resonance through skills and spends it on basic attacks, triggering one of three arts depending on the count. Stack management is combo selection.
Best for: players who want stack-counting to become second nature, since the count decides which of the three spear arts a Basic Attack brings out.
Each skill cast banks 1 Spear Will stack. Fire all three, then a Basic Attack spends them on the airborne charged strike, which ignores terrain while she is in the air. Spear Will skills can crit, so this also serves as the chase tool on a retreating target.
Slot exactly one Basic Attack after each skill. The one-stack Spear Will skill flurries with a Movement Speed boost and a shield, and every trigger shaves 1.5s off Moonslash and Cloudchaser. Attack Speed items speed up the Spear Will cast itself at 50% efficiency.
Skill 3 grants crowd control immunity and 30% damage reduction at Lvl 1. Meet the enemy engage with the back-and-forth launches, then use the second phase to interrupt the remaining dashes and lay the fire trail. Time the sweep to where the launched enemies will land.
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.
- Resonance cooldown refunds make her output snowball the longer a fight runs
- Multiple knock-ups from Skill 1 and the Ultimate dominate skirmishes and brawls
- Crowd control immunity plus 30% damage reduction on the Ultimate makes her hard to stop
- Attack speed also accelerates resonance skills, so her items never go to waste
- Demands constant skill-and-basic-attack weaving; the execution bar is high
- Burst lags behind true assassins, letting targets slip away half-dead
- Her teamfight presence drops sharply while the Ultimate is on cooldown
- Only average durability — getting chain-CC'd before stacking up is lethal
Ying lives in the jungle, though she can hold the clash lane in a pinch. Every skill cast banks one Resonance stack and your next basic attack spends them all, so drill the skill-into-basic-attack rhythm on camps from your very first clear — the one-stack sweep is what keeps your clear speed honest. Once you hit level 4 and unlock your Ultimate, start showing up to river 2v2s: layering its knock-up with Skill 1 lets you flip counter-ganks even at a numbers disadvantage. Just keep deep invades to a minimum before your stacks are flowing, because she is easy to shut down early.
Skirmishes around the Tyrant (the buffed boss that spawns at 4:00) are where Ying spikes. Finish one attack speed item and her resonance skills come out noticeably faster — attack speed feeds their animation at a 50% ratio — so your hit count climbs in a hurry. Approach from a side bush with Skill 2's charged dash, pop enemies up with Skill 1, then weave in a basic attack: the two-stack rapid thrusts chunk hard. Every resonance proc also refunds 1.5 seconds on Skill 1 and Skill 2, which is exactly why the longer a fight drags on, the faster she spins.
Past the 10-minute mark, fights hinge on when you commit Skill 3. Crowd control immunity runs for the whole cast and damage taken drops by 30% at rank 1, so the ideal pattern is to watch one key piece of enemy CC (crowd control) get spent, then dive in with the back-and-forth knock-ups. Cycling all three skills builds three stacks, and your next basic attack becomes Zenith - Wildfire: she leaps into the air, ignores terrain, and unleashes a sweeping strike across a wide area — exactly what you want against enemies who back off. Her actual durability is only fighter-average; do not chase deep while Skill 3 is down.
Resist the urge to lead the charge — stacking Skill 3 on top of an ally's engage is far more reliable. Knock the clump around with the back-and-forth passes, fire the second phase, Roaring Sun, and fight on top of the burn zone it leaves behind. From there, keep the loop simple: one skill, one basic attack, over and over, so the resonance sweeps and cooldown refunds never stop. Against runners, build three stacks first and release Zenith - Wildfire — she ignores terrain on the approach and unleashes a wide sweeping strike. One habit that pays off: aim the second-phase sweep at the spot where knocked-up enemies will land — it almost never misses.
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

Spear Will - Sweeping Fire

Moonslash
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 180 | 216 | 252 | 288 | 324 | 360 |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |

Cloudchaser
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 180 | 216 | 252 | 288 | 324 | 360 |
| Max Damage | ||||||
| Max Damage | 360 | 432 | 504 | 576 | 648 | 720 |
| Max MSPD Increase | ||||||
| Max MSPD Increase | 25% | 30% | 35% | 40% | 45% | 50% |
| Cooldown | ||||||
| Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
| Slow | ||||||
| Slow | 15% | 18% | 21% | 24% | 27% | 30% |

Starburn
While using this skill, Ying gains crowd control immunity and 30% damage reduction.
Upon activating the second phase of the skill, Roaring Sun, she sweeps forward with Sweeping Fire, leaving a trail of fire behind. The sweep deals 180 (180 + 60% extra physical attack) physical damage, and the trail of fire deals 50 (50 + 16% extra physical attack) magical damage every 0.2s over 3s, for a total of 1 time.
While Starburn is active, the second phase of the skill can be used to sweep the area around her, interrupting subsequent dashes, dealing 120 (120 + 40% extra physical attack) physical damage, and leaving a circular trail of fire behind for 3s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Dash Damage | |||
| Dash Damage | 180 | 270 | 360 |
| Stab Damage | |||
| Stab Damage | 90 | 135 | 180 |
| Burning Damage | |||
| Burning Damage | 50 | 75 | 100 |
| Damage Reduction | |||
| Damage Reduction | 30% | 45% | 60% |
| Cooldown | |||
| Cooldown | 40 | 36 | 32 |
Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of
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