Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −1.2pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3218
- Max Resource
- 450
- Physical Attack
- 171
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 49
- Resource Regen / 5s
- 0
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy's main damage is physical and team fights tend to drag on.
Four of the six items are shared with build 2; only the slot-2 boots and the sixth item differ. Boots of Dexterity cost 700G for 20% attack speed and 20-40 HP back on every basic attack. Attack speed tops out at +66% and physical attack at +449. Defense is saved for last: Pure Sky brings 150 physical defense plus 20% less damage taken once a skill lands on an enemy hero, and it arrives only past the 9,590G mark.
When two or more enemy heroes deal magic damage and Cirrus gets focused early.
The four shared items match build 1; only the slot-2 boots and the sixth item change. Boots of Resistance cost the same 700G but bring 50 physical defense, 100 magic defense and 25% more tenacity. Destiny carries Cirrus through a fatal hit, granting a brief invulnerability plus one second of 15% bonus attack and movement speed (120s cooldown). Max HP finishes 500 higher at +1500, while cooldown reduction sits 10 points lower at +22.5%.
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 assassin who gains permanent flight at level 4 and crosses terrain as if it weren't there. His power is the angle of attack — appearing from over a wall no one was watching.
Best for: junglers who read walls as doorways — flight is permanent from level 4, so a gank angle can come from over anything, and Skill 1 only ever goes forward.
Landing damage rises 10% per stack of Lacerate, so stack first and carry second. Skill 1 grants 60% Movement Speed while charging (Lvl 1), and hitting a hero also lets him jump back in any direction. A target held in the air only takes damage from Cirrus, so your team's follow-up counts for nothing here. The 0.5s launch on landing closes it out.
Casting Skill 3 removes every crowd control effect on Cirrus and keeps him untargetable while airborne. Damage taken also drops 30% for a short time (Lvl 1), which is what turns focus fire aside. Even with no enemy in range as he lifts off, the landing still deals its full damage. From there, charge Skill 1 for 60% Movement Speed (Lvl 1) and leave across the terrain his level-4 flight ignores.
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.
- Terrain-ignoring flight opens gank angles wards cannot cover
- Lacerate's percent-HP damage bleeds moving targets, tanks included
- Skill 3's untargetable window makes enemy burst whiff
- Every basic attack grants Breath for a short burst of chase speed
- Paper-thin defenses; eating CC first usually means dying first
- Skill 1 only dashes straight forward; over-committing leaves no way back
- Cannot join teamfights head-on; entry timing is unforgiving
- Open ground with no walls strips away his mobility edge
Level 4 is the first real checkpoint. That is when Cirrus takes flight, and from then on he permanently ignores terrain — there is no upkeep, so once you get there it never drops. The flip side: through level 3 he is a grounded assassin who cannot cross walls, and that stretch is his weakest. Camp clearing runs on Lacerate, the 2-second debuff (up to 5 stacks) his basic attacks and skills apply. Lacerated targets take damage every 0.2s, and minions and monsters take the full amount whether or not they are moving. Camps melt, and level 4 arrives early. Until then keep deep invades rare, since an ambush leaves you no escape route. Only touch the 4-minute Tyrant when your team can collapse on it from both sides.
Level 4 is where Cirrus comes online. Approach from over-the-wall angles that wards rarely cover. Skill 1 builds 60% Movement Speed while you hold it (level 1) and dashes forward when you release, stunning whatever it hits for 0.5s. The dash travels straight ahead — it does not swing you around behind the target, so set up the angle yourself before you commit. Only after hitting a hero can you jump a set distance in any direction. Use it to disengage, or to land on the side they are running toward. Canceling the charge-up refunds 20% of the cooldown, so pull out instead of forcing a read that has gone wrong. Basic attacks grant Breath, worth up to 60 Movement Speed, but it drains quickly. You are fast for a few seconds after swinging rather than stacking speed the longer you fight. Finish a core item by 10 minutes and farm isolated side laners to widen the lead.
A frontal late-game collision is a death sentence for Cirrus. Wait at a flank or behind a wall, and commit to the back line only after one or two enemy CC skills have been burned. The order is Skill 1's stun into basic attacks, then Skill 2. Once the wind blades land their slow, you get 4 seconds of 20% Attack Speed with extended basic attack range and three feathers per swing. When everyone turns on you, that is Skill 3. It cuts incoming damage by 30% (level 1; 60% at level 3), clears the crowd control on you, and sweeps the target into the air. While airborne you cannot be targeted and can still move — that is the window that makes their return fire whiff, and it ends in your landing hit. Landing damage rises 10% per stack of Lacerate on the target, so how much you carved before the lift is how hard it lands. Lacerate deals percent-HP damage to enemies while they move, which means a tank trying to run bleeds the most.
Never call the engage yourself. After your tank absorbs the opening, come in from fog straight onto the enemy marksman or mage. Stun with Skill 1 and stack Lacerate with basic attacks. If you get chased, cut their speed with Skill 2's slow and leave straight over a wall — terrain does not apply to you. Skill 3 works as a finisher or as an escape hatch. Landing damage grows 10% per stack of Lacerate, so swinging first and lifting second makes the hit land far heavier. Used defensively, the value is simply the airborne window where nothing can target you. One target at a time. Greeding for a second kill is how you never make it home.
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

Through the Clouds
Lacerated enemies take 4.6 (2.7% physical attack) physical damage every 0.2s. Lacerated heroes only take 50% of this damage when not moving, while minions and monsters take full damage regardless of whether they are moving.

Cloud Descending
Dashing will knock back non-hero units. Canceling the charge-up will return 20% of the Cooldown.
| 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 |
| Shield | ||||||
| Shield | 300 | 360 | 420 | 480 | 540 | 600 |
| Base Damage | ||||||
| Base Damage | 200 | 240 | 280 | 320 | 360 | 400 |
| MSPD Increase | ||||||
| MSPD Increase | 60% | 72% | 84% | 96% | 108% | 120% |

Razor Wind
| 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 | 150 | 180 | 210 | 240 | 270 | 300 |
| ASPD Increase | ||||||
| ASPD Increase | 20% | 24% | 28% | 32% | 36% | 40% |
| Slow | ||||||
| Slow | 12.5% | 15% | 17.5% | 20% | 22.5% | 25% |

Soaring Whirlwind
He deals 10% more damage on landing for every stack of lacerate. The target sent flying will only take damage from Cirrus while in the air. Cirrus's Movement Speed in the air scales with his level. If there's no enemy within range as he takes flight, he'll still deal the same amount of damage upon landing.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
| Base Damage | |||
| Base Damage | 360 | 540 | 720 |
| Damage Reduction | |||
| Damage Reduction | 30% | 45% | 60% |
Other Jungle Heroes
Stats: official HoK Camp, as of
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