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Cirrus

Cirrus

JungleAssassinDifficulty: Normal

Win, Pick and Ban Rates

Jungle
C
Tier / Pop
50.46%
Win Rate
0.19%
Pick Rate
0.01%
Ban Rate

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

Build 1Attack speed early, armor last
  • Smite

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.

Build 2Resistances bought with the boots
  • Smite

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

Playstyle

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.

Recommended Combos
Lacerate-Loaded Abduction

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.

Cleanse and Exit

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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

2-hero team
1.67%
3-hero team

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

Official pickSkill 2: Razor Wind
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Through the Clouds
Passive

Through the Clouds

Speed UpDamage
Once Cirrus reaches level 4, he takes flight and can permanently ignore terrain. Using Basic Attacks grants Breath, which increases Movement Speed by 0-60 but drains quickly. When hitting enemies with Basic Attacks or skills, he places stacks of Lacerate on them for 2s, for up to 5 stacks. Lacerated enemies take physical damage equal to 0.24% Health when they move (increases by 0.02% for every 50 extra Physical Attack). Damage increases with stack count, for up to 10 times the initial value.
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
Skill 1⏳ CD: 10s

Cloud Descending

Speed UpDamageCrowd Control
Cirrus charges up, gaining 60% Movement Speed, then dashes forward, gaining a shield that negates 300 (300 + 100% extra physical attack) damage. He deals 200 (200 + 80% extra physical attack) physical damage and stuns enemies hit for 0.5s. If he hits a hero, he can also jump back a certain distance in any direction.
Dashing will knock back non-hero units. Canceling the charge-up will return 20% of the Cooldown.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Shield
300360420480540600
Base Damage
200240280320360400
MSPD Increase
60%72%84%96%108%120%
Razor Wind
Skill 2⏳ CD: 10s

Razor Wind

EnhanceDamageSlow
Cirrus throws wind blades, dealing 150 (150 + 50% extra physical attack) physical damage to enemies twice and slowing them by 12.5% for 1s. For the next 4s, he gains 20% Attack Speed, and his Basic Attack gains increased range and unleashes 3 razor-sharp feathers. The feathers deal 34 (20% physical attack), 51 (30% physical attack), and 85 (50% physical attack) physical damage respectively, each one traveling farther than the last.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
150180210240270300
ASPD Increase
20%24%28%32%36%40%
Slow
12.5%15%17.5%20%22.5%25%
Soaring Whirlwind
Ultimate⏳ CD: 45s

Soaring Whirlwind

ImmunityCrowd ControlDamage
Cirrus gains 30% damage reduction for a short time and sweeps the target hero into the air, removing any crowd control effects he is under. During this time, he is untargetable and can move. Upon landing, he deals 360 (360 + 120% extra physical attack) physical damage, and launches the target for 0.5s.
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.
Lvl 1Lvl 2Lvl 3
Cooldown
454035
Base Damage
360540720
Damage Reduction
30%45%60%

Other Jungle Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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