Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.7pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3202
- Max MP
- 640
- Physical Attack
- 168
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 45
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When two or more enemy front-liners stack magic defense.
Boots of the Arcane and Frozen Breath come first, for movement speed and steady chip damage. Venomous Staff lands fourth, so enemy healing and lifesteal are cut 35% from 6,920G onward. Void Staff follows at fifth with 45% magic defense penetration, which pays off more the more magic defense the enemy carries. Totals: +972 magic attack, 37.5% cooldown reduction, +1,900 max HP.
When the enemy roster has little healing and teamfights run long.
Twilight Stream takes the fourth slot and adds 20-40 magic defense penetration each time you damage an enemy hero, up to six stacks. Savant's Wrath moves up to fifth, so the +30% magic attack passive arrives at 9,060G. Cooldown reduction totals 42.5%, five points above build 1, with +922 magic attack. Venomous Staff comes last, so the 35% cut to enemy healing and lifesteal only lands at 11,100G.
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 lockdown mage who freezes enemies at three ice marks and reshapes the map with an impassable ice pillar. Her value is measured in seconds of stopped enemies, not damage.
Best for: players who count their game in seconds of enemy downtime rather than kills — three frost marks freeze a target, and the pillar no hero can walk through makes placement matter more than aim.
The water spirit all but roots the first hero it touches, which is what makes the slow-forming icicles reliable. Follow up with the orb, which bounces between nearby units. Every instance of skill damage applies one frost mark, so three connections reach the 0.75s freeze.
The orb hops between minions and hands out frost marks, so fire it when the enemy laner steps toward the wave. Icicles are slow to appear and get walked out of on their own. Even without the freeze, the launch plus eight seconds of slow around the pillars keeps the trade in your favor.
When a diver commits, drop the icicles so that Lady Zhen herself is inside their range. Being in range at the moment of casting freezes her into three seconds of invulnerability and the dive whiffs. The pillars also block heroes outright, and shattering them doubles the damage on anything at the center.
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.
- Every skill applies frost marks, chaining lockdown through three-stack freezes
- Bouncing water damage that gets stronger the more enemies clump together
- Elite zoning — the flood zone and ice pillar seal off narrow corridors
- A self-freeze escape hatch worth three seconds of invulnerability
- Skill 1 is slow to arm and hard to land without a slow set up first
- Missing the Ultimate removes her pick threat almost entirely
- No mobility skill — one positioning mistake is usually fatal
- Enemies who time her thaw can delete her before the counterattack comes
Start your mid lane by clearing with Skill 2. The water current bounces between minions on its own, so firing it the moment the enemy laner steps near their wave turns clear and harass into one cast. Your Passive's frost marks last seven seconds, and three stacks trigger a 0.75-second freeze — land two or three bounces, follow with Skill 1, and you can freeze targets as early as level 2. That said, the ice pillar comes out slowly and gets sidestepped on its own, so treat it as a placement tool for the moment your opponent steps forward. Don't force plays before level 4; keeping your lane opponent at half HP is a job well done.
Once you learn your Ultimate, Lady Zhen becomes a gank-assist specialist. The water current slaps a 90% slow — a near-total stop — on the first hero it hits for a full second, so firing it as your jungler arrives all but guarantees the catch. Chain Skill 1 and Skill 2 behind it and you ride straight into a three-stack freeze. From the 4-minute mark, rotate toward the river about 30 seconds before Tyrant spawns and lay your Ultimate's flood zone across the narrow river paths to seal off the enemy's approach entirely. Anyone who steps in bleeds damage every second, forcing a choice between a long detour and walking through the pain.
With three core items finished, chained freezes alone let you dictate teamfights — but your own body stays paper-thin, so always operate from behind your frontline. When an enemy assassin dives you, the trump card is self-freezing: cast Skill 1 on top of your Ultimate's flood zone to become invulnerable for three seconds and let their whole combo whiff. The pillar's collapse damage on exit even sets up your counterattack. You can't move while frozen and everyone knows exactly where you are, so save it for moments your teammates can collapse as you thaw. Narrow-corridor standoffs before Overlord are where Lady Zhen has no equal.
Before the fight starts, fire your Ultimate down a narrow approach to break the enemy's formation with the flood zone. Pour Skill 2 into anyone caught standing still — the bouncing current farms frost marks across clumped enemies and can freeze several of them at once. A frozen target eats your team's entire damage output without answering back, so landing the chain effectively ends the fight. If you get dived, self-freeze with Skill 1 inside the zone and wait the three seconds for help. The one thing to respect: miss your Ultimate and you've lost your pick tool until it returns, so back off rather than gamble.
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

Frozen Touch
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 250 | 500 |

Ocean of Tears
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 500 | 600 | 700 | 800 | 900 | 1,000 |
| Slow | ||||||
| Slow | 10% | 12% | 14% | 16% | 18% | 20% |
| Explosion Damage | ||||||
| Explosion Damage | 150 | 180 | 210 | 240 | 270 | 300 |

Flowing Sigh
Icicles are considered targets. Once the orb is unable to continue bouncing, it will disappear at its current target's location after a 3s delay.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 8 | 7.8 | 7.6 | 7.4 | 7.2 | 7 |
| Base Damage | ||||||
| Base Damage | 230 | 276 | 322 | 368 | 414 | 460 |

Destructive Deluge
The pool lasts for 5s, dealing 150 (150 + 32% magical attack) magical damage every second to enemies in its range and reducing their Movement Speed by 25% for 1.5s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 45 | 40 | 35 |
| Base Damage | |||
| Base Damage | 300 | 450 | 600 |
| Damage Over Time | |||
| Damage Over Time | 150 | 225 | 300 |
| Continuous Slow | |||
| Continuous Slow | 25% | 37.5% | 50% |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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