Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.1pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3582
- Max MP
- 580
- Physical Attack
- 178
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 48
- 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 magic and you need to hold the front line.
The first five items and their 9,520G are the same in both builds, order included. The last 2,020G goes to Longnight Guardian, closing at +280 magic defense and +2,300 max HP. Take more than 25% of your max HP in damage over 2.5 seconds and it heals 10% of max HP over the next 2.5. Stealth takes ten of the arcana slots, adding +16 physical attack for +390 in total.
When two or more enemy tanks or fighters stack physical defense.
The first five items and their 9,520G match build 1, order included. The last 2,080G buys Starbreaker instead: physical attack reaches +464 in total, and the passive raises physical pierce by 30%. Mutation and Eagle Eye supply +100 pierce, and the remaining ten slots go to Hunt for +10% attack speed. With no Longnight Guardian, magic defense stays at the boots' +100.
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 heavy bruiser whose every hit has a chance to petrify. Wide hammer swings and a shield make her a brawl monster, and the random stone gaze poisons every enemy calculation.
Best for: players who wield randomness as pressure — anything that lands, attack or skill, petrifies the target half the time, so keep swinging and take the coin flip that comes up wrong at the worst moment.
The enhanced hit rolls the Passive's petrify check as well. Petrify only lasts 0.75s, which is too short to react to. Read where the 25% slow drags them and place Skill 2's center there instead. The same target can only be petrified once every 8s.
Skill 1's dash gets slower while Skill 3 is spinning, so close the gap before you start it. Every 0.4s tick rolls petrify and adds one shield stack of 80 (Lvl 1), up to 4. Enemies at the edge of the range take 50% extra damage, so keep sidestepping to hold them out there.
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 instance of damage carries a 50% petrify chance — keep hitting and enemies stop moving
- Skill 2 center hits deal enough damage to delete backliners even on a tanky build
- Passive and Ultimate shields keep cycling, making her tougher than her stats suggest
- Petrify is RNG — it can fail at the decisive moment and invite a counterattack
- Skill 2's long wind-up makes it hard to land raw on mobile targets
- Her only mobility is Skill 1's short dash, so kiting shuts her out completely
In the clash lane, treat everything up to level 4 as target practice for Skill 2. One cast clears the wave, and center hits deal 50% bonus damage, so aim at the enemy's feet the instant they step up for a last-hit. Open trades with Skill 1's dash and its empowered basic attack; when the 50% petrify chance procs, stack Skill 2 onto the frozen target to win the exchange outright. Your Passive shield refreshes every 3 seconds, so the more short trades you take, the further ahead you get.
Once your Ultimate unlocks at level 4, make sure you walk to the 4-minute Tyrant fight in time. During the 3.2-second spin, damage ticks every 0.4 seconds and each tick rolls the petrify check, so simply parking it in a brawl freezes enemies one after another. The spin also ramps your move speed in steps and stacks shields, so you can chase fleeing targets too. One caveat: casting Skill 1 during the Ultimate slows the dash — dash first, then spin, and you'll whiff far less.
With three defensive items done around 15 minutes, your role is holding the front and stopping enemies on repeat. Enter fights with Skill 1 into their clump, then Ultimate immediately. The spin's outer edge deals 50% bonus damage, so a half-step of positioning to keep enemies on the rim turns your damage into something else entirely. Petrify is still a dice roll, though — don't stake everything on it against the one target you absolutely must stop. Keep Skill 2 in reserve for after the spin, and a petrified backliner becomes a free kill to carry home.
Your teamfight job is to spin in the middle of their team and wreck the formation. Skill 1 in, Ultimate out: ticks every 0.4 seconds scatter petrifies across multiple enemies, leaving them unable to fight back or retreat cleanly. Petrify has an 8-second cooldown per target, so rather than chasing someone already frozen, walk your spin onto enemies you haven't stopped yet — total lockdown time goes up. The window right after the spin ends is your biggest opening, and whether Skill 2 goes onto their backline or stays for self-defense there swings the result.
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

Petrifying Strike
The same target can only be petrified once every 8s.
Every 3s, she summons the power of the earth to gain a shield that negates 300 (300 + 8% extra Health) damage.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Shield | ||
| Shield | 300 | 600 |

Storm and Stress
Using Skill 1 while the Ultimate is active slightly reduces the speed of her dash.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |
| Base Damage | ||||||
| Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Shock and Awe
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7 | 6.7 | 6.4 | 6.1 | 5.8 | 5.5 |
| Base Damage | ||||||
| Base Damage | 700 | 840 | 980 | 1,120 | 1,260 | 1,400 |

Hurricane Hammer
While spinning, she gains 5% Movement Speed and a shield that negates 80 (80 + 3% extra Health) damage every 0.4s, for up to 4 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 40 | 35 | 30 |
| Base Damage | |||
| Base Damage | 300 | 450 | 600 |
| Shield/Stack | |||
| Shield/Stack | 80 | 120 | 160 |
| MSPD Increase | |||
| MSPD Increase | 10% | 15% | 20% |
Patch History

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