Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −1.0pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3300
- Max MP
- 640
- Physical Attack
- 162
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 46
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When you trade up front from the early game and need to shut down enemy healing
Boots of the Arcane opens at 700G, so 50 movement speed and 60-120 magical pierce are online early. Ardent Dominion, the third buy, clears crowd control below 30% HP and puts up a 4-second shield. The fourth item, Venomous Staff, cuts enemy healing and lifesteal by 35% for 2.5 seconds on every hit. Totals reach +1002 magical attack and +25% movement speed, with Void Staff's 45% pierce arriving last at 11,020G.
When you can pair with the jungler and work the camps from the early game
Runeblade takes the 2160G opening slot and Boots of the Arcane slides to second. Every monster Kongming or a nearby ally kills feeds Runeblade 6 magical attack, stacking up to 25 times. Savant's Wrath and its 30% magical attack bonus lands fourth at 7,060G, a full 1,920G sooner than in the first build. Splendor finishes the build with 1.5 seconds where nothing can touch Kongming — though he cannot move, attack, or cast either — and cooldown reduction totals +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
A tactician mage who orbits auto-attacking orbs at five marks and blinks in and out of range. His lock-on ultimate needs its channel protected — choosing when and where to cast is the skill.
Best for: mages who build a play in steps — five marks for the orbs, two blink charges for the angle, and an ultimate whose channel someone else has to be protecting.
The bomb gains 2% damage for every 1% of Health the target has already lost, so the pick is someone under half. Skill 2 leaves a magic field at both ends of the blink, meaning the approach itself keeps feeding marks. Land the kill and Skill 3's cooldown drops by 80% while the marks refill to max at once.
Because Skill 2 drops a field where you leave and where you land, retreating still deals damage. An enemy caught by it twice within 5s is hit with an extreme slow. Reach 5 marks and the 5 prisms attack the nearest enemy on their own for 10s, which punishes anyone who keeps chasing.
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.
- Kills refund 80% of the Ultimate's cooldown and instantly max his seals
- Two blink charges create angles and escapes on demand
- Auto-attacking orbs apply constant pressure while he stays out of reach
- Missing-HP scaling on the Ultimate erases anything left low
- The Ultimate is body-blocked by enemies standing in the way
- Paper-thin the moment both blink charges are spent
- Ordinary damage whenever his seal stacks lapse
- Misjudge the execute line and he becomes a decoration
How the midgame treats Kongming is decided by how cleanly he plays before level 4. Fan Skill 1 through waves to farm seal stacks, keep the five-stack orbs orbiting, and take short trades while they hover — the orbs fly at the nearest enemy automatically, so your opponent stepping up for a last hit is your cue to chip them. Skill 2 carries two charges, but the arithmetic is fixed: spend one aggressively, and the other is your ticket home, always. Finish this phase without dying once and you have already passed.
Kongming's show starts when the Ultimate comes online. Hunt anything below half HP — the missile scales with missing health, so a chipped target eats far more than the tooltip suggests. Land the kill and 80% of the cooldown refunds with seals instantly maxed, and the hunt loops straight into the next victim. Shove mid, show up to the 4:00 Tyrant, and fan Skill 1 from the perimeter to pre-chip the fight. One discipline: while the enemy still holds two or more lockdown skills, forcing entries with Skill 2 stays in the pocket.
Late-game Kongming demands almost unreasonable patience. Enemies walk in tight packs with magic defense stacked, and a casual entry is nothing but food for their lockdown. So orbit the fight, cycle Skill 1 to keep the seals alive, and watch the blinks and CC leave their hands. The instant someone's HP crosses the execute line, cut an angle with Skill 2 and let the Ultimate fly. After the first kill, resets start flowing with a full orbit of orbs — flip from statue to storm and keep pressing. That toggle between stillness and violence is the entire hero.
Kongming starts every teamfight outside its walls. Sprinkle Skill 1 to hold the seals, let the orbs freelance in the frontline scrum, and study which target is bleeding. The Ultimate gets blocked by whoever stands in between, so create diagonal firing lines with Skill 2 or Flash before releasing. A detail most players miss: even if an ally finishes the target during your charge-up, the 80% refund still triggers — never hesitate over kill-secure anxiety. The moment after firing is your most defenseless; confirm the exit before you ever commit.
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

Time for Tactics
Prisms prioritize enemy heroes. They deal 40% less damage to monsters and 40% extra damage to minions.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 135 | 443 |

Arcane Assault
Each prism triggers 1 Strategic Mark. He stocks Arcane Assault every 7.5s, for up to 2 charges.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 1.5 | 1.4 | 1.3 | 1.2 | 1.1 | 1 |
| Stack Interval | ||||||
| Stack Interval | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Base Damage | ||||||
| Base Damage | 460 | 552 | 644 | 736 | 828 | 920 |

Time Shift
When an enemy takes damage from multiple fields at the same time, the second magic field only deals 50% damage.
He stocks 1 charge of this skill every 7.5s (affected by Cooldown Reduction), for up to 2 charges.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 1.5 | 1.4 | 1.3 | 1.2 | 1.1 | 1 |
| Stack Interval | ||||||
| Stack Interval | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Base Damage | ||||||
| Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |

Winning Strategy
When a Spirit Bomb hits and defeats an enemy hero, Kongming gains a full stack of marks, and this skill's Cooldown is reduced by 80%.
If the targeted enemy hero is defeated while the Spirit Bomb is being channeled, the Cooldown of this skill will still be reduced by 80%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 35 | 30 | 25 |
| Base Damage | |||
| Base Damage | 450 | 630 | 810 |
Patch History

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