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Kongming

Kongming

Mid LaneMageDifficulty: Normal

Win, Pick and Ban Rates

Mid Lane
A
Tier / Pop
50.75%
Win Rate
1.46%
Pick Rate
0.48%
Ban Rate

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

Build 1Boots first, then staying power
  • Purify

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.

Build 2Runeblade as the opening buy
  • Smite

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

Playstyle

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.

Recommended Combos
Executing the Chipped Target

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.

Blink-and-Poke

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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 Strategy

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.

Teamfight Strategy

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

2-hero team
3.9%
1.98%
1.34%
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 1: Arcane Assault
1

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

Skills

Time for Tactics
Passive

Time for Tactics

MarkDamage
Kongming gains 1 mark for 10s every time his active skills hit an enemy, for up to 5 stacks. Upon reaching max stacks, he summons 5 prisms, which circle around him for 10s and attack the nearest enemy unit, dealing 135 (135 +25% magical attack) magical damage.
Prisms prioritize enemy heroes. They deal 40% less damage to monsters and 40% extra damage to minions.
Lvl 1Lvl 15
Base Damage
135443
Arcane Assault
Skill 1⏳ CD: 1.5s | Mana: 55

Arcane Assault

Damage
Kongming fires 3 prisms in the target direction, each dealing 460 (460 + 80% magical attack) magical damage to enemies in its path. When multiple prisms hit the same enemy, subsequent hits only deal 20% damage.
Each prism triggers 1 Strategic Mark. He stocks Arcane Assault every 7.5s, for up to 2 charges.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1.51.41.31.21.11
Stack Interval
7.57.26.96.66.36
Base Damage
460552644736828920
Time Shift
Skill 2⏳ CD: 1.5s | Mana: 40

Time Shift

MovementSlowDamage
Kongming blinks in the target direction, creating magic fields at the start and the end of the dash that each deal 350 (350 + 52% magical attack) magical damage to nearby enemies. When an enemy takes damage twice from this skill within 5s, they are inflicted with extreme slow. This effect diminishes over 3s.
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.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1.51.41.31.21.11
Stack Interval
7.57.26.96.66.36
Base Damage
350420490560630700
Winning Strategy
Ultimate⏳ CD: 35s | Mana: 120

Winning Strategy

DamageCooldown
Kongming targets an enemy and starts channeling a Spirit Bomb, which deals 450 (450 + 55% magical attack) magical damage. Non-hero enemy units that are targeted or in the Spirit Bomb's path will take extra damage and be launched for 0.5s. Enemies take 2% extra damage from Spirit Bombs for every 1% Health lost.
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%.
Lvl 1Lvl 2Lvl 3
Cooldown
353025
Base Damage
450630810

Patch History

KongmingAugust 27 patch
Buff
Kongming — Skill 1 scaling raised from 70% to 80% magical attack Skill 1 (Arcane Assault) • Base damage 450 (+90 per level, 70% magical attack) → 460 (+92 per level, 80% magical attack) What this change means The base increase of roughly 2% is close to noise. The line that matters is the magical attack ratio, up ten points from 70% to 80%. At 600 magical attack that is 60 extra damage per cast, and the gap widens as items come in, so the payoff arrives in the mid game. Kongming grades A in mid with a 49.47% win rate on a 1.47% pick rate (official statistics, retrieved 2026-08-21). Because this buff leans harder on items, it does nothing for his early game. Clear waves, stay safe, and start asserting damage once the core items land — the same plan as before, with a better ceiling.

Other Mid Lane 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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