Fang | Honor of Kings Hero Guide
Overview
Fang is a hero in Honor of Kings.
Class: マークスマン.
Recommended position: ファームレーン.
Lanes: ファームレーン, ジャングラー.
Features
Role: Marksman, Artillery Marksman. Playstyle: Dash, Kills. Difficulty: Normal. Power spike: Early game
Key stats
Win rate: 49.9%
Pick rate: 0.9%
Ban rate: 0.0%
Kills: 5.8
Damage: 87986
Assists: 6.6
How to play
Fang is a clear-focused Marksman with dash mobility. His basic combo chains Skill 2 into Ultimate, Skill 1, and four Basic Attacks, dishing out burst damage to finish enemies off. Fang's attacks deal bonus damage to monsters.
Skill 1 buffs himself and places a mark on the target, and his Basic Attacks detonate those stacked marks to deal high damage. Skill 2 advances forward, makes him untargetable, and Slows enemies along its path. The Ultimate hurls blades into the air, dealing damage over time and a Slow. For skill leveling, prioritize the Ultimate first, and when you can't take the Ultimate, prioritize Skill 1.
Skills (level values & ratios)
Passive: Going Undercover:Tracks the trail of enemy heroes and gains Vision of the enemy for 1s (triggers once every 6s per unit).
Also, by exposing monsters' weaknesses, all his attacks deal an additional 7.5%-15% Physical DMG to monsters. Bonus Damage 7.5%〜15%
Skill 1: Target Sighted:On basic attack, applies 1 stack of the Dark Mark to the target (up to 4 stacks). After 4s, it detonates, dealing 230 (230 + 75% of Bonus Physical ATK) Physical DMG to enemies in the area. Each Mark stack deals an additional 230 (230 + 75% of Bonus Physical ATK) Physical DMG on detonation, and at 4 stacks it detonates immediately.
Casting the skill increases Attack Speed by 35% and attack range by 75 for 4s. CD (s) 10→8 / Base Damage 230→460 / Bonus Damage 230→460 / Attack Speed 35%→70% / MP Cost 60
Skill 2: Wheel Away:Throws a chakram in the designated direction and, with phantom-like movement, travels to the landing point and catches it (untargetable while moving). The chakram deals 260 (260 + 60% of Bonus Physical ATK) Physical DMG to enemies and slows them by 15% for 2s. The ground Li Yuanfang passes over burns for 2.9s, dealing 110 (110 + 30% of Bonus Physical ATK) Physical DMG every 0.25s to enemies along the path and slowing them by 15%. CD (s) 10→8 / Base Damage 260→520 / Damage over Time 110→220 / Slow 15%→30% / MP Cost 65
Ultimate: Bladestorm:Throws a chakram at the designated location, and the tornado created by its spinning deals 320 (320 + 100% of Bonus Physical ATK) Physical DMG to enemies in the area. The tornado lasts 5.4s, dealing 140 (140 + 40% of Bonus Physical ATK) Physical DMG every 0.5s to enemies in the area and slowing them by 50%.
Damage to enemies inside the tornado is doubled. Damage from the tornado can also stack the Dark Mark. CD (s) 30→24 / Base Damage 140→280 / Collision Damage 320→640 / MP Cost 110
Fang — Early / Mid / Late Game
Early game: As a pressure-tanking Marksman, he can pull multiple enemies to the lane by himself, creating a good farming environment for his teammates. This pressure-tanking playstyle relies on the Ultimate—a single flying disc from the Ultimate can clear a minion wave—so Cooldown reduction is important.
Mid game: Thanks to his Passive, his wave-clear is also very strong, letting him clear quickly while pulling 1–2 enemies and stalling the enemy's team-fight tempo. Use his mobility advantage to retreat quickly and join team fights, splitting the enemy's attention and giving your team an edge in fights.
Late game: Since he's fairly fragile, position yourself at the back in team fights. The Ultimate doesn't need to be fired first—use it for self-defense, or place it in the center of the fight at the right moment to split the enemy's attack formation. Carelessly approaching enemies with Skill 2 can leave you without mobility and get you killed in return, so save it for trading with melee enemies or for picking off targets late game.