Athena | Honor of Kings Hero Guide
Overview
Athena is a hero in Honor of Kings.
Class: ファイター, アサシン.
Recommended position: ジャングラー.
Lanes: ジャングラー.
Features
Role: Fighter/Assassin, Assassin Fighter. Playstyle: Dash. Difficulty: Hard. Power spike: Early game
Key stats
Win rate: 52.8%
Pick rate: 0.1%
Ban rate: 0.0%
Kills: 5.5
Damage: 78492
Assists: 5.5
How to play
Athena is a Fighter with a good balance of offense and defense. The combo Basic Attack x2 → Skill 1 → Skill 2 → Basic Attack x2 lets you quickly chip away at the enemy's HP and apply pressure.
Each time she dies, she transforms into her true form, gaining mobility and vision, and revives at the location of that true form while dealing area damage around her. Skill 1 dashes forward and knocks enemies back, and during its effect she gains a Shield that makes her immune to Crowd Control. Skill 2 leaps in the chosen direction and grants an empowered Basic Attack. The Ultimate raises a powerful Shield that also makes her immune to Crowd Control during its effect, and after a short delay it deals counter damage to enemies in the area.
For leveling skills, prioritize the Ultimate first; when you can't take the Ultimate, prioritize Skill 2.
Skills (level values & ratios)
Passive: Divine Awakening:Normal Form:Divine Awakening|After death, he takes on the form of a true god. It lasts 30 seconds, and he can support allies with the true god's Guard skill. Upon revival, he moves to the nearest allied tower and deals 600 (600 + 180% of Bonus HP) Physical Damage to enemies within range of the starting point, knocking them up for 0.75 seconds. Base Damage 600〜1200 / Move Speed Up 30〜60 / True God Form:Divine Awakening|After death, he takes on the form of a true god. It lasts 30 seconds, and he can support allies with the true god's Guard skill. Upon revival, he moves to the nearest allied tower and deals 600 (600 + 180% of Bonus HP) Physical Damage to enemies within range of the starting point, knocking them up for 0.75 seconds. Base Damage 600〜1200 / Move Speed Up 30〜60
Skill 1: Holy Advance:Normal Form:Holy Advance|Raises his shield and charges. Gains a 500 (500 + 7.5% of Bonus HP) shield (CC immune for 1 second), deals 400 (400 + 140% of Bonus HP) Magic Damage to enemies, and knocks them back. Base Damage 400→800 / CD (s) 5→4 / Shield 500→1000 / MP Cost 35 / True God Form:Victory Call|Charges in a designated direction CD (s) 6→5
Skill 2: Unstoppable Spear:Normal Form:Unstoppable Spear|Jumps in a designated direction, enhancing his next basic attack. The enhanced basic attack charges forward, dealing an additional 180 (180 + 65% of Bonus HP) Physical Damage, and dealing additional Physical Damage equal to 6% of the target's Missing HP to units other than towers/crystals (up to 300 against monsters).
Hitting during "Holy Advance" or "Immovable Aegis" resets the cooldown of "Unstoppable Spear."
The enhanced basic attack deals an additional 40% damage to non-hero units. Base Damage 180→360 / CD (s) 6→5 / MP Cost 30 / True God Form:Victory Call|Flaps his wings, granting a nearby ally a 250 (250 + 80% of Physical ATK + 5% of Bonus HP) shield for 2 seconds. CD (s) 15→12 / Shield 250→500
Ultimate: Immovable Aegis:Normal Form:Immovable Aegis|Raises his shield to gain a 1200 (1200 + 16% of Bonus HP) shield (CC immune while active). After 1.5 seconds, he counterattacks with the holy shield, dealing 450 (450 + 150% of Bonus HP) Magic Damage to enemies in range. Each instance of damage from an enemy hero while holding the shield increases the holy shield's counterattack damage by 10% and reduces the activation time by 10% (up to 5 stacks). Base Damage 450→900 / CD (s) 25→20 / Shield 1200→2400 / MP Cost 70 / True God Form:Victory Call|Moves to the nearest allied tower. When taking off, deals 600 (600 + 180% of Bonus HP) Physical Damage (increasing with hero level) to enemies in range and knocks them up for 0.75 seconds. At the same time, he guards surrounding allies and moves the guarded allies to the tower.
If the revival time is less than 10 seconds, active skills cannot be used.
If this Skill 3 is cast while dead, no further guard effect on allies can be performed within the following 3 seconds. CD (s) 45→35
Athena — Early / Mid / Late Game
Early game: Before advancing, watch the minimap carefully to prevent enemies hiding in the bushes from counterattacking. When laning solo you can wear enemies down with Skill 1 and Skill 2, but you always need to keep one mobility skill in reserve so you aren't picked off by focus fire.
Mid game: Up until the mid game, you can roam the three lanes, helping allies who hold a lane and cutting down enemies. Before attacking, check the minimap and watch for enemies in the bushes.
Late game: In team fights, after the enemy targets your Tank and uses their crowd-control skills, cut into the enemy's back line with Skill 1 or Skill 2 to group-crowd-control their main damage dealer, deal AOE damage with the Skill 3 combo, then disengage with Skill 1 or Skill 2 or chase down near-dead enemies. However, he can't be used as a Tank, and forcing it will lead to crushing defeats in team fights.